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Summary

Balance "Massively increase mining time"

Purpose of change

The parts of #82757 which I pushed out.

Describe the solution

Massively increase mining time. 30 minutes ---> 2 hours for jackhammers (remember: no walls!), or 8 hours for pickaxes.

Increment map damage every 5 minutes when doing mining activities, If the activity is interrupted for any reason, that map damage stays and is 'credited' towards mining time when resuming the activity.

Show map damage in the look around menu, so that there is some indication of this. (Also works for bashing and other sources of map damage. Features!)

image image-1

Describe alternatives you've considered

Andrei8l suggested migrating mining to be entirely construction, but I am not convinced the overhead to do that is in any way reasonable. This is much simpler and accomplishes essentially the same thing.

Testing

Needs some. Draft until then

Additional context

@github-actions github-actions bot added [C++] Changes (can be) made in C++. Previously named `Code` Game: Balance Balancing of (existing) in-game features. json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Sep 8, 2025
@andrei8l
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This is much simpler and accomplishes essentially the same thing.

Map damage is not serialized so this does not, in fact, accomplish the same thing.

but I am not convinced the overhead to do that is in any way reasonable

As it turns out, most of it has already been done. Start here

{
"type": "construction",
"id": "constr_remove_concrete_wall",
"group": "remove_concrete_wall",
"//": "Cuts a segment of concrete wall out very neatly, and then breaks it apart for disposal.",
"category": "DECONSTRUCT",
"required_skills": [ [ "fabrication", 6 ] ],
"time": "120 m",
"using": [ [ "concrete_removal_standard", 1 ] ],
"byproducts": [ { "item": "rock", "count": [ 20, 44 ] } ],
"pre_terrain": "t_concrete_wall",
"post_terrain": "t_thconc_floor"
},

So you're now in the same situation as with digging a few years ago - there are 2 systems that do the same thing with different mechanics and balance.

// As an added bonus, this also allows mixing and matching of smashing and mining.

This only makes sense if the goal is destruction, not recovery of materials.

@Zerdocriil
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why do you take this amount of time for new mining values? do you have any examples for it? And different terrain need different time to be mined. dirt easily to mine, stone harder, steel and concrete more harder

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Hi @Zerdocriil, welcome to CleverRaven! We see that this is your first time commenting here. Check out how development works and be sure to follow the code of conduct! We hope to see you around!

@RenechCDDA
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why do you take this amount of time for new mining values? do you have any examples for it? And different terrain need different time to be mined. dirt easily to mine, stone harder, steel and concrete more harder

This is the generous data from the linked PR.

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3 participants