EcoE
Eco
Dec 13

[GAMEPLAY] Dynamite variations

There was this old dynamite mod that I've used on my server in the past. Unlike the dynamite recently implemented in the game, the dynamite from this mod only converts the rocks into rubble variants rather than crushed variants. I prefer this because of the need for non-crushed rock rubble to produce the mortared stones and ashlar stones. However, I also recognize the value of obtaining crushed rocks without the need to crush the rocks, bypassing the need to use crushing stations (i.e. Arrastra, Stamp Mill, et cetera). This is especially valuable in the case of crushed coal. Consequently, I would suggest considering adding the variants for dynamite that are weaker but which converts the rocks into rubble rather than crushed variants. Due to its weaker nature, production of this dynamite type may also require lower resource cost of Black Powder (and maybe paper, too?). Optionally, because of its weaker nature, this suggested type of dynamite may also have smaller radius of destructive impact in comparison to the dynamite currently in the game.
ClosedClosed

Dec 16, 2024

Hello, thanks for your suggestion. During the development process of dynamite we have purposefully decided for explosives to create crushed rocks for gameplay but also performance reasons. Given the performance impact of explosives that create rubble being too high, we unfortunately have no plans to introduce explosives that would do that - I'm hence closing this suggestion.

Dec 17, 2024

Dennis Scholz Interesting. When the old dynamite mod (https://github.com/TheKye/TheGreatCollective/tree/main/TheGr… for the reference) was installed on our server (last time being Eco version 9.6), the performance impact was pretty negligible, but this discrepancy between my experience and SLG experience could be because: 1.) I only used one dynamite at a time (that is, not setting off multiple dynamites at a time) and/or 2.) Rubble created had far less performance impact in versions prior to v10. Among the other factors. The only possible solution I can think of right now, a messy one, is to set a hard limit on how many dynamite you could place anywhere in the world and this limit would only apply to the rubble-breaking dynamite variant (and not to the dynamite currently implemented that creates crushed rocks). Hard limit could be something like just one or two. If trying to set off the rubble-creating dynamite when there is another one already placed, you would get a red warning text telling you that you cannot set them off if there is another one placed by you in the world. But, like I said, this possible solution is a messy one, maybe too complicated (at least for the players, maybe). So probably not viable. That being said, it is unfortunate to hear that rubble-creating dynamite is not viable. Oh, well.

Dec 17, 2024

The Duke of Rockford (Legion) I unfortunately can't say anything about that mod, as it is not part of Eco and I have no experience with it. It is a pretty well known fact that rubble always had major performance impacts - including before Update 10 -, and that is also what has shown during the development process on dynamite. This is also by nature of how these objects work and cannot be easily remedied. To us it would neither from a gameplay nor from a performance perspective make sense to implement explosives that work the way you desire - there is no issue with the mod you mentioned being updated and filling the gap you see, though. Maybe that is an option for you?