Actually, a magic flying pick is the most undwarven thing imaginable. In Arcanum, the dwarves abandoned the steam engine because "what kind of dwarf would let a machine dig a tunnel for him?"
Depends on your source of "dwarf". Norse dwarfs are great enchanters of items. They have tales of dwarves with their literally flying picks, and that's why norse dwarves would ONLY need picks. As it is magic, it can do anything all other digging tools can do, and do it safely while the owner stands back in safety. So they can drill straight down, or dig a ledge in a cliff, shape raw stone and build a small, light stone scaffold so the dwarves can then build a magical bridge big enough for humans and their giant goats to cross, but too weak to hold a giant, etc.
Are DF dwarves Tolkein dwarves? D&D dwarves? Norse dwarves? Irish? "Looking For Group" comic based? With all their mechanisms, they seem to be very steampunk oriented to me, and steampunk dwarves would use any tool that makes the job easier--- although they'd prefer something with gears and mechanisms and drill bits and fed by coal and blowing steam. Look at what players do with DF--- it's very steampunk, with irrigation chambers, drowning chambers, defensive curtains of magma, rippling spike wave trap corridors, etc. So right there, DF isn't very "dwarvenly" if we are talking D&D or Tolkien. It is much more "Final Fantasy" like than generic anglo "dwarven".
Right now, dwarves doing just about everything is an abstraction of the actual process involved. Even normal mining - wouldn't the dwarf then end up in the tile he's mined out? That's how dwarven physics work. But if they work that way, it doesn't mean they have to stay that way, or that it's right.
As for the bump in the channel - leave it alone, I was just providing an explanation. The channel floor can be any shape as long as it's lower than its walls. At least as long as it's rough-hewn.
No, I won't do that. Because you are the one arguing that leaving "ramps" is more realistic while talking about "digging is an abstraction". Those are opposites on your line of argument. There is no reason that digging a channel shouldn't stay abstracted, on the same level of as all other digging.
Having it leave a ramp of material, when no other digging does, doesn't match. Having it leave egg ramps or whatever lumps of material in a channel is the dwarves FAILING at a basic dig task. That sounds extremely
"undwarvenly" to me. Much more than arms that stretch out for a full tile or magic picks powered purely by dwarven worship or dwarven miners' force of will.
When advanced digging comes along, then having all digging to be "multistage" will at least be consistant across the dig types. As it is, it just stands out as a large glaring inconsistancy, and reduces the players ability to constructively do things, thus spoiling their fun.
And,People wouldn't always use "Dig Smooth Tunnel" command. Just like people wouldn't use "Engrave all dug tiles". It doesn't make sense in all conditions.
That's right. But just like these fictional designations, a plain channel won't make sense in all conditions. And they would all clutter up the interface with a dozen new designations for all the different things you could mine, at the various stages of completeness. It's just not ergonomic.
Look, why are you even arguing? Unless we get a word from the force behind the development, what we say here won't matter. I've made a list, a compiled collection of points that we've accumulated in this discussion. If you think you can revise that list, go ahead.
The interface is already cluttered. But channeling's slot is now open, since it is only a second "up ramp" command. If we can tolerate all the other clutter, we can certainly stand having a second page of designations or menu up/down to see the full list, just like with the rest of our commands in dwarf fortress. Reverting channeling and adding a "dig down ramp" isn't much more for the interface, considering everything else jammed into it. After all, it needs a "remove downward stairs/ramp" added to it (to match the "remove upward stairs/ramp" command), so Toady is going to have to "find" room on the designate menu any ways, and that means scrolling or submenues, so it has to happen anyways.
It is you that keep on these failed lines of argument in this thread, long after we settled on the possible options and resolutions.