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Author Topic: reveal ceiling tiles for underground features.  (Read 2729 times)

Granite26

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Re: reveal ceiling tiles for underground features.
« Reply #15 on: February 25, 2011, 09:14:52 pm »

Oh, I see what you're getting at now.

I'm just worried that somehow, this'll require us to only build stuff every other level.

I mean, if a floor is the material of whatever's underneath, then how would you build one over open space?

Two types of floor (same as now)  Living Stone floors (not constructions) are the type of the underlying stone, because they ARE the underlying stone.  Same as if you built a wall and went up a Z-level, there's a floor there.  So, if you dig out Z-1, you'd have to build a floor in order to have rooms on Z.

In short, pretty much treat it like the constructed walls are now.

You're right, it'd mess with being able to seamlessly use every z level.  I don't know that it's the right answer, but it's a solution, and it would get rid of that crappy crappy built wall is not the same as a living rock wall stuff.

Bohandas

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Re: reveal ceiling tiles for underground features.
« Reply #16 on: February 26, 2011, 01:53:17 am »

Wait, so we dump floors, but you can still add flooring, and...but...I have no idea what you are proposing anymore.
Right now, floors have a special place as 'between' z levels.  Take that special status away, so that the floor of a tile is the material of the next tile down.

If you (b)uild a (C)floor, you'll end up with a new floor taking up space in the square so you can't build anything else.  Change that so that you can build a floor and then build something on top of it.

Outside builders should be familiar with the problem.  If you build a square out of walls, climb on top and place floors the in the middle, you'll end up with a 'house', but when you try to build the second story, you'll see what I mean.

This makes sense, especially as you can build a constructed floor over the natural floor anyway (thus making one of them redundant, and allowing players to produce between z-level floors through construction even if the natural floors are discontinued.
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Silverionmox

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Re: reveal ceiling tiles for underground features.
« Reply #17 on: February 26, 2011, 12:00:19 pm »

That's indeed restoring consistency the other way around. We'll need good rules for diagonal accessibility though, including fluid passage etc.
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Solace

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Re: reveal ceiling tiles for underground features.
« Reply #18 on: February 26, 2011, 02:51:00 pm »

If you consider floors to be 50% of the material above them and 50% the material below, the ceiling would be the same material you're in now, even if, as a floor, it's a different material.
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Granite26

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Re: reveal ceiling tiles for underground features.
« Reply #19 on: February 27, 2011, 12:25:16 pm »

hmmm  material below also means that if you tunnel across and get a warm stone designation, digging into the square opens up magma.  Fun

Jeoshua

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Re: reveal ceiling tiles for underground features.
« Reply #20 on: February 27, 2011, 08:44:14 pm »

I have always thought it odd that floor tiles are of the type of rock of the floor they're on... channeling down into a rough gem cluster floor should give gems, not whatever kind of rock is on the floor beneath.  So this system is nice.

But there is a gripe. It would be a big, BIG change to the way the game works if there were no "natural floors".  Instead, what if the floor was representative of the stuff below it, not the stuff you just dug out.  That would lead to situations like digging out a vein of ore and having, say, gabboro floors there instead of ore floors... but isn't that what digging out a vein would be?  Plus, this would segue nicely into something I've seen on the development logs where Toady wants to make all veins wind around in 3d, up and down in Z-level.  This would make it less of a crapshoot to find where they've gone downward... because you've SEEN it!
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Bohandas

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Re: reveal ceiling tiles for underground features.
« Reply #21 on: March 01, 2011, 04:50:32 pm »

...Instead, what if the floor was representative of the stuff below it, not the stuff you just dug out.  That would lead to situations like digging out a vein of ore and having, say, gabboro floors there instead of ore floors... but isn't that what digging out a vein would be?  Plus, this would segue nicely into something I've seen on the development logs where Toady wants to make all veins wind around in 3d, up and down in Z-level.  This would make it less of a crapshoot to find where they've gone downward... because you've SEEN it!

Sounds good to me.
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