Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Digging, Mining, and Quarrying  (Read 651 times)

Karisu

  • Escaped Lunatic
    • View Profile
Digging, Mining, and Quarrying
« on: June 29, 2010, 02:19:44 am »

Another mining idea! Sorry if these are getting annoying. I have read some of the others. This idea doesn't quite make it easier or faster to get rid of leftover stone, though it does give some more options, depending on preference.

Other stone management and mining threads for supplemental readings and to save someone the trouble of replying with it later  :P
[/quote]
[/spoiler]

On to my ideas...

3 ways to designate natural walls to be removed:

Dig: Similar to the current mining designation. The fastest way to carve out tunnels and rooms, although this method will leave boulders (that block building!) and stones, that will need to be cleared out. Mining skill will increase speed.

Mine: This designation will only work on Ores and Gems, and not rocks and sand. Much slower than digging, but a higher chance to leave behind useable ores and gems. Again, Mining skill increases speed. This would be nice also in that ore veins are generally NOT rectangular in shape, and would make designating those veins after revealing them via exploratory mining much quicker. When a miner runs into stone that is not minable, that tile will automatically be undesignated.

Quarry: This designation works on stones. Again much slower than digging, but will leave behind (stackable!) blocks of stone. People who don't like cleaning up after themselves might like this idea, as the product can be shoved into bins. A slower process, but a single tile may possibly yield more than one block. Great for megaconstructions. Quarry out a bunch of blocks, pack them up into bins, and ship them off to the construction location. Possibly have Masons take this job instead of Miners? Mining skill would, once again, simply increase speed. Mason skill could increase the chance to drop a block, or multiple blocks even.

I know none of this really addresses the matter of having a lot of leftover debris to deal with. The problem currently is that debris is a pain. It doesn't make sense to dig out half a mountain with all the waste pulverized into dust somehow by one inexperienced miner (of course the legendary one leaves a TON for you to clean up), or to have a 1 tile dump with a mountain's worth of stone in it. This leads me to my final suggestion, which I was surprised to have nothing show up when I searched for it.

*EDIT* Never mind, I realized I was only searching within the thread that was then open. No wonder there were no results -.-a I KNEW someone had to have thought of it before =P */EDIT*

TNT or Dynamite: A mechanism/trap/building that can be triggered by all sorts of triggers, that would also allow for boatloads of Fun. Something modest.. like destroying a 3x3x3 area around the barrel, and randomly a little bit more? (Oops. Sorry about your pets. Didn't expect the explosion to be THAT big...) Would cause tons of dust, maybe a cave-in or two, and the removal of walls, boulders, stone (or send it flying a bit at least), goblins, supports, cats, dwarfs, err... yeah. Bring a ton on embarkation! Get your fortress expanded in a snap! Deliver a few barrels of these to your friendly neighborhood goblin tower's (new) basement, and tell them to check out your gift! Make sure they bring some torches, its dark down there...

I don't know how it would be made, or if dwarfs have the know-how to do so. Maybe you can only get it from trading with humans...

Don't have to worry about firearms, since even if you have explosives a gun would still be far off. Fireworks on the other hand... happy thoughts? Reveal ambushers? Invite the vile forces of darkness to gather?? Medical dwarf training for removing shrapenel???? Dwarfs DO like making everything out of stone...

Hope you had a nice read, and hope some of the ideas were new enough to warrant a new thread. Otherwise sorry for repeating what was probably mentioned before somewhere and I didn't find it.
« Last Edit: June 29, 2010, 02:23:05 am by Karisu »
Logged

Sfon

  • Bay Watcher
    • View Profile
Re: Digging, Mining, and Quarrying
« Reply #1 on: June 29, 2010, 06:41:15 am »

Quote
Don't have to worry about firearms, since even if you have explosives a gun would still be far off.

Gunpowder weapons go back to the middle ages and predate TNT and dynamite by hundreds of years. Early held devices were very crude, but existent, and don't forget about cannons. A far more crude explosive would still make sense, and would suit gameplay better anyway as modern explosives are horribly powerful.

Fantasy rules generally state that explosives are a no-no, though, despite some stuff going far back. Would be sort of neat if it depended on age and years. Something like: Age of myth OR under 1000 years = no explosives. 1000 or more and at least age of legend = crude explosives. 3000 or more and any other age type = crude firearms?

If Toady was even more ambitious, which I am assuming he is not in the relevant future even if something simple like what I suggested is not out of the question, only some technology could exist at world creation and further tech could be invented by individuals which would be recorded in the world's legends. And then it could be made to make me breakfast every day before I wake up  :P
Logged

Pilsu

  • Bay Watcher
    • View Profile
Re: Digging, Mining, and Quarrying
« Reply #2 on: June 29, 2010, 03:20:18 pm »

I see little reason why ore would disappear under any circumstances.
Logged