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Sign upMake mining less tedious, part 2 #24787
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So we'll have two ways of digging pits? One, which takes digging quality of the tool into account, and another, which takes fixed 30 minutes no matter if this is performed by a digging stick or by a shovel. What's the point of this? |
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It's supposed to be a way for burrower mutants to dig pits. I couldn't figure out a better way to do it. |
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Then I suppose it's better not to allow burrowers dig pits rather than bring back digging pits through the construction menu. |
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I agree. Digging through item action is way better. What we can do for Burrowiers is some way to activate mutation and give some pseudo item with DIG quality which can be activated like shovels and other tools. Something similar to Monomolecular blade CBM. |
Robik81
reviewed
Aug 11, 2018
| @@ -883,7 +883,8 @@ Melee flags are fully compatible with tool flags, and vice versa. | |||
| - ```BOMB``` It can be a remote controlled bomb. | |||
| - ```CABLE_SPOOL``` This item is a cable spool and must be processed as such. It has an internal "state" variable which may be in the states "attach_first" or "pay_out_cable" -- in the latter case, set its charges to `max_charges - dist(here, point(vars["source_x"], vars["source_y"]))`. If this results in 0 or a negative number, set its state back to "attach_first". | |||
| - ```CHARGEDIM``` If illuminated, light intensity fades with charge, starting at 20% charge left. | |||
| - ```DIG_TOOL``` If wielded, item is automatically activated when player tries to move onto map tile with ```MINEABLE``` flag. | |||
| - ```DIG_TOOL``` If wielded, digs thorough terrain like rock and walls, as player walks into them. | |||
| - ```DIG_TOOL_POWERED``` If wielded, digs thorough terrain like rock and walls, as player walks into them. Faster than ```DIG_TOOL``` and uses up power. | |||
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Robik81
Aug 11, 2018
•
Contributor
It might be better to split the POWERED flag to be separate. And it already exists, it was merged with #24634
It is not listed in the JSON_FLAGS.md, which is my fault, I did not realize there is extra doc for existing flags...
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Robik81
Aug 12, 2018
Contributor
I use it to differentiate between tools that have AXE quality but are not powered, like a wood axe, and tools that have AXE quality and are powered, like a chainsaw.
The only difference is that chainsaw has 2 states (or rather 2 items), one for chainsaw turned off, and one for chainsaw turned on. Since jackhammer has only one state - it could be considered as permanently on.
Instead of having "DIG_TOOL_POWERED" flag, you can give the jackhammers 2 flags, that is "DIG_TOOL", like pickaxe has, and "POWERED" on top of it.
In your condition, instead of testing
u.weapon.has_flag( "DIG_TOOL_POWERED" )
you would use
u.weapon.has_flag( "DIG_TOOL" ) && u.weapon.has_flag( "POWERED" )
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ZhilkinSerg
Aug 25, 2018
Contributor
I agree that it would be a more clean approach to use single POWERED flag.
Rail-Runner
added some commits
Aug 12, 2018
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Done. Bringing back pit-digging constructions is unnecessary now. |
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I see you copy-pasted the dig pit, tamp ground, till soil code to the burrower mutation code? I'd say this is the wrong approach, as duplicated pieces of code are prone to be forgotten when one piece of code is updated. Have you tried directly invoking |
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I tried, but couldn't get this to work. |
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Please remove the walk-to-till feature, this needs to be a big batch job, not slightly less micromanagement by auto-tilling while walking. The mining is ok because we're almost certainly never going to have df-style mining designation so that's probably as good as it gets. In general, if your PR title says "something about mining", please resist the urge to add unrelated features like tilling. |
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While the PR could change its name to fit its contents more, I would like to point out that balancing though player tedium is not a really good way to do game balance. |
ZhilkinSerg
assigned
ZhilkinSerg
and unassigned
ZhilkinSerg
Aug 14, 2018
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That is a shame tilling takes since the change to the hoe far too much keypresses. Tilling a decently sized field is now a chore for the player and not the ingame character. |
Rail-Runner
added some commits
Aug 14, 2018
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Can you resolve conflicts? |
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I tried to do that, but messed up the branch because the conflict is too large. How do I do that properly in this case? |
Rail-Runner
added some commits
Aug 24, 2018
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Seems like it's fixed now. |
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@Mecares you can ask @Robik81 to add his fantastic zone-tilling feature from his Hybrid Inventory mod. |
ZhilkinSerg
assigned
ZhilkinSerg
and unassigned
ZhilkinSerg
Aug 25, 2018
Rail-Runner
added some commits
Aug 25, 2018
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Done. Jackhammers use POWERED flag now. |
Rail-Runner commentedAug 11, 2018
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edited
The only issue I found with this is that once player finishes burrowing (using a mutation), they are queried about whether they should stop or not, because of pain caused by digging.