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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12698 times)

Varyag

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Re: [KOBOLD] Pottery Overhaul
« Reply #15 on: August 26, 2013, 10:31:04 am »

I could just give Greenware an high density, to simulate people carrying things very carefully.

I am looking forward to seeing a kobold very carefully proceed to cave in a megabeasts skull with a greenware brick. :)

High density makes greenware sling bullets deadly and any object made of greenware would make a decent hammer.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #16 on: August 26, 2013, 10:42:26 am »

Just make a chain of reactions if you want to slow it down.

Reaction 1 : Make greenware item => gives greenware tool 1 "unfinished greenware item"
Reaction 2 : Make greenware item (II)  => gives greenware tool 2 "unfinished greenware item (II)" Automatic
Reaction 3: Finish greenware item => gives the item you want. Automatic.

And yes, you can use buckets of water in a reaction, but you need to find a way to create a bucket of water first. So you tell a dwarf to fill a pit/pond, wait for him to fill the bucket, cancel the zone order, then use that bucket in the reaction. Its horrible as far as micromanagement is concerned.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #17 on: August 26, 2013, 10:49:48 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.
I'd have to use a "fill bucket with water" reaction, which magically spawns water in the bucket, but that'd be surely abuseable. So, I guess I'll skip this step if there are no better options.
I could just give Greenware an high density, to simulate people carrying things very carefully.

I am looking forward to seeing a kobold very carefully proceed to cave in a megabeasts skull with a greenware brick. :)

High density makes greenware sling bullets deadly and any object made of greenware would make a decent hammer.
Can people actually attack with random items? Never seen that. Why not slapping enemies with slag bars? That's insanely dense. A Slag hammer would look like this:
Spoiler (click to show/hide)
I didn't think about slings bullets thought, or better, the only thing I thought was that they are game breakers in regard of trade, and making them heavier would stop that behavior.
Also, in my tests so far, high quality Greenware items proved much more valuable than standard Earthenware ones. Greenware has a multiplier of 1, Earthenware 3. I'll see if I can multiply by 0.
Just make a chain of reactions if you want to slow it down.

Reaction 1 : Make greenware item => gives greenware tool 1 "unfinished greenware item"
Reaction 2 : Make greenware item (II)  => gives greenware tool 2 "unfinished greenware item (II)" Automatic
Reaction 3: Finish greenware item => gives the item you want. Automatic.

And yes, you can use buckets of water in a reaction, but you need to find a way to create a bucket of water first. So you tell a kobold to fill a pit/pond, wait for him to fill the bucket, cancel the zone order, then use that bucket in the reaction. Its horrible as far as micromanagement is concerned.
Could you explain better that chain?
Also, If I have an Hospital, people always keep there a bucket filled with water, or just fill it when needed?
« Last Edit: August 26, 2013, 10:51:24 am by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #18 on: August 26, 2013, 10:52:19 am »

Have a look at the reactions for the "blueprints" of the architect. It should explain it, its exactly what I described.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #19 on: August 26, 2013, 11:10:12 am »

Ok, I think I got it right. I could do it, maybe giving a longer chain or an higher failing rate to more complex items such as cabinets. That wouldn't clutter the reaction list, since they would be unavailable most of the time and therefore appearing for last. I also need to reorder the hotkey list, right now it's hard to guess what it doesn't follow any standard pattern. I could as well make firing process automatic, but that would take away the "babysitting" feeling, and eat up your log reserves if you aren't careful.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #20 on: August 26, 2013, 11:20:40 am »

I'd make the chain automatic, but that start not. No hotkeys for the chainreactions, and simply go with A, B, C, D, E for the rest. Hotkeys are not all that important, and its quite a bit of work if you replace or change reactions later.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #21 on: August 26, 2013, 11:27:31 am »

Yeah, the drying process will be automatic. I'm going to change Greenware's [MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE] to [MATERIAL_REACTION_PRODUCT:DRIED_MAT:INORGANIC:LEATHER_HARD_CLAY], Leather-Hard clay will have [MATERIAL_REACTION_PRODUCT:DRIED_MAT:INORGANIC:BONE_DRY_CLAY], while Bone Dry will be fired mat. Then the chain reactions will be "Dry clay *item*", using DRIED_MAT items. I'll see if this works out.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #22 on: August 26, 2013, 11:33:43 am »

So you make 9 materials in total? leather-dry, bone-dry and fired-mat for clay, fireclay and porcelain?
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #23 on: August 26, 2013, 11:37:19 am »

It's Greenware, Leather-Dry and Bone-Dry for all of the three clays. So yes, I'm making 3x3 new materials. Shall we add specific ceramic types for every kind of clay? That would be surely variegating to the eyes. ;)
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #24 on: August 26, 2013, 12:00:07 pm »

What do you mean with ceramic tiles? The glazing? I thought about making 8 colors of those, like the painters workshop. Either from dyes or from specific ore/gem powder.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #25 on: August 26, 2013, 12:06:25 pm »

I thought about every type of natural clay (eg Silty Clay) becoming a ceramic with a different colour. But I was just kidding. I'm not expert of ceramics, I don't know if clay retains somewhat its natural colour or not after firing.
Should I remove clay barrels? Large pots serve their purpose well.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #26 on: August 26, 2013, 12:18:04 pm »

I guess people will call clay barrels pots ;) So yeah, you can replace them.

I'd stay with clay, fireclay and kaolinite. Its enough reactions already, people have to use the workshop after all. ;)
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #27 on: August 26, 2013, 12:26:57 pm »

As it stands, Clay, Fireclay and Kaolinite all use the same reactions.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #28 on: August 26, 2013, 01:11:08 pm »

Okay, I added the "Dry" reaction to every shaped clay item. That was surely slow. I kept copypasting a reaction template, replacing every time its names, reagents and products, any way to do it faster? Editing the entity file was surely simpler, once I moved all clay reactions to one stable place. I'm going to add to the Kiln the reactions to fire items which cannot be fired in the firepit. Then, I may release a first version, if you permit.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #29 on: August 26, 2013, 01:23:14 pm »

Batch replace with notepad++ is faster. find all CLAY replace with FIRECLAY, one button press, all tags replaced. But yeah, such long lines of reactions can be quite boring work now and then.
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