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Author Topic: Auto-cancelation of mass constructions  (Read 422 times)

grelphy

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Auto-cancelation of mass constructions
« on: July 21, 2008, 11:06:58 pm »

So we can now build massive quantities of walls and floors, which is great (my wrists appreciate it, anyway). However, I still have to do a bit of micromanagement to fit floors into oddly-shaped areas because the mass floor cannot be placed if even a single tile is in an illegal location. i.e., I have the following:

Code: [Select]
Ground floor:
O+++O
++<++
+<O<+
++<++
O+++O

First floor:
+...+
..X..
.X+X.
..X..
+...+

And I would like to floor over the entire first floor to create:

+++++
++X++
+X+X+
++X++
+++++

But the stair tiles already contain constructions, so I must do it piecemeal. Farm plots already behave like this; they simply auto-cancel any tiles over unfarmable (i.e., boulder, pebble, staircase, column, etc.) terrain.
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Given the general shape of coins and what most people seem to find the minted variety useful for: "Rounds".

Idiom

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Re: Auto-cancelation of mass constructions
« Reply #1 on: July 21, 2008, 11:22:30 pm »

I'd prefer [d]esignate -> [c]onstruction -> [f]loor/[w]all/[f]ortification etc
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Align

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Re: Auto-cancelation of mass constructions
« Reply #2 on: July 22, 2008, 05:16:34 am »

Choosing the materials is the only problem with that.
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My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.