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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84276 times)

Vabalokis

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #495 on: August 17, 2013, 11:56:45 am »

Would be nice to see this as additional feature to "harder smelting"

But would be cool to see as standard too
« Last Edit: August 17, 2013, 01:36:05 pm by Vabalokis »
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Stronghammer

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #496 on: August 17, 2013, 10:31:21 pm »

I personally would prefer the ore processor as a more fleshed out metal industry is a plus in my books.
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Meph

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #497 on: August 17, 2013, 11:03:49 pm »

Thanks guys :)

I only see it as a small problem for new players... I usually dont change vanilla things, so a non-working smelter is a big deal all of a sudden. Because if I do an ore processor, it would be on by default of course. I thought about the metal production a lot, would make a lot more sense with coarse iron and wootz. So you mine iron-ore, seperate it from the bedrock, smelt iron ore into coarse iron, refine it into iron, refine it into pig-iron, refine it into either steel (smelter) or curcible steel (crucible), with crucible steel that could be refined into damasc/wootz steel.

On the other hand, there is mithril and all that, so why do realism. ;)
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Meph

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #498 on: August 17, 2013, 11:52:52 pm »

Still working on the manual... will take a while. Today its sightseeing in Ayuthaya, followed by a nightbus, followed by bordercrossing to Myanmar... hopefully. Seems like the land borders are closed and we will have a few hectic days ahead, so I dont think a release is possible the next days. But maybe I can do some work on the bus.

Add-Splatter.dll, which is used for poisons and runes, seems to be responsible for some of the crashes, which is both good and bad. Good because its a new info and can help, bad because I have no idea why it should cause crashes, I havent changed anything on it for quite a while.
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silentdeth

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #499 on: August 18, 2013, 12:06:08 am »

Is there going to be anything new for the kobolds? I want to do an LP with them, and have been holding off for the update. But, if all the updates are focused on dwarf mode, I need not wait.
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ElenaRoan

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #500 on: August 18, 2013, 03:05:11 am »

what's curcible steel?

I'd see the extra step as no more problematic than having to cut boulders into blocks before using them, that's now a matter of course for me.

Is it possible that add-splatter could be interacting with something new to cause the crashes? maybe something that those of us who don't get them turn off normally or something?

Dyer and Ashery are hardcoded. I can change the boozebelly reaction if you like... buts its low priority atm.

No problem, was figuring they probably were.

I'll see if I can figure out what needs to change in the reaction, if I get it working I'll send it on to you.  I've been meaning to get more modding stuff straight in my head, still feel like I'm trying to read upsidown most of the time at the moment *lol*
« Last Edit: August 18, 2013, 03:35:38 am by ElenaRoan »
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

FengYun

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #501 on: August 18, 2013, 04:40:32 am »

Ore processor is fine, though there should be some kind of small reward for using it, like a 0,5% chance of finding a rough gem inside or something.
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Meph

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #502 on: August 18, 2013, 07:02:47 am »

Yeah, the Ore Processor would find base minerals for the chemist, produce gravel as a waste product that can be used for things, and maybe have a rare find.

Crucible Steel is simply steel that is better then steel made not in a crucible. Its purer, because the crucible is hotter. Thats RL stuff, dont know how well it translates into DF.

Kobolds dont get anything, besides a single fix for their caps not to degrade/count as clothing.
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00112

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #503 on: August 20, 2013, 12:34:46 am »

I never thought this would happen, but I have managed to break my last record by 1188. Once again, all of them had to be in an embark that I really really want. I've taken up on Repseki's suggestion; however, the game won't register them as dead until I reveal everything that makes the problem worse. ElenaRoan's cave in idea would have been nicer if the expedition didn't forget a mining pick.

At this point, I'm tired of losing embarks to the hidden wildlife. Is there a way to clear the dead from the dead/missing tab when I do manage to reveal them. Plan D is to fine tune the world gen settings and hope that works if that's not possible.
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ElenaRoan

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #504 on: August 20, 2013, 03:39:17 am »

my cave in idea?  Think you've got the wrong name attached to that *chuckle* unless you're referring to my post shortly after the one you linked about one of my dwarves causing a cave in while channeling down into solid rock (still not sure how he managed that)

I think DFHack has something for clearing the dead/missing list though if I remember correctly.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

xaldin

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #505 on: August 20, 2013, 09:46:33 am »

Thanks guys :)

I only see it as a small problem for new players... I usually dont change vanilla things, so a non-working smelter is a big deal all of a sudden. Because if I do an ore processor, it would be on by default of course. I thought about the metal production a lot, would make a lot more sense with coarse iron and wootz. So you mine iron-ore, seperate it from the bedrock, smelt iron ore into coarse iron, refine it into iron, refine it into pig-iron, refine it into either steel (smelter) or curcible steel (crucible), with crucible steel that could be refined into damasc/wootz steel.

On the other hand, there is mithril and all that, so why do realism. ;)

Well I'll own up to being one of the very few totally against the idea but seems I'm a tiny minority in the matter.  As a suggestion on how to fix what you are describing adding to the manual sections that relate to groupings of settings might be handy. Such as "If harder mining is on this happens" or this is the process for getting a piece of metal from mining to object form listing the buildings disabled/created for the task. If that makes sense, having hard time explaining my thought process since I'm still a bit asleep this morning.
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Meph

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #506 on: August 20, 2013, 09:56:52 am »

Yeah, it actually doesnt make sense. Or at least I dont understand what you mean. The manual already includes a list of what every button does...
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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xaldin

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #507 on: August 20, 2013, 10:09:37 am »

Yeah, it actually doesnt make sense. Or at least I dont understand what you mean. The manual already includes a list of what every button does...

Ok let me try again. Lets take this ore processing.  Section for it named 'Ore handling' or whatever. States something 'When this is enabled it disables these reactions in the vanilla smelter (or the vanilla smelter depending on how you do it) enables these buildings (or building) and to generate an item you would mine the vein, put it through the smelter (possibly getting these additional materials from the process) then it would be ready to go to the forge or be used in some final product.' 

I guess I'm asking for a bit more verbosity on the options. For instance right now while you explain say sawmill, timberyard and furniture workshop from their descriptions alone I don't know if the tree goes through all three, two of the three or requires outside processing.  You explain each individually very well, the breakdown at least in my mind, is how things tie together. Right now there are a lot of buildings that taken from the manual I wouldn't really know how they interact. 

If it still isn't clear don't worry about it then; I'll try again another day when I think of a better way to explain my thoughts.
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jimboo

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #508 on: August 22, 2013, 06:07:55 am »

What happened to [Dwarf] Suggestions thread?  Was it renamed to this one?
How about war eagles?  They wouldn't have to be clad or anything; doesn't seem necessary.
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silentdeth

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Re: [DWARF] - Discussion - Ore Processor Poll
« Reply #509 on: August 22, 2013, 08:15:00 am »

The manual already includes a list of what every button does...

It really, really doesn't. For instance harder farming mentions nothing about eggs. Warbeast? "Warbeasts adds 5 powerful beasts to the elven civ for trading." Yes but which beast? What do they do? Are they in the animal section, anything?

There are several that are either just repeating the tooltip, vague, outdated, or just plain wrong.
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