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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12702 times)

Apani

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[KOBOLD] Pottery Overhaul
« on: August 25, 2013, 06:13:14 am »

A mod meant to rebalance the clay working process in the Masterwork Mod. Designed to work only with Kobold camp, for now.
Download: http://dffd.wimbli.com/file.php?id=7937
0.1:
Code: [Select]
-Batch Kiln removed.
-Pottery: shape and dries clay items out of boulders. Built with one building material and a watertight bucket. Goes throught 3 Stages pre-firing: Greenware, Leather-hard and Bone-Dry.
-Kiln: fire big clay items using fuel. Built with a fire safe building material.
-Firepit: fire small clay items using logs. Cinderblocks (4) reaction moved to it. Make 6 Charcoal out of 6 Logs. No buildmats, it's supposed to be just an hole in the ground.
-Fire clay and Porcelain supported too.
0.2:
Code: [Select]
-Fixed Dry Clay Crafts reaction. -Removed failed Masterwork mark from the title.0.3:
Code: [Select]
-Made unfired items unusable.O.4:
Code: [Select]
-Made all soils gatherable.
-Added new reactions to the Dirt Digger: Purify soil types, getting clay, sand and mud at different rates depending on the soil type.
-Mud can be dried into peat. Realistic or not, producing peat is part of the contract.
-Sift colored sands to get nuggets and gems. Nuggets have to be extracted at the smelter. You can get obsidian to craft daggers from black sand, iron from red, gold from yellow and gypsum to make plasters at a Kiln from white.
0.5:
Code: [Select]
-Gremlin Chemist can now make peat out of dirt, sand and plants.
-Made unglazed earthenware buckets unusable.

Start of the topic:
I am going to try to rebalance materials, and if succesful, realease a submod. I will start with clay. As it stands, clay is treated as a cheap, very low-value, mass production material. I'd like to change that, to make the process slower but more rewarding and most of all realistic. My idea is to start by adding another step to pottery: shaping. First you shape clay items, producing items made of unfired clay, then you run a reaction in the Firepit to fire them (more than 1 at once, preferably). The fuel can be just wood logs, rather than charcoal. I'd like if this only worked with Stoneware clay, to make fire clay processing harder as well.
« Last Edit: August 30, 2013, 08:18:11 am by Apani »
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dukea42

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Re: [Kobold] Pit Firing
« Reply #1 on: August 25, 2013, 08:34:52 am »

Firewood doesn't burn naturally hot enough for clay. That's why it's processed to charcoal so it can have higher temperatures.
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Apani

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Re: [Kobold] Pit Firing
« Reply #2 on: August 25, 2013, 09:03:00 am »

Do you know the exact burning temperature of wood and the one required for clay?
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Apani

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Re: [Kobold] Pit Firing
« Reply #3 on: August 25, 2013, 02:36:55 pm »

So, I added a fake type of Ceramic, Greenware (which is real life unfired clay), I copypasted its parameters from Earthenware, with a value of 1 and a density slightly lower than clay's, and modded all clays but Kaolinite and Fire Clay to become Greenware, instead of Earthenware, when processed at the Kiln. For now, I've just edited the Kiln's reactions not to use fuel, renamed them from "make" to "shape", and gave a 20% chance for every shape reaction to fail. I didn't make a reaction to fire Greenware yet.
This is the current term plan:
A Potter's Workshop, which will be low-tech and have the shaping reactions that now are in the Kiln.
A Potter's Wheel, which will require surely mechanism and maybe something else I'll think of. It'll have no chance/a lower chance to fail, or maybe make more items at once.
The Firepit we already have will be used to fire Greenware items to Earthenware items, we'll decide if it's possible to use firewood as fuel or if only charcoal may works.
Really, what's the max burning temperature for firewood?
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Apani

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Re: [Kobold] Pit Firing
« Reply #4 on: August 25, 2013, 05:16:48 pm »

Ok, I've met some obstacles for the firing process. First of all, I tried to set a reaction to take 4 Greenware items of any kind and make 4 Earthenware items out of it. It crashed on the reaction. So I'm now forced to make specific item reaction, like this:
Code: [Select]
[REACTION:KOBOLD_FIRE_TABLE]
[NAME:Fire greenware table]
[BUILDING:FIREPIT:CUSTOM_F]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[REAGENT:A:1:TABLE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:FIRED_MAT]
[SKILL:WOOD_BURNING]
Like a regular clay boulder becomes a greenware item throught a reaction, with this reaction a Greenware item becomes Earthenware. So, the workflow is: Clay Boulder-> Greenware Clay Item-> Earthenware Item. I also made Greenware Fire Clay inorganic material, so it should work with it as well with no need for separate reactions.

Anyway, what do you think about my modding? Is it any worth bothering with?
« Last Edit: August 25, 2013, 05:18:51 pm by Apani »
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silentdeth

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Re: [Kobold] Pit Firing
« Reply #5 on: August 25, 2013, 08:18:47 pm »

Do you know the exact burning temperature of wood and the one required for clay?

Flame temp depends on the type of wood, and oxygen content.

