Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Rubble  (Read 890 times)

JT

  • Bay Watcher
  • Explosively Canadian
    • View Profile
    • http://www.jtgibson.ca/df/
Rubble
« on: August 16, 2006, 04:57:00 pm »

Remember a little while ago, I insisted that it wouldn't be a good idea to add a difference between mining and tunnelling?  Ha ha, good times.

Well, I think it would be a good idea to add a difference between mining and tunnelling.

"Mining" would be defined as digging tunnels and extracting ore and gems.  As wall tiles are mined out, they produce "rubble" instead of "stone".  This "rubble" would then be hauled to the mining pile or to the trash pile.  Rubble naturally degrades over time (as a gameplay consideration, not due to any physics that I'm aware of).  Rubble could be used to produce gravel roads, which are one step up from dirt roads and one step below rough stone roads.

"Quarrying" would be defined as digging tunnels to extract everything, including stone, ore, and gems.  This would produce stone instead of rubble for every wall tile that is supposed to produce something.  The problem, of course, is that quarrying would take longer than mining because your dwarves are concentrating on making sure the little blocks of stone they extract are indeed blocks of stone instead of piles of rubble.

Occasionally, while "mining" as opposed to "quarrying", stone would be produced anyway (roughly 1 in 6).  This reflects the wall having a natural weakness and crumbling into a slab when you hit it just right.  In this way, people would only have to "quarry" on rare occasions when their stone supplies were dwindling.

Logged
"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin

Dwarf Chunk

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #1 on: August 16, 2006, 05:54:00 pm »

I don't really like that idea. The list of different professions is long enough without that. Adding even more to it, makes it ultimately just more tiring to play. I suppose there are better ways to avoid getting drowned in stones, if that was the intention of your proposal.
Logged

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: Rubble
« Reply #2 on: August 16, 2006, 06:02:00 pm »

Just an overall reduction in plain stone production would be useful.  I always use my light and dark stone to make crafts, and obsidian to make swords- this always leaves me with tons and tons of plain rock.

The rubble would be a cool idea- it would just stay on the floor and slow down Dwarves trying to pass it until it was cleaned up.

Logged

Lap

  • Bay Watcher
  • I <3 Lua
    • View Profile
Re: Rubble
« Reply #3 on: August 16, 2006, 06:18:00 pm »

Seems like a good place to suggest that they should be something that uses obscene amounts of rocks just to get rid of them. Maybe called a monument or something. 2x2 statue? I just want to get rid of them.
Logged

Grue

  • Bay Watcher
  • Fucked Up
    • View Profile
Re: Rubble
« Reply #4 on: August 17, 2006, 01:38:00 am »

Maybe just use 2 rocks per building?
Logged

Woodstock

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #5 on: August 17, 2006, 02:05:00 am »

Option to dump stuff in the river/chasm. Have your troubles either washed away or really far beneath you.
Logged

Aquillion

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #6 on: August 17, 2006, 02:20:00 am »

I think we really need only one thing:  A 'clearing' job that has dwarves clear away rocks (or other items) that are in the way of construction, blocking major passages, and so forth by moving them to a stockpile.  Whenever a floor plan is dropped, any untagged items on the floor that would cause problems for it get clear jobs set on them...  Any items left in a doorway would get automatic clear jobs.  If too many dwarves walk over an item in a short time period and it's just lying on the floor outside of a stockpile, it could also get a clear job.

With this, stone wouldn't be such a big problem... dwarves would clean it up when it's in the way without having to worry about all the stone in distant mines.

I would really rather not see anything done that reduces the rock supply.  I don't know what other people are doing, but I've run out of rocks almost as often as I've run low on wood.  I've been forced to shave the front of the cliff and dig out large lines just to get enough rocks to keep going.

...I should mention that I have two craftsmen doing rock/wood crafts and one mason churning out doors, blocks, tables, thrones, and other items at all times.  And, also, I have covered huge portions of my fortress with rock-fall traps, built numerous rock bridges, and used rocks most of the workshops I produce.  But this is partially because I know I can always get more so easily...

I think you people just aren't taking advantage of the things you can do with rocks.  Rock-fall traps are a decent and easy defense; putting a coffer and a cabinet in each dwarf's room is going to be helpful later on. Putting a masterwork table and chair in each will help keep dwarves happy even more. Your halls should have rock doors everywhere, since they provide a little security, will protect you a bit against nasty things like floods and miasmas, and can be used to lock off insane or tantruming dwarves.

Logged
We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

gimlet

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #7 on: August 17, 2006, 02:22:00 am »

Maybe a guy with higher architect skill could design a rock pile, err "advanced rock warehouse" where rocks could be stacked 2 or even *gasp* 3 high, especially if they are the same type.  For a graphic, I'd suggest the same rock circle but with a dot in a corner or something, if it even had to be differentiated.
Logged

Maurog

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #8 on: August 17, 2006, 02:23:00 am »

Hmm, maybe the second-level stone detailing should not be a 'D'esignation task, but rather a 'B'uilding task which requires stone. After all, what they really do it is tile the floor with engraved stone tiles, add gargoyles and other stone art to the walls and so on, right? So it makes sense that they'd need raw stone (not blocks though). And it will make a dwarf really happy to have his room detailed with his favorite stone.

Just a thought.

Logged

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: Rubble
« Reply #9 on: August 17, 2006, 02:25:00 am »

I often have one crafter making goodies constantly, and a mason churning out doors and whatnot as well.  I still constantly have over 100 stones in a huge pile out front (I made a 10x10 area in my latest game, and have had to make many smaller satellite stockpiles indoors, next to masons and crafters and such.)

Building a road helped, though I noted it was a bit weird about the rock to road-size ratio.  Even after using loads of stone on that, the stockpile was quickly refilled as I was mining deeper still.

Logged

Aristharus

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #10 on: August 17, 2006, 02:33:00 am »

quote:
Originally posted by Woodstock:
<STRONG>Option to dump stuff in the river/chasm. Have your troubles either washed away or really far beneath you.</STRONG>

This is already in. After you discover the chasm, there's new options in the refuse orders. [o, r]

Logged
I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Rubble
« Reply #11 on: August 17, 2006, 06:54:00 am »

Actually I never seem to have enough stone. I blitz through the stuff.
Logged
Why not join us on IRC? irc.newnet.net #bay12games

John Gaden

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #12 on: August 17, 2006, 06:58:00 am »

I always end up with either a 20x20 stockpile of the type "mining" filled with stone, or a 20x20 stockpile filled with stone furniture. Either way, it's frustrating to have so much stuff that im not using just piled up.
Logged

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Rubble
« Reply #13 on: August 17, 2006, 07:02:00 am »

I consider the stone furniture a sound investment for future fortress citizens. Have you thought about creating rock crafts? Also using it up creating fiendish traps?
Logged
Why not join us on IRC? irc.newnet.net #bay12games

John Gaden

  • Bay Watcher
    • View Profile
Re: Rubble
« Reply #14 on: August 17, 2006, 07:09:00 am »

I've considered it, but i'd still soo much stuff, and i dont like that. I'd rather just have a lot of empty space than all those hundreds traps and doors lyin around.
Logged
Pages: [1] 2