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Author Topic: Rubble  (Read 891 times)

Captain Mayday

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Re: Rubble
« Reply #15 on: August 17, 2006, 07:10:00 am »

Once you get a... broker or tax collector, I forget which, you can sell the crafts to the dwarfs through shops.
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JT

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Re: Rubble
« Reply #16 on: August 17, 2006, 07:19:00 am »

I agree with the other people in saying that you either have lots of stone or lots of stone furniture.  Stone crafts are possible but it ties up yet another worker who, in all fairness, doesn't exist in any properly managed fortress.

The balance I'm striving for here is trying to balance stone with wood as a building material.  It simply happens that my system works by penalising stone in order to bring it in line with the already-highly-inefficient wood process, as opposed to improving the efficiency of the wood process and leaving stone as-is.  That way my system helps reduce the massive clutter involved with mining.


I suppose it's important to point out that I'm really thick-headed when it comes to design ideas, so the fact that I changed my mind to agree with the mining-versus-quarrying distinction is a really big sign that I notice a serious issue. ;-)

[ August 17, 2006: Message edited by: JT ]

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RPB

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Re: Rubble
« Reply #17 on: August 17, 2006, 09:15:00 am »

I don't think it's a matter of how much stone furniture you produce, but how much rock you create. I carve a lot of wide open areas, and having a mason, stonecrafter, and mechanic going all the time doesn't even make a dent in my stone surplus.
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Toady One

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Re: Rubble
« Reply #18 on: August 17, 2006, 02:02:00 pm »

That chasm-refuse option might open up in standing orders, but they won't actually do it until I turn it back on.  There was an upgrade that killed it about 6 months ago, and I haven't gotten around to fixing it yet.
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Quiller

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Re: Rubble
« Reply #19 on: August 17, 2006, 03:05:00 pm »

Personally, I think building stone walls would be a great use for stone (at least in block form, you'd still need the masons) that could potentially use a lot, and be very dwarf like.  You could wall areas that you mined but no longer want the space open, and you could build defensive walls outside to provide extra protection against wild animals wandering in.

Of course, maybe this is already an option I just haven't gotten to yet.

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Toady One

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Re: Rubble
« Reply #20 on: August 17, 2006, 03:07:00 pm »

Nah, you didn't miss it, re-wall is on to-do.  As is un-channel.

All right, I'm off forum duty for a while.  Probably should program occasionally.

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