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Author Topic: unbalanced textile industry?  (Read 15693 times)

WolfeyS

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Re: unbalanced textile industry?
« Reply #60 on: March 28, 2012, 02:02:39 pm »

so, whit the latest update,
Ow, my eyes.
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Shinotsa

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Re: unbalanced textile industry?
« Reply #61 on: March 28, 2012, 02:06:17 pm »

I suspect it will always be possible to "abuse" the economy, provided you pick and choose your embark based on resources. If you have all the iron in the world, you're in a good situation, always. If you embark in an interesting location without 20k native gold or hematite, though, the economy will be a lot more fun. And I mean that in every sense. When it will get really interesting is when there are world-wide shortages of raw goods, for example. Then your leather or your wood might become that much more valuable, both to YOU, and to the world. And then you have to make choices. ("Tree-farming for !Fun! and Profit!)

Version 1.0. Magma the world, burning the elves from their forests. Sell wood for millioms
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martinuzz

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Re: unbalanced textile industry?
« Reply #62 on: March 28, 2012, 02:20:41 pm »

The textile industry is also very nice for decorating your fortess with carpets. Increases architecture value greatly.

fun fact: the ropes in the carpet all have images sewn into them, of opposing colour. You can't see it, but there's a negative image of the carpet on the carpet. A blue tree on a magma sea with a green cross through it.
The carpet itself depicts a tree, with a target crosshair. Mostly, to give the elves the finger for their lumber limits.
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MenacesWithSpikes

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Re: unbalanced textile industry?
« Reply #63 on: March 28, 2012, 02:36:26 pm »

Martinuzz:  Very nice!
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khearn

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Re: unbalanced textile industry?
« Reply #64 on: March 28, 2012, 02:47:24 pm »

Also keep in mind the more useless,high-value stuff you make, the sooner the goblin seige will come...

You're right. I stand corrected. Excess production isn't  a completely bad thing. This is a good argument for value density. You want fewer, higher value items so you attract more FUN while avoiding FPS issues.

That raises the question: What's the single highest value item one can make?

Hmm, do stacks of items cause any more FPS loss than single items? That could make a difference. I suspect a stack of a few hundred ☼sperm whale meat roast☼ wouldn't do much more FPS harm than a single ☼«☼robe☼»☼.
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jellsprout

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Re: unbalanced textile industry?
« Reply #65 on: March 28, 2012, 02:48:41 pm »

Hauling is free labor, I can't imagine anyone figuring in hauling costs into their economy...
I agree 100%. If you have any idle dwarves sitting around, then hauling is free. If you don't have any idle dwarves, then you need to quit atom-smashing migrants.

If you have idle dwarves sitting by, then it is time to scale up the military and prepare for the Final Stand or to start up a megaproject or two. There is always something better for your dwarves to do than pointless hauling.
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khearn

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Re: unbalanced textile industry?
« Reply #66 on: March 28, 2012, 02:51:40 pm »


If you have idle dwarves sitting by, then it is time to scale up the military and prepare for the Final Stand or to start up a megaproject or two. There is always something better for your dwarves to do than pointless hauling.

Yeah! Like pointless megaprojects, or pointless military escapades!  ;D
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Mushroo

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Re: unbalanced textile industry?
« Reply #67 on: March 28, 2012, 02:53:39 pm »

That raises the question: What's the single highest value item one can make?

Excluding roasts (because the algorithm is whack) I would have to say it's a tie between large serrated disk and spiked ball.
« Last Edit: March 28, 2012, 03:11:53 pm by Mushroo »
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RabblerouserGT

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Re: unbalanced textile industry?
« Reply #68 on: March 28, 2012, 03:04:11 pm »

If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.
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Mushroo

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Re: unbalanced textile industry?
« Reply #69 on: March 28, 2012, 03:12:33 pm »

If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.

How do you mean? Have you read the wiki? We are happy to help with your textile industry, if you have a specific question. :)
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Drawde

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Re: unbalanced textile industry?
« Reply #70 on: March 28, 2012, 03:16:28 pm »

What does everyone buy that they need to keep getting after a fort is established?  Once my fort's been going for a while, the traders coming is usually just an annoying delay that I have to deal with.  They never have anything I need after a few years.

Of course I don't usually embark on places where you can't get anything without walling off the caverns, so that may be the reason.  I'm not interested in that much micromanagement.
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Mushroo

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Re: unbalanced textile industry?
« Reply #71 on: March 28, 2012, 03:21:09 pm »

What does everyone buy that they need to keep getting after a fort is established?  Once my fort's been going for a while, the traders coming is usually just an annoying delay that I have to deal with.  They never have anything I need after a few years.

I typically trade for wood, metal bars, gems, seeds, thread, and anvils. Raw materials that can be crafted into items of greater value.

If the fortress is young and planters aren't very good, the 5-stacks of plants from the caravans are better than what I can produce at home.
« Last Edit: March 28, 2012, 03:46:14 pm by Mushroo »
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RabblerouserGT

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Re: unbalanced textile industry?
« Reply #72 on: March 28, 2012, 03:34:26 pm »

If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.

How do you mean? Have you read the wiki? We are happy to help with your textile industry, if you have a specific question. :)
The problem I have with the wiki is it's often a long read. o.x I have times when I just need to learn quick.

Basically, it seems rope reeds are the big problem. I only see them planted maybe.. once. When I buy seeds of them from caravans. But then, later, they just disappear. Yes, I'm fully aware they're not year-round crops, also. It just seems they disappear after one harvest. Like they don't produce seems. Is there a specific labor I need?
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

Mushroo

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Re: unbalanced textile industry?
« Reply #73 on: March 28, 2012, 03:39:18 pm »

If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.

How do you mean? Have you read the wiki? We are happy to help with your textile industry, if you have a specific question. :)
The problem I have with the wiki is it's often a long read. o.x I have times when I just need to learn quick.

Basically, it seems rope reeds are the big problem. I only see them planted maybe.. once. When I buy seeds of them from caravans. But then, later, they just disappear. Yes, I'm fully aware they're not year-round crops, also. It just seems they disappear after one harvest. Like they don't produce seems. Is there a specific labor I need?

It's true, pig tails will die in the ground (and seeds will be wasted) if you plant them too late in the autumn and they do not reach maturity before the start of winter. Best time of year to grow them is summer.

Rope reeds should not have that problem because they are year-round.

Farming (fields) is the name of the labor, and a dwarf with that skill is called a Planter.

Your z, stocks and z, kitchen screens will be helpful to show how many you have of each seed and plant. (Assign a Bookkeeper for accuracy.)
« Last Edit: March 28, 2012, 03:47:10 pm by Mushroo »
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MenacesWithSpikes

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Re: unbalanced textile industry?
« Reply #74 on: March 28, 2012, 03:53:22 pm »

Once my fort is mature, I like to trade for stuff that I can't get/set up in my own biome.  Wood from trees that my biome doesn't support, tame animals that don't show up in my own biome, products from oceanic creatures from the humans, and so on.
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