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Author Topic: Charcoal burning  (Read 863 times)

Mephansteras

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Charcoal burning
« on: March 29, 2010, 12:31:09 pm »

I've been doing research into various things so I can make proper use of the new custom workshops. One thing I came across was more information on charcoal burning.

Two things immediately came to mind from reading about it:

1) Charcoal burning was a job that required a fair amount of skill to get decent yields out of and was generally left to professional
2) A properly built furnace could be up to 40% more efficient at producing usable charcoal then a poorly built one.

Seems to me that wood burning is an area that could stand to have a little more detail put into it. Two thoughts that come to mind are improved efficiency with highly skilled wood burners and improved efficiency for a well built furnace (well designed and build with blocks instead of rough stone).

The net effect could be a chance to get 2 charcoal instead of 1 per log. With both skill and quality of furnace effecting the chance. A highly skilled wood burner using a well built furnace could get 2 charcoal every time.

This would provide incentive for actually having dedicated wood burners as well as making the architect skill a little more important. And, of course, there's no real downside for the player compared to the existing system.

Thoughts?
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Pilsu

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Re: Charcoal burning
« Reply #1 on: March 29, 2010, 01:53:21 pm »

Fuel itself needs to be reworked but yeah, if you can provide sources for the claims, why the hell not?
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Mephansteras

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Re: Charcoal burning
« Reply #2 on: March 29, 2010, 02:03:05 pm »

I ended up wandering all over the internet on stuff, but the Wikipedia article gives a decent enough description of what I'm talking about.
« Last Edit: March 30, 2010, 10:06:43 am by Mephansteras »
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NW_Kohaku

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Re: Charcoal burning
« Reply #3 on: March 30, 2010, 12:18:06 am »

Actually, I've been sort of hoping that, instead of having "one log" when we chop down a tree, we would at some point get "43 kg of lumber", which would automatically stack with other lumber when dropped in the same tile. 

Thus, if you applied it to this sort of workshop, you could have dwarves burning a set amount of wood to make charcoal (let's say 35 kg of lumber), you could wind up with a skill roll for the size of the stack of charcoal you ultimately wind up with  (I'm not sure of the exact numbers, but going by the wikipedia article...) something between 5 kg and 10 kg of charcoal.
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Mephansteras

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Re: Charcoal burning
« Reply #4 on: March 30, 2010, 10:08:56 am »

That might be better, eventually, but it depends a lot on how Toady ends up tracking stuff once he gets the improved hauling in. So for now my suggestion is simply a way to get slightly more realistic as well as making woodcutting for fuel a little more manageable.
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NW_Kohaku

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Re: Charcoal burning
« Reply #5 on: March 30, 2010, 10:32:11 am »

Actually, all you really need is the auto-stacking code and some adjustment of the raws to fit the new way of tracking mass.

Stacks in the game are already (as far as I can tell) tracking stacks as a single item - that is, I can have 10,000 bolts, all in 25-bolt stacks, and it will load in the stocks screen almost instantly, but 6,000 stones takes half a second to load in the stocks screen. 

That means that a 5 kg of iron will take as much memory as 500 kg of iron.

The only thing you have to do from that point on is figure out how wide a tile really is, since we have density and mass of objects, and we can figure out how much material will fit in a single tile, preventing quantum dumping.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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