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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12697 times)

Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #45 on: August 27, 2013, 07:48:53 am »

Resolved.
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_JUG_FAKE]
[NAME:jug:jugs]
Code: [Select]
[REACTION:KOBOLD_MAKE_CLAY_JUG]
[NAME:Shape clay jug]
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT][REACTION_CLASS:SHAPED_MAT]
[PRODUCT:90:1:TOOL:ITEM_TOOL_JUG_FAKE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[SKILL:WOOD_BURNING]

[REACTION:KOBOLD_DRY_CLAY_JUG]
[NAME:Dry clay jug]
[BUILDING:BRICKOVEN_KOBOLD:NONE]
[REAGENT:clay:1:TOOL:ITEM_TOOL_JUG_FAKE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:DRIED_MAT]
[PRODUCT:90:1:TOOL:ITEM_TOOL_JUG_FAKE:GET_MATERIAL_FROM_REAGENT:clay:DRIED_MAT]
[SKILL:WOOD_BURNING][AUTOMATIC]
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #46 on: August 27, 2013, 10:27:24 am »

Okay, I've made all fake materials, modified all shaping, drying and firing reactions accordingly and checked all was running smoothly. New version uploaded. I just hope this all won't be pointless.
« Last Edit: August 27, 2013, 10:35:23 am by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #47 on: August 27, 2013, 10:42:02 am »

How can it be pointless? You already learned a lot about modding. :)

And like I said, once either you or I do a glazing system I will add a "Potter & Glazer" skill back into the mod, as well as a Pottery.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #48 on: August 27, 2013, 10:48:00 am »

Thanks to your help too. :)
I have read on DF Wiki that Glazing is bugged and gives no experience (fixable if you use the "exp boulder"). Anyway, I guess you might just name the job "Potter", since it's part of the pottery process.
I put a DL link in the first post.
« Last Edit: August 27, 2013, 10:52:52 am by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #49 on: August 27, 2013, 11:14:36 am »

Yeah, but it costs me nothing to call it "Potter and Glazer" and people will have more info. I think I rename the "Bowyer" to "Bowyer & Fletcher", because he makes ranged weapons and ammo... just like the potter would make pottery and glaze it.
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dukea42

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Re: [KOBOLD] Pottery Overhaul
« Reply #50 on: August 27, 2013, 11:25:57 am »

Maybe a dumb question, and not intending to rain on anyone's parade, but with 3 reactions to make single items, won't skill rise 3x as fast negating the point of creating a reaction chain to slow output?  All I see is a much slower beginning for the untrained.   Otherwise it's cool to see more dynamics to the game.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #51 on: August 27, 2013, 11:33:20 am »

Yes, but that can be easily fixed by setting the skill learn rate for potter, which is only used in these very reactions, to 1/3 of what it is now.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #52 on: August 27, 2013, 11:43:26 am »

The factor that actually slows down the process it the 10% failing chance in ever reaction, from shaping to firing. I might even raise it, but it's already somewhat common to happen in my testings.
On clay gathering: http://www.goshen.edu/art/DeptPgs/rework.html
Something may be implemented...
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #53 on: August 27, 2013, 11:47:47 am »

Yeah, forgot about the 10% fail rate. Its 30% in total, isnt it? 10% on each reaction?
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #54 on: August 27, 2013, 11:54:29 am »

Somehow, I have the feeling my maths prof would call me out on that assumption. :-\ Anyway, the items can break also during firing. So it's 4 chances to break, it makes sense that impurities found while processing clay ruin the work, as well wrong shaping. Should I raise the chance? I think the Pottery you posted could make a good hi-tech building requiring stolen blueprints with a lower chance to fail.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #55 on: August 27, 2013, 11:58:39 am »

Wells, its 10% for the first reaction, then its 10% of the 90% that made it, which is 81% success rate for the first+second.  72.9 for the next, 65,61 for the last.

Or in plain text: 2 of 3 clay items should be created successfully, 1 of 3 breaks while making it.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #56 on: August 27, 2013, 12:08:39 pm »

Wow. Who would have said that. :P
I think I can add another step: purifying clay. I think I might give this one to the archeologist. Clay would have to be in liquid form to be workable with, and therefore stored in buckets. This way I could limit the amount of clay for shaping available at a time. (rather than the usual "set gather clay on repeat and forget")
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #57 on: August 27, 2013, 12:38:18 pm »


Look at all those boring, omogeneous soil types. What if you had to purify them to get different pure materials depending on the type?
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Re: [KOBOLD] Pottery Overhaul
« Reply #58 on: August 27, 2013, 04:16:34 pm »

I'm going to make pure clay the only shapeable clay. I made a new reaction: it uses one bag and one bag to turn a sandy clay boulder into a clay boulder, filling the bag with sand and the bucket with mud.
Code: [Select]
[REACTION:KOBOLD_PURIFY_SANDY_CLAY]
[NAME:Extract sand from clay]
[BUILDING:DIRT_DIGGER:NONE]
[REAGENT:BAG:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:BUCKET:1:BUCKET:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT][DOES_NOT_ABSORB][CAN_USE_ARTIFACT]
[REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:SANDY_CLAY]
[PRODUCT:100:10:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:BAG]
[PRODUCT:100:10:LIQUID_MISC:NONE:MUD:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:BUCKET]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAY]
[SKILL:MILLING]
Problems: too much sand, it can be sifted more than once before the bag becomes empty. What's the exact value I should give to it?
Also, mud isn't named. The bucket is just filled with "[10]".

EDIT: Fixed the sand:
Code: [Select]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:BAG]EDITEDIT: Fixed the mud:
Code: [Select]
[PRODUCT:10:1:LIQUID_MISC:NONE:INORGANIC:DIRT][PRODUCT_TO_CONTAINER:BUCKET] and gave the adjective "mud" to liquid dirt.
The reaction as it stands:
Code: [Select]
[REACTION:KOBOLD_PURIFY_SANDY_CLAY]
[NAME:Purify sandy clay]
[BUILDING:DIRT_DIGGER:NONE]
[REAGENT:BAG:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:BUCKET:1:BUCKET:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT][DOES_NOT_ABSORB][CAN_USE_ARTIFACT]
[REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:SANDY_CLAY]
[PRODUCT:50:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:BAG]
[PRODUCT:50:1:BOULDER:NONE:INORGANIC:CLAY]
[PRODUCT:10:1:LIQUID_MISC:NONE:INORGANIC:DIRT][PRODUCT_TO_CONTAINER:BUCKET]
[SKILL:MILLING]
« Last Edit: August 27, 2013, 04:56:35 pm by Apani »
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #59 on: August 28, 2013, 03:16:00 am »

Okay, yesterday I've been working on purify clay reactions. You can now purify to sand, clay and mud every soil type except for pure clay and pure sands. Silty soils have an higher chance to give mud, sandy soils to give sand, and clayey soils to give clay. Easy, isn't it? Eventually I'll give silt some use, while mud will be a byproduct to be dumped, but for now, despite the reaction telling me it will give mud, the bucket is always filled with dirt, mud's solid state. Is this because I need to give dirt a melting point?
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