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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12708 times)

Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #75 on: August 28, 2013, 08:18:22 am »

The whole soil puryfying phase could be perfectly skipped then. It's just a part of the submod. If you play with more soils, you have to split soils' components to get clay, sand tan and silt and maybe nuggets. If not, you directly get clay, sand tan and... not silt, well, it's just a useless byproduct by now. You can also dump sand bags and silt buckets with a skill-less (i.e. instant) reaction.

The steps are just 4-5, two of which are automatic, and the failing chances are there because you really have nothing to lose and to encourage an expert potter. Clay is unlimited.
Really, to me it seems simple:
Collect clay. Purify clay Redacted. Couldn't afford FPS-eating geological variety. Shape clay to item. Let clay item dry. Fire item.

Dirt works sometimes, and sometimes doesn't. I think it depends wheteter its name appears betwen parenthesis. Clays have this problem as well.

Anyway, how much does the "more soil" option impact FPS?
« Last Edit: August 28, 2013, 08:49:12 am by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #76 on: August 28, 2013, 08:51:11 am »

It barely touches FPS. Its mostly to simplify otherwise unused features. In vanilla, all these silty_clay and loamy_clay and whatnot serve no function besides having another name. It also messes a bit with embarks, because you mostly have 1 or 2 soil types. If you make all of them available, you might not get the useful peat or clay.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #77 on: August 28, 2013, 08:55:47 am »

But I made every soil gatherable like clay and have a chance to yield clay, sand or silt when purified. If I replaced silt with peat, then it would be about the same. You'd need several attempts, sure, but you could still do it. What I'm looking for is a meaningful variety.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #78 on: August 28, 2013, 09:23:42 am »

Then it sounds good. How many soils are there? Because only peat gives peat, and currently I have 4 soils.
1:3 chance to get peat.

If you have 10 soils, its a 1:10 chance only.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #79 on: August 28, 2013, 09:29:31 am »

19 actually, oceanfloors excluded. But I might just make some of these soils yield peat. Also, do you think we could make any use out of silt?
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Re: [KOBOLD] Pottery Overhaul
« Reply #80 on: August 28, 2013, 09:51:46 am »

Only the same I gave dirt: dirt-cheap buildmats for contructions.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #81 on: August 28, 2013, 10:06:24 am »

Currently, the one you get is in liquid form and has no purpose but to be dumped. ::)
I'm adding metal nuggets and gems to sands right now. 3% chance for 1 nugget, which is 1/9 bar, Minecraft style. 1% chance for a rough gem. To counterbalance the low yield I'm adding more than one ore and gem. Any idea on what each sand should give?
« Last Edit: August 28, 2013, 10:22:03 am by Apani »
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Re: [KOBOLD] Pottery Overhaul
« Reply #82 on: August 28, 2013, 10:18:26 am »

I'd make one reaction for all sands. I'd stay with gold nuggets.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #83 on: August 28, 2013, 10:24:59 am »

I prefer to give each sand unique outputs, otherwise having all those sands would be pointless.
http://en.wikipedia.org/wiki/Black_sand
"Black sands are used by miners and prospectors to indicate the presence of a placer formation. Placer mining activities produce a concentrate that is composed mostly of black sand. Black sand concentrates often contain additional valuables, other than precious metals: rare earth elements, thorium, titanium, tungsten, zirconium and others are often fractionated during igneous processes into a common mineral-suite that becomes black sands after weathering and erosion.

Several gemstones, such as garnet, topaz, ruby, sapphire, and diamond are found in placers and in the course of placer mining, and sands of these gems are found in black sands and concentrates. Purple or ruby-colored garnet sand often forms a showy surface dressing on ocean beach placers."
The ones in bold can be all implemented.
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Re: [KOBOLD] Pottery Overhaul
« Reply #84 on: August 28, 2013, 10:59:18 am »

About the black sand and minerals: They wont contain nuggets of this. They contain traces/base-minerals, which means that the sand must be molten down and then seperated from the minerals. So getting this stuff would at least require fuel.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #85 on: August 28, 2013, 11:13:23 am »

Should I melt sand directly, or control the specific mineral quantity in it first?
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #86 on: August 28, 2013, 11:19:22 am »

Thats up to you. :)
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #87 on: August 28, 2013, 01:10:26 pm »

Ok, the sifting sand reaction:
Code: [Select]
[REACTION:KOBOLD_PURIFY_SAND]
[NAME:Sift throught sand]
[BUILDING:DIRT_DIGGER:NONE]
[REAGENT:BAG:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:BAG2:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:GRATE:1:GRATE:NONE:NONE:NONE][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:SAND:1:BOULDER:NONE:INORGANIC:NONE][REACTION_CLASS:IMPURESAND_MAT][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:80:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:BAG]
[PRODUCT:10:1:BOULDER:NONE:INORGANIC:CLAY]
[PRODUCT:6:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:SAND:FIRED_MAT][PRODUCT_SIZE:150][PRODUCT_TO_CONTAINER:BAG2]
[PRODUCT:2:1:ROUGH:NONE:INORGANIC:CLEAR GARNET]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:RUBY]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:SAPPHIRE]
[PRODUCT:2:1:ROUGH:NONE:INORGANIC:TOPAZ]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:DIAMOND_LY]
[SKILL:MILLING]
May I ask, how do I add an oyster (or some other small sea creature) shell to the products?
Each sand yields sandy *ore* gravel, which can will be smelted later to yield nuggets. I guess 4 nuggets, all smelted together from gravel and then smelted again to get one ingot, are enough.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #88 on: August 28, 2013, 01:52:23 pm »

SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:SHELL will give you a shell. There are no "oyster shells" or "mussle shells", because all creature materals are standardized... just like there is no dog leather.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #89 on: August 28, 2013, 01:57:56 pm »

Okay, where should I put the smelting process now?
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