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Author Topic: Designate shafts for non horizontal/vertical digging  (Read 1012 times)

Grendus

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Designate shafts for non horizontal/vertical digging
« on: August 17, 2009, 11:37:27 am »

Often I find myself trying to dig diagonal shafts, either out of efficiency to get magma where I want it or simply trying to increase hauling speed for mining out a distant ore vein. Times like these, what I'd really like is a (d)esignate->(s)haft option. Designating a shaft would use an algorithm similar to how programs like Paint draw straight lines, where two points are selected by the player and the program designates squares in as close to a straight line as possible for digging. This would be mostly useful for digging shafts to veins exposed by exploratory mining, but also for creating fluid pipes and even passages for players who aren't very picky about the design of their fortress.
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Bricks

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Re: Designate shafts for non horizontal/vertical digging
« Reply #1 on: August 17, 2009, 12:15:08 pm »

Non-45-degree diagonals would be a little freaky, but I could see it being done.  The designation tools should really expand to 3D, even if it is just digging out big 'ole cubes.
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lucusLoC

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Re: Designate shafts for non horizontal/vertical digging
« Reply #2 on: August 17, 2009, 04:55:26 pm »

DF realy needs a revamp of all the designation tools. This includes auto circles, lines, volumes and other common shapes, as well as a working template system so players can designe their own.
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JasonMel

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Re: Designate shafts for non horizontal/vertical digging
« Reply #3 on: March 20, 2012, 01:27:45 pm »

I was thinking about the cool tunnels in sewers, which run in any direction and don't form a rectilinear grid like tunnels in my forts tend to do because of how designations work. I was thinking it would actually be useful to have tunnels like that in a fort. Surely dwarf fortresses should be at least as technologically advanced as human cities?  ;)

When specifying the endpoints, there should probably be an option on the menu for specifying width (h and k, as in roads, walls, and farm plots?), since tunnel width has such an impact on traffic.

I would say that this would be good for roads too, but I never use roads.

+1 for all above ideas.

(Necro'd in preference to posting a new suggestion.)
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