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MGXII

Should gravel be supported by support beams? [Poll]

Should Support beams support gravel?   47 members have voted

  1. 1. Should Support beams support Gravel?

    • Yes, I find that gravel and dirt are also part of a cave in
      12
    • No, I find it realistic this way and like the challage
      23
    • Yes, but it should no longer support dirt
      0
    • No, and they should make it so dirt also isn't supported anymore
      12

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12 posts in this topic

Oke I want this clear once and for all.

Should gravel be supported by support beams? I'm not asking what would be realistic, I'm asking what good gameplay would be because this is also part of terrafirmacraft. That graval isn't supported annoys the heck out of me. I really find any with the mining of surface ore. It is a pain do dig up all the gravel/dirt and it completely wreacks the invironment. This is a pain because you tend to mine close by home in the beginning. And it just doesn't make sense to me that dirt is supported and gravel is not. I see everywhere on the forum questions and argument about this topic so lets make it clear.

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I think before we start talking about gravel being support we need to start with cobble. The purpose of support beams is to stop the stone above from turning into cobble and falling. If a cave in happened above a support the cobble would will and take out the support. It's kind of annoying how narrow the supports are actually, especially considering how common and large cave ins are now

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In my opinion mining in b79 is one of the best parts of the mod. The change to support beams makes them a necessity, and creates a great challange for the players. It's nothing like boring branch mining in vanilla and should be lest alone. Mining surface ores is not THAT common in mid-game and I think mine should look like mine- wreaking the enviroment around is part of it. And I always make mines at least 500m from home. Would you really like to live nest to a mine?

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I can understand the argument in the original post, but I think it's not really the beams which are the problem. Actually I'm not really sure if such a universal gravel layer all over the world is that realistic.

As I'm from Austria, I like to go hiking in the Alps sometimes, and I've often seen hard rock (chalk rock for instance) under a very shallow layer of soil, sometimes only a few centimetres. Why exactly was world gen changed to add this universal gravel layer everywhere?

I think, here lies the real problem that should be adressed, not whether or not support beams should support gravel.

Thoughts?

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It is ok when gravel is unsupported by beams, but it should not collapse beams when falling. It is too easy to remove one block of stone above the beam not knowing what is higher. If it is gravel then potentially a whole mine could collapse, because one collapsed beam causes falling stone wchich could destroy another beam.

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I suggest a stable and an unstrable form of dirt and gravel. Both occur in world generation depending on moisture etc, however player-placed blocks are always unstable.

Stable dirt and gravel has a chance to not fall instantly when no block is beyond and can be supported by beams. If they fall however they are converted to unstable ones.

Unstable dirt and gravel will always fall when air is beyond it.

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I suggest a stable and an unstrable form of dirt and gravel. Both occur in world generation depending on moisture etc, however player-placed blocks are always unstable.

Stable dirt and gravel has a chance to not fall instantly when no block is beyond and can be supported by beams. If they fall however they are converted the unstable ones.

Unstable dirt and gravel will always fall when air is beyond it.

 

Let's do some math. We have, what, 21 different kinds of stone? And since we have a type of sediment for every type of stone, we have 21 different kinds of dirt, gravel, and sand.

You want there to be stable and unstable sediments. So, not only do we have 63 sediment blocks, but now we have to double that. 126 blocks just to form the top layer on world generation. I don't think the developers want to use that many item ids just to add this feature.

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Don't know if it has been post or if i'm bad at mining, but even stones seem to not be supported...wtf

look at this:

Posted Image

the roof collapse even with the support beams.

 

Posted Image

here's my tetrahedrite mine, rich  :D

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I suggest a stable and an unstrable form of dirt and gravel. Both occur in world generation depending on moisture etc, however player-placed blocks are always unstable.

Stable dirt and gravel has a chance to not fall instantly when no block is beyond and can be supported by beams. If they fall however they are converted the unstable ones.

Unstable dirt and gravel will always fall when air is beyond it.

 

I'd like this. I dunno how difficult it would be to implement, but maybe we could get the equivalent of a Rich/Poor variation on mineral layers, but for gravel?

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Let's do some math. We have, what, 21 different kinds of stone? And since we have a type of sediment for every type of stone, we have 21 different kinds of dirt, gravel, and sand.

You want there to be stable and unstable sediments. So, not only do we have 63 sediment blocks, but now we have to double that. 126 blocks just to form the top layer on world generation. I don't think the developers want to use that many item ids just to add this feature.

SubIDs, Metadata, NBT-Tags

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SubIDs, Metadata, NBT-Tags

Personally, I wouldn't want to go through the effort of adding those for such a bad idea.  for an idea that isn't very believeable and would add little/nothing to the quality of the gameplay. There are better uses for their time, and better uses for those modifiers.

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I'm prone to agree that the amount of gravel generated is a little bit much. Gravel generating around really mountainous terrain makes sense but I don't think it should be more than one meter thick anywhere else. Now that I've got my realism argument out of the way... It doesn't really bug me. I have basically infinite easy gravel for building nice long road networks... And that's not something I'm going to complain about. Just mine ores lower down in the crust and when you find a surface vein avoid the top 3 blocks of stone and mine the safe stuff. I feel like this topic is a waste of Dev reading time. I'd rather they see our feedback on significant issues like granaries and the never ending chisel mode selection bug.

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