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Author Topic: Coins... and Flux!  (Read 2032 times)

forsaken1111

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Coins... and Flux!
« on: November 21, 2008, 02:49:17 am »

As I understand it, the main problem with coins is that they never recombine into stacks.

I have two ideas to make them useful...

First, can you make a smelter reaction that will input and output coins? Make it similar to cooking somehow, where it brings 4 stacks of coins and outputs a stack of coins equal to the input number?

Second, is it possible to use coins in other reactions? This could be used to make alloys more realistic, such as electrum. 1 gold bar + 4 silver coins = 1 electrum bar?

On flux: Is it possible to add raw green glass as a flux material. Glass has been used extensivly as a flux material throughout history.
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Footkerchief

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Re: Coins... and Flux!
« Reply #1 on: November 21, 2008, 02:59:23 am »

First, can you make a smelter reaction that will input and output coins? Make it similar to cooking somehow, where it brings 4 stacks of coins and outputs a stack of coins equal to the input number?

Producing coins with a reaction might be weird -- all coins are made with an image on them, but I don't think the reaction can create that image.  Also, reactions can't handle variable number of reagents/products (at least not yet).  Finally, coins that get broken up are probably owned, which means (I think) that they can't be used in jobs.

Also, that seems like a really low amount of silver for electrum.  Wiki says the ratio hovered around 50% gold or even less.
« Last Edit: November 21, 2008, 03:05:25 am by Footkerchief »
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forsaken1111

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Re: Coins... and Flux!
« Reply #2 on: November 21, 2008, 03:20:06 am »

First, can you make a smelter reaction that will input and output coins? Make it similar to cooking somehow, where it brings 4 stacks of coins and outputs a stack of coins equal to the input number?

Producing coins with a reaction might be weird -- all coins are made with an image on them, but I don't think the reaction can create that image.  Also, reactions can't handle variable number of reagents/products (at least not yet).  Finally, coins that get broken up are probably owned, which means (I think) that they can't be used in jobs.

Also, that seems like a really low amount of silver for electrum.  Wiki says the ratio hovered around 50% gold or even less.

Well the electrum thing was just an example. There are many alloys which only have like 10% of one but require a whole bar in DF.
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Footkerchief

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Re: Coins... and Flux!
« Reply #3 on: November 21, 2008, 03:24:50 am »

About green glass flux: unfortunately that can't be done directly either, as green glass isn't in the raws.  You could create a reaction that would convert raw green glass to a green glass flux stone, though.
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forsaken1111

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Re: Coins... and Flux!
« Reply #4 on: November 21, 2008, 03:33:13 am »

About green glass flux: unfortunately that can't be done directly either, as green glass isn't in the raws.  You could create a reaction that would convert raw green glass to a green glass flux stone, though.

Hm I'll have to look into that. Its such an abundant material on maps with sand, and it was used often historically as a cheap flux to make steel.
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Thuellai

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Re: Coins... and Flux!
« Reply #5 on: November 22, 2008, 04:49:08 pm »

That's a really good idea...  I'll have to adopt it for my maps, since I refuse to settle anywhere without sand and a magma pipe.

*is addicted to green glass soooo much*
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forsaken1111

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Re: Coins... and Flux!
« Reply #6 on: November 22, 2008, 05:53:07 pm »

That's a really good idea...  I'll have to adopt it for my maps, since I refuse to settle anywhere without sand and a magma pipe.

*is addicted to green glass soooo much*

If you cook this up would you mind sharing the mod? I haven't had a spare moment to research how to do it, honestly, though I plan to next week if noone else has. So busy lately. x.x
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Footkerchief

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Re: Coins... and Flux!
« Reply #7 on: November 22, 2008, 06:05:13 pm »

It's pretty easy.  I actually came up with a slightly better method that doesn't require a stone intermediary, although I haven't tested it.  You can either paste these at the bottom of reaction_standard and gen a new world, or edit existing reactions and start using them immediately.

Code: [Select]
[REACTION:PIG_IRON_MAKING_GLASS]
[NAME:make pig iron bars (use green glass)]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[FUEL]

[REACTION:STEEL_MAKING_GLASS]
[NAME:make steel bars (use green glass)]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]
[FUEL]
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forsaken1111

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Re: Coins... and Flux!
« Reply #8 on: November 22, 2008, 06:42:02 pm »

Rather than start a new thread, I have a quick unrelated question...

Is there any known way, at all, to change the water level at which constructions will be auto-canceled? Can you change what a dwarf considers dangerous terrain, or make them able to build in more than 1/7 water? I had been researching a few weeks ago a way to make a fully aquatic race but hit some problems. Namely they all became legendary swimmers, and none of them could path or move once submerged. :P
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Footkerchief

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Re: Coins... and Flux!
« Reply #9 on: November 22, 2008, 06:47:31 pm »

Nope.  Although creature size does affect their propensity to get swept around by moving water.
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forsaken1111

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Re: Coins... and Flux!
« Reply #10 on: November 23, 2008, 12:23:18 am »

It's pretty easy.  I actually came up with a slightly better method that doesn't require a stone intermediary, although I haven't tested it.  You can either paste these at the bottom of reaction_standard and gen a new world, or edit existing reactions and start using them immediately.

Code: [Select]
[REACTION:PIG_IRON_MAKING_GLASS]
[NAME:make pig iron bars (use green glass)]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[FUEL]

[REACTION:STEEL_MAKING_GLASS]
[NAME:make steel bars (use green glass)]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]
[FUEL]

Gonna test these probably tonight. I'll let you know how it works.
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Deon

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Re: Coins... and Flux!
« Reply #11 on: November 23, 2008, 05:43:31 am »

It should work. I was going to suggest the same thing.
P.S. You may want to use the uncutter mod too to uncut bought glass to rough gems to use them as flux.
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Pilsu

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Re: Coins... and Flux!
« Reply #12 on: November 23, 2008, 10:08:05 am »

I can't find any info on glass being a historical flux material. Every single source speaks of limestone
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Impaler[WrG]

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Re: Coins... and Flux!
« Reply #13 on: November 23, 2008, 10:20:26 am »

Look under Damascus Steel descriptions thats ware it was used.
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Pilsu

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Re: Coins... and Flux!
« Reply #14 on: November 23, 2008, 02:16:12 pm »

Glass is a pretty broad concept too, what makes you think they'd have used high impurity green glass?
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