Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Tunneling/mining designation  (Read 707 times)

iron_general

  • Bay Watcher
    • View Profile
Tunneling/mining designation
« on: August 23, 2010, 02:33:43 pm »

To make mining (somewhat) more realistic it would be interesting if the player could chose between two designations one tunneling, would creating a narrow "tunnel"  that would be dug at the current speed but produce only half the stone and ores (as mining currently does) at best. Think of it as a tunnel with only enough space for one dwarf to work/walk. The other, mining would function as mining does now with the exception that the miners build rock suports as they go, thus taking more time. I would suggest that these "supports" would be built with three tiles between each and not interfere with (be incorporated into) workshops. With this placement of "supports" a 3*3  room could be tunneled but nothing bigger.
Thus tunneling whould be useful for finding ores or when you've just embarked (to get everyone inside/create an inside). Mining would be used to create large rooms or for exploiting ores. It would make sense that non-mining dwarves would get bad thoughts from spending to much time in tunneled as oposed to mined rooms.

As a side not there is a similar thread at this link http://www.bay12forums.com/smf/index.php?topic=24932.0 though it was unposted for 120 days sorry if starting a new thread in this situation is gauche, please advise.
« Last Edit: August 23, 2010, 02:52:04 pm by iron_general »
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Tunneling/mining designation
« Reply #1 on: August 23, 2010, 02:51:05 pm »

What were your search terms?  The last time this thread was posted in was yesterday.

That thread also was visited by Footkerchief, who laid out his usual index of previous similar threads:
The aforementioned giant list of previous suggestions:

http://www.bay12forums.com/smf/index.php?topic=60362.0
http://www.bay12forums.com/smf/index.php?topic=55919.0
http://www.bay12forums.com/smf/index.php?topic=19612.0
http://www.bay12forums.com/smf/index.php?topic=3298.0
http://www.bay12forums.com/smf/index.php?topic=26389.0
http://www.bay12forums.com/smf/index.php?topic=5824.0
http://www.bay12forums.com/smf/index.php?topic=5149.0
http://www.bay12forums.com/smf/index.php?topic=4348.0
http://www.bay12forums.com/smf/index.php?topic=2865.0
http://www.bay12forums.com/smf/index.php?topic=4034.0

Spoiler: tags (click to show/hide)

Generally speaking, it's perfectly fine to necro an old thread in the suggestions thread if that's what you want - no reason to rehash the same request when you can just bump an old one, especially if it has had good discussion on it.

Technically, the other thread just declared that the alternate mining should not produce stone at all, and doesn't require supports, but those sorts of differences can simply be added into suggestions. 

Generally, I don't particularly agree with these types of suggestions, and would rather that dwarves have more logistics problems to deal with, and have a more thorough support-building system in place.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

iron_general

  • Bay Watcher
    • View Profile
Re: Tunneling/mining designation
« Reply #2 on: August 23, 2010, 03:10:13 pm »

I'm not promoting mining (or tunneling ) that produces no stone, but as tunnels uses less space, less usable stone will be extracted. As you've stated 1 tile is about 3 cubed meters, a tunel might only be .75m*1.5m. I also forgot to add that tunnels would be minable. But I admit this probably should have been posted under the link I provided.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Tunneling/mining designation
« Reply #3 on: August 23, 2010, 04:23:40 pm »

If you want to make something take up a smaller space, though, you need to have a definition of something being less than the size of a tile.

Currently, as I understand it, only one creature can occupy a tile standing up, regardless of size, excepting vermin and wrestling, and all others have to lay prone to let other creatures pass by, which is why they stop when they bump into each other.

I mean, that's possible to suggest, of course, but it takes another suggestion as a prerequisite beforehand.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare