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Author Topic: "Almost Everything Should Be Recyclable" by Atarlost  (Read 3463 times)

Taras

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Re: "Almost Everything Should Be Recyclable" by Atarlost
« Reply #15 on: March 03, 2020, 08:46:50 pm »

Recycling will be realistic and interesting, in real mediaveal people use and use old items. But caravans and traders may buy and sell worn clothing, maybe this items will be less valuable, but not useless for them.
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betaking

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Re: "Almost Everything Should Be Recyclable" by Atarlost
« Reply #16 on: March 04, 2020, 08:12:10 pm »

come to think of it, perhaps this should coincide with some kind of "patchwork" "repair" and "maintence"-related "arc", that or "tools"
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Azerty

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Re: "Almost Everything Should Be Recyclable" by Atarlost
« Reply #17 on: March 05, 2020, 03:43:31 pm »

come to think of it, perhaps this should coincide with some kind of "patchwork" "repair" and "maintence"-related "arc", that or "tools"

Maintenance might be an useful way to train up craftsmen.
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

Sanctume

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Re: "Almost Everything Should Be Recyclable" by Atarlost
« Reply #18 on: March 05, 2020, 05:43:57 pm »

The economics of raw materials going into final product makes the equation for recycling not quite needed with the way things are now. 

Take 1 seed of pig tail => 5 (minimum) to 9 (with potash) pig tail plants. 
Processing 9 pig tail plants = always yields 9 pig tail seeds. 

So the raw material increases exponentially in the first stage of processing. 

Now 1 thread = 1 cloth = 1 clothing item. 
1 clothing items lasts ~2 years before reaching xitemx outside of combat. 

Now in getting rid of xitemsx, each item requires at least 1 dwarf labor to haul xitemx to stockpile. 
And then haul from stockpile to trade depot. 
Granted, hauling labor can be saved when using bins exclusively for xitemsx because of certain cancellation items from non-x items inside bins. 

Yarns are less in quantity limited by the number of shear-able animals, which I think yields 1 shear-labor per season.

Spider silk would be more abundant, especially with silk farms. 
--

Now it would make it more balanced with these thoughts: 
1 cloth =  5 threads  perhaps for normal quality.  +5 thread increase "change" for quality perhaps? 
then certain clothing items will require more cloths. 
2 cloths = socks (pair), mittens (pair), cap
4 cloths = gloves (pair), hood
6 cloths = shirt, trousers
8 cloths = cloak, dress
10 cloths = robe


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