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Author Topic: Cave walls vs earth  (Read 1856 times)

Joshua

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Cave walls vs earth
« on: May 13, 2018, 04:20:58 PM »

I have to switch to tiles mode to see the difference between walls and earth squares in caves. Is it possible to make them visibly different in ASCII mode? (I know I can use examine mode to check whether it is earth or walls but it would be nice to be able to tell at a glance.)
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Kyzrati

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Re: Cave walls vs earth
« Reply #1 on: May 13, 2018, 07:31:25 PM »

Certainly wouldn't want to be forced to examine, yeah! But I don't really have a good way to do this because there isn't much design space to work with in caves given all the constraints. The only way is to brighten cave walls, but then they're no longer distinct as caves...

(I'm assuming your main goal here is to be able to more quickly identify when your tunneling efforts may be about to break through to a new area.)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Joshua

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Re: Cave walls vs earth
« Reply #2 on: May 14, 2018, 03:53:23 AM »

(I'm assuming your main goal here is to be able to more quickly identify when your tunneling efforts may be about to break through to a new area.)

Yes.
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Joshua

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Re: Cave walls vs earth
« Reply #3 on: October 28, 2018, 05:02:36 AM »

Certainly wouldn't want to be forced to examine, yeah! But I don't really have a good way to do this because there isn't much design space to work with in caves given all the constraints. The only way is to brighten cave walls, but then they're no longer distinct as caves...

(I'm assuming your main goal here is to be able to more quickly identify when your tunneling efforts may be about to break through to a new area.)

Perhaps you could add an Earth / Walls reading to the Scan window when examining / targeting? That wouldn't quite solve the problem but I think it would help more than having to open the description window to check every tile.
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Kyzrati

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Re: Cave walls vs earth
« Reply #4 on: October 28, 2018, 07:15:09 PM »

Perhaps you could add an Earth / Walls reading to the Scan window when examining / targeting? That wouldn't quite solve the problem but I think it would help more than having to open the description window to check every tile.
Main problem with that is that it would be constantly updating the scan window when you're moving the cursor/examine indicator around, which is annoying.

It would, however, solve the other annoyance of having to always check terrain armor explicitly, since that is basically the main number you'd want to know if you're trying to get through a given terrain but aren't sure whether you have enough firepower...

Maybe terrain could be different and that one would only update on a delay? For example only after you stop moving the cursor for 100ms. I like this idea...
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Kyzrati

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Re: Cave walls vs earth
« Reply #5 on: January 30, 2019, 05:48:24 PM »

Coming to a Beta 8 near you, armor values for terrain when cursor is stationary for 500ms!

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