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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80393 times)

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #90 on: June 12, 2014, 07:42:25 am »

You should have a trade storehouse, same as the dwarves, for the crates. Cogs, no idea. Craftsgnome or Forge?
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SharpKris

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #91 on: June 12, 2014, 07:50:13 am »

if there ever was a race that needs flowcharts it's this one
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greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #92 on: June 12, 2014, 08:33:07 am »

how do you open the crates you get on embark and where the hell do i make cogs?

Crates are opened by automatically-generated jobs in the "Trade Storehouse" workshop (5x5, uses 5 building materials).  Please note that 5.05 has a massive bug which will cause each crate to be opened multiple times (possibly 150 times? infinity times? I don't know), so you may want to avoid them altogether, or forbid each crate after it has been opened once (that's what I did).  Hopefully this is fixed in 5.06 but I haven't updated yet.

Cogs are made in the "Tinker's Workshop" (3x3, uses 1 building material).  Not sure what they're made from but I would guess "a metal strip".  Metal strips are made in the Tinker's Workshop from metal sheets.  Metal sheets are made in the Metalsmith's Forge (or magma version?), under "Other objects".
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #93 on: June 12, 2014, 08:43:48 am »

The crate bug is fixed.
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #94 on: June 12, 2014, 09:33:23 am »

if there ever was a race that needs flowcharts it's this one

There's a tinkering flowchart in the manual, at the bottom of the Items section.

In general though:
metal sheet (forge, under 'other items') -> 10 metal strips (tinkerer) -> simple mechanical parts (tinkerer) -> complex mechanical parts (tinkerer)
complex mechanical parts + gear armor items (forge) -> special armor items (gadgeteer)
complex mechanical parts + automaton frames (forge, under 'other items') -> automatons (clockwork automaton workshop/automaton body shop)

To get magnets:
glass tubes (glassmaker) + foil (tinkerer) -> capacitor (tinkerer)
capacitor -> charged capacitor (electrostatic generator, requires power)
charged capacitor + electromagnet (tinkerer) + iron, nickel, or cobalt bar -> magnetized metal bar (smelter)
Magnetized metal bars can be used for dynamos, railgun ammo, or broken down into small magnets to create more complex machines.

Or if you're lazy, you can buy most of the important items in crates (an oscilloscope is included in the 'crate of geological analysis tools', a dynamo is included in the 'crate of heavy electrical equipment', a 'crate of automaton parts' contains everything you need to make one automaton aside from the actual frame, a 'crate of assorted mechanical parts' includes several random tinkering items, and a 'crate of technological wonders' contains random ready-to-use mechanical armor or weapons).  This is more expensive than making them yourself, though.

palu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #95 on: June 12, 2014, 09:52:32 am »

About the cheese bug, Perhaps you removed the material in one of your recent raw cleanups? Or mabye a typo somewhere?
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #96 on: June 12, 2014, 09:54:30 am »

About the cheese bug, Perhaps you removed the material in one of your recent raw cleanups? Or mabye a typo somewhere?
The materials are defined in the plants, and I havent touched the plants yet. So... I dont know. Maybe I should just disable the bread&candy making for now... food is too valueable as is.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Mithril Leaf

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #97 on: June 12, 2014, 10:21:29 am »

So, I thought I saw something about this, but search isn't turning anything up. Is it planned that Gnomes will be able to properly farm the metal trees? Can they already and I just missed it?
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #98 on: June 12, 2014, 10:29:44 am »

They probably should.

Atm it looks like this in dwarf mode:
 - Plant trees in farm.
 - Cut farmed trees into wood in sawmill.
 - Refine farmed trees into special objects (including metal bars) in the herbalist.

I dont think that Gnomes have access to that last part, since a sawmill would only product ironbark/steeloak wood logs. Not the actual metal.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #99 on: June 12, 2014, 10:44:38 am »

How is one intended to load the ore into the arc furnace?  After a couple failed tries, and tearing everything apart and rebuilding it until it worked, I ended up with this:

Code: [Select]
........
...O....  O : hole in floor
...|....  | : Machine Output
..AAA...  A : Arc Furnace (powered from above)
..AAA^=.  ^ : Machine Input
..AAA...  = : 1-tile stone stockpile (stones dropped from above)
........

A 1-tile stone stockpile is filled with malachite-bearing rock (minecart-dumped from the level above), taking from links only, giving to the Machine Input.  When the rock is in the stockpile, I unlock the doors, query the Machine Input and queue up the "Input stone" job (on repeat).  When all the rocks are moved from the stockpile, I wait for the gnome to leave the room, lock the doors behind her, and throw the power switch (not shown).

Now, this worked (yay!)... but that "Input stone" part seems clumsy.  Is this how it's supposed to be done, or is there supposed to be some way to get the rocks into the machine automatically?
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #100 on: June 12, 2014, 10:55:13 am »

If you're dumping stone onto the input tile, you don't need to use the input stone job at all: the machine will take from the input tile automatically.  The job is only there to load up the machine before you get a proper system running, all it does is leave the stone lying on top of the tile.  Just have the minecart dump the stones directly on top of the machine input and nobody has to enter the machine area at all.

Mithril Leaf

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #101 on: June 12, 2014, 11:09:36 am »

They probably should.

Atm it looks like this in dwarf mode:
 - Plant trees in farm.
 - Cut farmed trees into wood in sawmill.
 - Refine farmed trees into special objects (including metal bars) in the herbalist.

I dont think that Gnomes have access to that last part, since a sawmill would only product ironbark/steeloak wood logs. Not the actual metal.
If they do, I've never seen it, but I have consistently gotten to the steeloak logs stage.
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SharpKris

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #102 on: June 12, 2014, 11:54:03 am »

can gnomes use magmalings?
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Mithril Leaf

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #103 on: June 12, 2014, 11:55:22 am »

can gnomes use magmalings?

I don't believe they have the alchemist's reaction needed, but I might have missed it. It's kinda nice you can buy them on embark, along with Colossal Elephants. 8)
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SharpKris

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #104 on: June 12, 2014, 12:00:13 pm »

i'll take a couple and see if i'm able to do anything with them hopefully
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