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Author Topic: Casting (i.e. "forge" without an anvil)  (Read 5670 times)

Andeerz

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Re: Casting (i.e. "forge" without an anvil)
« Reply #60 on: March 18, 2010, 03:19:08 pm »

As a casual DF player, I think you guys are trying to over complicate the game mechanics of this process, and adding in entirely to many additional dependencies (so ceramic molds require I make a pottery shop (which I imagine, since we're going to this level, should require a carpenter or stone mason to first craft a Potters Stool and a Pottery Wheel, and hooked up to a wind/watermill to turn the wheel) and a pottery kiln (constructed from rock blocks, and of course using coal/charcoal/wood to fire) first.. then collect [C]lay, make [M]old -> of [G]oblet. [F]ire molds in the Kiln (applying a quality modifier?).. once you have it, let it cool down and do whatever. Then at your Foundry, [C]ast -> [G]oblet -> from [C]eramic mold, and that would yield a *((rough brass goblet casting))*.. which you would then [C]lean up castings on?

You seriously want me to do something 20 keystrokes to make a casting? True with a reusable mold, you lower the amount of successive repetition.. but I mean.. seriously, in-game you'd want to streamline the process and not shut out users.
As for casting larger objects, generally one wouldn't cast an entire cabinet or chair.. one would cast the pieces of the object and later assemble them. As pointed out, shrinkage is an issue with larger casts. IRL, this does mean you spend more time deburring and cleaning up each individual piece (unless you're just making something that is strictly functional of course)

Come on, it's not that complicated.  You wouldn't necessarily need to power a pottery wheel with a building (think quern vs. mill).  The firing of the mold could be integrated with the making of the mold and not require a separate task.  Cleaning up the castings could be abstracted out and be implied.  With this, even with the cleaning up of castings not abstracted out, the process becomes no more complicated than how raw glass is made and then used by a jeweler as a gem... well, maybe one more step more complicated...  but, still, it's reasonable!!!
« Last Edit: March 18, 2010, 03:24:16 pm by Andeerz »
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Firehound

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Re: Casting (i.e. "forge" without an anvil)
« Reply #61 on: March 19, 2010, 07:20:21 am »

Well Honestly. Stone Anvils should be craftable. Hopefully they'll get added in and actually make things just not as god as Iron/steel/adamantine ones.
And if you want your *steel swords* You'll have to move up to a harder, more impact resistant material such as steel or Iron. and with material hardness, comes effectiveness.

Casting... Don't know what to say about this... It's probably abstracted out so you don't have to build 20-30 -stone sword casts- before getting a *stone sword cast*
Also... let's not forget about Casting Defects if it does get put in.
Casting seems more likely to produce -iron clubs- then *iron swords*

Also, all casting should need flux to produce half-decent unless you want a ton of air bubbles it looks like, but all I'm doing is reading Wikipedia.
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