Closed StephenV25 closed 7 years ago
as of now, no. Nice penismobile, by the way.
"as of now, no." as in its a known bug? or removed feature? also that never dawned on me when i put a minesweeper on the front of a swat truck.....
No idea, coolthulu's the one working on Z levels, he'll brief you if he comes by.
It looks like the same bug that is preventing ceiling collapsing. I guess I'll have to hack up some solution for now (the real solution would be quite complex).
I'm not trying to dig a staircase in the pavement, just trying to break the pavement so i can dig a shallow pit to build a wall in. I've done it int he past on older builds to make a gate at a public works. i wouldn't expect that to have anything to do with z-levels
It is z-levels related because I'm reworking floors/wall to be more like in Dwarf Fortress, where you have a floor section and a possible wall section below it. When you destroy the floor section but not the wall section below, the floor will be regenerated from the wall below it.
Before, the pavement would be destroyed to dirt+items. Now it can be destroyed to empty space instantly. I'll need an option to force it to regenerate the floor without attacking the wall below.
ah well this is all beyond me, so ill leave it to you devs. when this is closed does that me the issue will be fixed in the experimental branch? i don't quite understand github yet.
Yes, the issue will stay open until a fix (or at least an attempted fix that looks like a fix) gets merged.
@Coolthulhu I'm new here, and have no idea how z-level are going,but instead of using DF approach, why not use the gnomoria one?
and sorry for changing topic :P
If I recall correctly (only seen gnomoria for like 30 minutes total and long ago), gnomoria has tiles above always check for tiles below rather than own tiles. In DDA this wouldn't be possible without rewriting a large part of the code or altering terrain/flag checking functions to check below (which wouldn't work in 2D mode).
well, english is not my native language and I`am not sure if I understood correctly what you said.
In gnomoria, each z-level tile have 2 information (floor and wall), you can build a wall, if that tile have a floor. and you can build a floor, if there is a adjacent tile with floor or the tile below have a wall.
As I said, I'm new here, and didn't dove into the code, but if the map is a matriz (array of array) and it have a struct with the info of that tile.
I think, you just need to rename the existent tile info to floor, add a new to wall. And when something is built/deconstructed verify if there is wall below, or adjacent floor
Fences/pavement etc could be a passable 'wall', so when you deconstruct the pavement, you get to see and interact with the floor of said tile
Well, then it's more similar to Dwarf Fortress than I expected. In fact, it's directly copied from Dwarf Fortress.
From what I can tell, Gnomoria is a direct ripoff of DF with added isometric graphics. I wouldn't be surprised if most/all of the output of their UI is cribbed from it.
how someone who play both, I don`t think that DF and gnomoria are equal on the map thing.
In DF, if you put a floor on a hole, you can't build a wall on top of said floor - This annoys me - It's only possible build a wall on top of a natural floor, wich is very restrictive on terraforming and so on the way you build your fortress.
On the other hand, gnomoria have this "floor/wall struct" thing, which is more flexible and in my opinion more easy to code
@Eldhelion This is a long-term thing, and We Know ;) Please feel free to add more suggestions etc. here!
@StephenV25 The above also considers you.
We do welcome involvement!
@drbig , I didn't get your point, on the "This is a long-term thing". Anyway, I gave my 2 cents to the thread and without knowing the code I can't think on long term flaws on my suggestion. Well, I can think on plenty, but this is not a build simulator :P.
I could look the code, but, I`m waiting on the (CMake and CLion #12803) to dive on the code
you can look at the code with Clion as is - it'll still do all the autocomplete things and be good at navigating the project. you just have to build it manually for now. Give it a shot! I think it'll help answer your questions. :)
Yeah, as per DF, the best way to manage the substance of a floor on one z-level differing from the substance of the 'wall' (or tile) on the z-level beneath it is to have a floor tile placed on the higher one, and allow it to be breakable or removable & thus reveal the substance of the tile below forming the new surface. As long as space-above-a-'wall' and flooring are both crossable and such, it functionally acts like road tiles being replaced with dirt has traditionally behaved.
@drbig I'm not smart enough to understand much code, all I know how to do is report bugs and hope they get fixed so I can finish the wall around my base in game. So i'm leaving all this stuff to you folks. I'm a simple man.
tips rancher hat
Pavement can now be broken by activating a pickaxe.
First off i have no idea if this is where to report bugs but it seems in the latest experimental i can't break pavement, tried using the jack hammer, the french hammer, and the pickaxe none of the 3 are able to break the pavment in the road. this is a screenshot ingame after trying to break the tile north of me with a pickaxe http://i.imgur.com/Zct8qG0.png .
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