I'm curious: What "other ways" are there? I've never noticed sand acting differently from regular soil except for that.
Wait, do you mean that it shows up in sand deserts and beaches more often? I guess that makes sense.
Mainly, the tile for sand floors is ~ instead of the usual, and dirt roads erode much faster (not that it matters, since roads are no longer critical). Just the tile is enough to bug me.
----
when I put a activity zone over a dug out area of this sand inclusion, it indicates "Sand Collection (0)"
what's up with this?
EDIT: I tried collecting sand bags from this sand, but no dice
That's odd. Let me retest. What the heck? I could have
sworn it used to work, during my initial test phase.
So much for that. Argh!
-----
Vanilla sand layers have both [SOIL] and [SOIL_SAND], and your sand inclusions only have [SOIL_SAND]. Maybe that's why it's treated like rock?
I tried having both tags, and it didn't change anything.
And now the latest test seems to indicate that having any [ENVIRONMENT:] token prevents the use of SOIL_SAND from being used for sand at
all. Poop.
I was
positive it worked the first time, though. That's a pretty dumb mistake.
Hm, I just got a "you have stuck sand" message while re-re testing. That never happened during the initial test. I must have done something differently. Modding is tougher than it looks.
-------------
Okay, I think I figured it out. Damn bizarre, too!
If you embark on a map with
another source of sand, sand inclusions will be a valid sand source. If your map contains no other sand, it
won't be. That's really really weird, and, unfortunately, makes the mod useless.
As you can see, there's 2 tiles of regular old sand north of 3 tiles of "weird sand."
All 3 tiles of "weird sand" are valid for sand collection.
We abandon, then re-embark here.
4 tiles of "weird sand..."
...none of which are valid for sand collection duty.