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Author Topic: New Idea: Machinery that procudes items very, very fast.  (Read 5608 times)

sir_schwick

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #30 on: September 07, 2013, 09:45:59 am »

You could have a reaction that just uses all the bars in the crate.  In fact all the factory stations could used crates of packed goods rather then the goods themselves.

The functional part of this system would be allowing you to consistently manufacture goods of a certain quality.  That way you aren't atom smashing the 50-80% of non-masterwork furniture from your craftsdwarves.  Now you are just atom smashing the 50-80% of non-masterwork casts.

Even though the quality is based on the cast, wouldn't the dwarves who poured the metal still have masterwork furniture/goods to their claim?  I just feel like industrial methods could lead to real easy tantrum spirals if some building destroyers get into your dining hall.  Lots of FUN if you ask me.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #31 on: September 07, 2013, 09:52:05 am »

Quote
That way you aren't atom smashing the 50-80% of non-masterwork furniture from your craftsdwarves.  Now you are just atom smashing the 50-80% of non-masterwork casts.
Millstone already does that.

Quote
Even though the quality is based on the cast
There is no quality, all items will be "normal", without any quality modifiers.
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silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #32 on: September 07, 2013, 01:22:48 pm »

Wouldnt that clutter up quite a lot of workshops? For example adding 10 reactions to unpack metal crates to all metalworking workshops... on the other hand they would be red/at the bottom of the list most of the time.

To a degree, yes. But at the point I am building armories and such, I tend to be using the manager to issue build orders. However you could simply it at the other end, the packing end. Choose what metal to pack at the packing workshop then in the forges, ect. you could just have unpack crate of a metal bars, and unpack crate of fuel. To code it the crate would be something like [NAME:bars: crate of metal bars][ADJECTIVE:crate of], then use the get material from reagent in the unpacking reaction to unpack the crate. The same for stone, plants, bags, barrels, pots, ect.
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ElenaRoan

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #33 on: September 07, 2013, 05:28:18 pm »

Just occurred to me that this sort of thing would be useful for the separating of the bone stacks so the result doesn't have quality markers.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #34 on: September 08, 2013, 02:56:32 am »

Wouldnt work on bone stacks. So a packing station... I actually had something like this before Toady introduced wheelbarrows and minecarts, I did remove it then, it seemed redundant. But I'll have a look... I thought you were only talking about the traded crates, but it seems I misinterpreted your previous post.

Edit: Oh, btw, a container would work a ton better for this. For example a "wood crate" as a container that takes wood-logs. This way you can pack 10 rough wood, 20 smooth wood, 2 fungiwood, 1 steeloak and 3 netherwood, and you still get that same back when unpacking. Otherwise I would have to make a "wood crate", "smooth wood crate" "fungiwood crate" and so on.
« Last Edit: September 08, 2013, 02:58:27 am by Meph »
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Felius

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #35 on: September 08, 2013, 02:58:27 am »

Speaking of bone stacks and the idea for this new workshop, couldn't you make so that separating bones not require any skill? That would stop the single bone quality value issue from what I understand.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #36 on: September 08, 2013, 03:02:11 am »

Again, nope. Its hardcoded.
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SabbyKat

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #37 on: September 08, 2013, 02:17:45 pm »

First off, I do like the idea. I've always loved more tech-heavy, end-gamish stuff!

But I have two concerns.

#1 why? What do you need to mass produce so much of? Practically everything in game, can be mass produced in huge quantities with a single skilled dwarf, and if you need more, adding 2-3 dwarves solves it. 15+5 legendary crafters turn out so many items a season it's absurd already, same for smiths and similar.  Making it even more easy to mass produce, makes little sense as it has no practical use/need (in my view that is).

#2 Balance. if it could be made so the mass produced items had NO quality modifiers - this would be much fairer. Quantity over quality. But from your wording, it would effect quality too based on skill of the operator, meaning you could mass produce masterwork weapons, armor, crafts, furniture, etc etc etc, which further hits the problem of the game being too easy to do this already.

Needing machine-power (dfhack addition) might add balance to the concept, but I'm still against it simply because at this time, it's not needed, and would simply make the game even easier to an extreme degree.

Though, if you decided to truly commit to this idea, and make anything it can 'speed up' be produced a good deal slower by other shops, so it's balanced around eventually getting this building system, it would be fine. But you've not said you want to go to such extremes, so I don't assume that.



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Jilladilla

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #38 on: September 08, 2013, 02:59:27 pm »

First off, I do like the idea. I've always loved more tech-heavy, end-gamish stuff!

But I have two concerns.

#2 Balance. if it could be made so the mass produced items had NO quality modifiers - this would be much fairer. Quantity over quality. But from your wording, it would effect quality too based on skill of the operator, meaning you could mass produce masterwork weapons, armor, crafts, furniture, etc etc etc, which further hits the problem of the game being too easy to do this already.

I believe if he just doesn't give it a skill, the items will NEVER have any quality attached to them. This also means that any random dwarf can  and will do this.
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silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #39 on: September 08, 2013, 04:06:39 pm »

Edit: Oh, btw, a container would work a ton better for this. For example a "wood crate" as a container that takes wood-logs. This way you can pack 10 rough wood, 20 smooth wood, 2 fungiwood, 1 steeloak and 3 netherwood, and you still get that same back when unpacking. Otherwise I would have to make a "wood crate", "smooth wood crate" "fungiwood crate" and so on.

If you did that the items would just be taken back to the stockpiles after they were unpacked, it needs to be something that doesn't have a stockpile, and small as not to clutter the shops as that would slow crafting down and defeat the purpose.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #40 on: September 09, 2013, 10:58:31 pm »

Quote
. if it could be made so the mass produced items had NO quality modifiers - this would be much fairer.
I mentioned several time that the items will have no quality.

I'd love to use power, but cant yet. I hope that dfhack r4 will allow this, but dont know if thats the case.

I havent planned anything about this yet, I was just putting out an idea, see where people will take it.
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Wannabehero

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #41 on: October 01, 2013, 04:57:57 pm »

I did this once, in a very odd fasion.

a 1x1 workshop called the 'OHGODTHEBEES'.  The reaction produced 1:VERMIN:NONE:BUMBLEBEE:WORKER using no reagent or skill.

I would build them around outside my fortress for those sieges with building destroyers, then prime them with bees by running the reaction on repeat ~15 seconds.  Destroyer knocks the building down, a horde of 1000+ bees is released, FPS goes to zero and processor explodes.  Goodtimes.

Seriously though, the bees did nothing except to melt the FPS.  Something odd is up with creatures (vermin or pet token) created in reactions, they are just a generic creature object with none of the creature's features (as far as I could tell).  I was hoping for a stinging death to the invaders.  It was still fun though.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #42 on: October 01, 2013, 06:01:16 pm »

you can do creatures now, no problem, using dfhack. :)
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vcordie

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #43 on: October 01, 2013, 06:42:05 pm »

It could help with micromanaging large forts/succession forts, but if its high-tech, by the time you get there you've probably got all the furniture you need stockpiled. Maybe an automatic ammo caster would be good.
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moseythepirate

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #44 on: October 03, 2013, 08:06:06 pm »

A thought occurred to me. Since the biggest consumption of time (at least for me) is the time taken to procure materials rather than production time, it might not actually save that much time without quantum stockpiles and the like.

All in all, I do like the idea, but I concur that it should use power...and yes, I know we can't make power-using buildings yet, but I feel like this is one addition that should wait until we can.
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