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Author Topic: How about mining designations outlined to show where walls will be formed?  (Read 1658 times)

bri

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NW_Kohaku

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My first question would be "what tileset are you using?"  The walls marked will be should already be clearly visible under most tilesets.

Assuming you mean that designations would mark which wall tiles would become visible after mining finished, I don't particularly see the point of this sort of change.  Why can't you just look and see the area adjacent to the brown designated tiles already?
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bri

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Quote
Assuming you mean that designations would mark which wall tiles would become visible after mining finished, I don't particularly see the point of this sort of change.  Why can't you just look and see the area adjacent to the brown designated tiles already?

It's a suggestion of convenience.
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NW_Kohaku

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I doubt it would be convenient to Toady to have to code it.  :P

Again, I just don't see how this is any more convenient than what we have now: Is there some reason we can't already quickly and easily see what is going to be wall and what is going to be floor just by looking at what tiles are brown and what tiles are still black?
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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"

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bri

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It's trivial when you're making one room, but not when you're making a dozen small rooms and squishing them together and want to know where all the boundaries are so you don't end up with walls next to each other. It isn't a difficult task to figure out where walls will be, which is why this is a suggestion of convenience. I doubt it would be difficult at all to code.
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Particleman

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It's trivial when you're making one room, but not when you're making a dozen small rooms and squishing them together and want to know where all the boundaries are so you don't end up with walls next to each other.

The unmarked (black) tiles will be walls. Done.
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GreatWyrmGold

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I can't count the number of times I've designated a nice, long, curly, wagon-accessable tunnel, only to discover that I've forgotten to account for the wall ramps need to function. This would be useful, although perhaps not the best use of Toady's time.
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bri

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The unmarked (black) tiles will be walls. Done.

The concept of a suggestion for convenience escapes some of you? I'm not saying that it's rocket science to figure out where the walls are. I'm just saying that it becomes inconvenient when you're trying to take in walls relative to walls for many rooms and so on and could be made more convenient at a glance with outlines.
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Exponent

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Sounds sort of like a design/planning mode that I've seen suggested for a lot of games.  SimCity in particular could benefit greatly from something like this.  Fiddle around to your heart's content without spending money, get everything to look just the way you want it, and then commit the design.  (Whether it alters the game world instantly or requires time to build is another issue.)

With Dwarf Fortress, it is less of an issue since the resource model is different than in a lot of builder games, but it would still be kind of nice.  Going a step further, you could even pre-place furniture, constructions, workshops, et cetera, before even mining out a single tile.  Heck, the placement of objects could even generate the production jobs.  You say you want to mine out a bunch of space and place tables, chairs, and statues to make a dining hall?  Then the mason will start to work on the furniture immediately while the miners start chipping away at the rock.
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NW_Kohaku

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Sounds sort of like a design/planning mode that I've seen suggested for a lot of games.  SimCity in particular could benefit greatly from something like this.  Fiddle around to your heart's content without spending money, get everything to look just the way you want it, and then commit the design.  (Whether it alters the game world instantly or requires time to build is another issue.)

With Dwarf Fortress, it is less of an issue since the resource model is different than in a lot of builder games, but it would still be kind of nice.  Going a step further, you could even pre-place furniture, constructions, workshops, et cetera, before even mining out a single tile.  Heck, the placement of objects could even generate the production jobs.  You say you want to mine out a bunch of space and place tables, chairs, and statues to make a dining hall?  Then the mason will start to work on the furniture immediately while the miners start chipping away at the rock.

If you're talking about "footprint" mode, where you don't actually designate, but just put down markers for where you are going to build things, many of the Sierra City-Builder series games had that feature, you just pressed a key before "building" the building, it it sat there.

Anyway, you can already do this with Dwarf Fortress, and I do it all the time.  You just don't connect the designated walls to any place that a dwarf can stand, and you can mark everything you want. 

However, that doesn't seem to be what the OP was talking about.
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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"

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SuicideJunkie

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I don't get it either.
Brown = dug, Black = wall.

Perhaps you should take a screenshot and edit it to show what you mean?
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GreatWyrmGold

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I think the idea hinges on the fact that, due to the lack of borders between tiles (not something I want, BTW), it's impossible to accurately guess how thick of a wall you'll get (without, y'know, counting with the cursor).
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NW_Kohaku

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I think the idea hinges on the fact that, due to the lack of borders between tiles (not something I want, BTW), it's impossible to accurately guess how thick of a wall you'll get (without, y'know, counting with the cursor).

Actually, how large an area a tile on the screen takes up is pretty easy to see.

Besides, you only have to count to one.  I don't see why that isn't already as convenient as it's going to get.
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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"

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SuicideJunkie

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Hrm.
Perhaps the OP was talking about marking the outline, and then having a flood-fill of mining designations?

Or, perhaps what OP wants is to designate a huge area for mining, and then un-designate the walls from it.  That's very doable already.
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GreatWyrmGold

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Kohaku: Again, I can see this being useful in those situations you need to count past one (e.g. when working with channels). And I never said I agreed with the idea.

SuicideJunkie: The marking-outlines-then-floodfilling sounds VERY useful.
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