Required temp depends on a number of things, including humidity content of the air, shape of the kiln, material(s) of the kiln, oxygen content of the air, type of clay used, and water content of the clay. To get an accurate estimate you need to find how much energy is released by burning the wood, then what percentage of that energy is transferred to the clay. Temperature controls the rate of heat transfer. It is not accurate to say wood is not hot enough; it may not be efficient, but you can always just use more wood to increase the total energy transferred. Coal or Charcoal is simply more efficient.
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Meph

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Re: [Kobold] Pit Firing
« Reply #6 on: August 25, 2013, 08:25:51 pm »

I like it. A pottery shop to add more steps to clay, which makes sense balance-wise, slowing it down. A shame I removed the Potter-labor...
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Apani

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Re: [Kobold] Pit Firing
« Reply #7 on: August 26, 2013, 03:35:13 am »

Even so, the quality would have been determined just in the firing process, which makes sense only to a certain point. Or is there a token to produce an item with a reagent's quality?
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Meph

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Re: [Kobold] Pit Firing
« Reply #8 on: August 26, 2013, 03:45:07 am »

No, its hardcoded. The item will only be influenced by the workers skill.

But if you make a better pottery system, and I make a better glazing system, then maybe I can delete the "Play Music/Bard" labor, which is only used in the tavern for songs, which do not care for any skill (and that should tell you something about the quality of the music^^). I would put a "Potter & Glazer" back, maybe?  It seems that with the clayoven and kiln changes more people are actually using clay a lot.
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Apani

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Re: [Kobold] Pit Firing
« Reply #9 on: August 26, 2013, 04:38:18 am »

Potter's only use would be shaping faster, which can be good when there is a chance to fail. By now it's set to 20%. Should I make it even lower?
I wondered, would it be possible to make a new improvement type (I mean, glazing, decorating, etc.), or are they hardcoded as well? If they weren't, I could make Firing a new improvement type, so that both the shaping quality and the firing quality would be considered.
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Meph

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Re: [Kobold] Pit Firing
« Reply #10 on: August 26, 2013, 05:03:25 am »

They are hardcoded. You can only use the ones vanilla has.

But if the potter makes the greenclay item, with a high-quality, and the oven operator uses the item to create a new item from stoneware, then the quality is lost, and the potter skill useless.
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Apani

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Re: [Kobold] Pit Firing
« Reply #11 on: August 26, 2013, 05:23:51 am »

Okay, I have renamed the Kiln to Pottery and the Batch Kiln to Kiln. I also made it identical to the small kiln. Eventually I'll make an appearance for the Pottery too (but I'm not expert at it). I'd like if firing processes would take place both at the Firepit and at the Kiln. At the Firepit you would be able to fire only small items with just logs (firing a table? in a hole in the ground? on a pile of logs? that must be crazy!). I modified the reaction that yields 9 charcoal from 6 wood to give 6 coal from 6 wood. I might as well remove it/nerf it even more if we want slower fuel. At the Kiln you would be able to fire more small items at once and single big items, using fuel. The Kiln and the Potter's Wheel would require a stolen/researched plan to be built, or otherwise they would just overshadow the low-tech methods. I also think we should move the vanilla Kiln items to the Pottery, if they aren't already. Also, you don't need a clay barrel (how is such thing ever supposed to look like? ::9) if you have a clay large pot, and so on. I was also thinking to add cement/mortar for bricks. It could be made from, say, dirt.
But if the potter makes the greenclay item, with a high-quality, and the oven operator uses the item to create a new item from stoneware, then the quality is lost, and the potter skill useless.
If I add a failing chance high enough to shaping, then you will be needing several attempts, and therefore a faster potter.
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Apani

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Re: [Kobold] Pit Firing
« Reply #12 on: August 26, 2013, 05:29:01 am »

Okay, I have renamed the Kiln to Pottery and the Batch Kiln to Kiln. I also made it identical to the small kiln. Eventually I'll make an appearance for the Pottery too (but I'm not expert at it). I'd like if firing processes would take place both at the Firepit and at the Kiln. At the Firepit you would be able to fire only small items with just logs (firing a table? in a hole in the ground? on a pile of logs? that must be crazy!). I modified the reaction that yields 9 charcoal from 6 wood to give 6 coal from 6 wood. I might as well remove it/nerf it even more if we want slower fuel. At the Kiln you would be able to fire more small items at once and single big items, using fuel. The Kiln and the Potter's Wheel would require a stolen/researched plan to be built, or otherwise they would just overshadow the low-tech methods. I also think we should move the vanilla Kiln items to the Pottery, if they aren't already. Also, you don't need a clay barrel (how is such thing ever supposed to look like? ::9) if you have a clay large pot, and so on. I was also thinking to add concrete or mortar for bricks. They could be made from, say, dirt. Bricks could be encrusted with it.
But if the potter makes the greenclay item, with a high-quality, and the oven operator uses the item to create a new item from stoneware, then the quality is lost, and the potter skill useless.
If I add a failing chance high enough to shaping, then you will be needing several attempts, and therefore a faster potter.
Double post.
« Last Edit: August 26, 2013, 05:31:07 am by Apani »
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #13 on: August 26, 2013, 08:39:27 am »

Okay, I made the Firepit reactions. You can fire Crafts, Jugs, Large Pots, Sling Bullets, Bricks, Buckets, Flaks, Mechanism and Splints. I was thinking about adding a water bucket as a reagent for shaping. I'd also need a way to make Greenware items unusable, since they are very easy to shatter if not handled properly. Would I have to create fake specific Inorganic materials, like Greenware_Table, for that? Or else I could just give Greenware an high density, to simulate people carrying things very carefully.
« Last Edit: August 26, 2013, 08:42:01 am by Apani »
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masterdiscord

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Re: [KOBOLD] Pottery Overhaul
« Reply #14 on: August 26, 2013, 10:24:12 am »

I think Meph said you can't use water buckets for reagents, because the AI is too dumb to fill them, or something. He was talking about the Fishpond but I'm sure the issue would be relevant.
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