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Author Topic: A total reworking of the current Fortress economy, from the ground up.  (Read 19197 times)

mendota

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Re: A total reworking of the current Fortress economy, from the ground up.
« Reply #75 on: February 22, 2012, 06:09:10 pm »

You mentioned that your vision of the dwarven economy would rely a lot on added value to common objects. The most common object in a fort I can think of is the alcohol. And alcohol can have a lot of value added.

An embark with peat and oak, for example, could specialize in whisky with the addition of barley to the raws. Though I can't think of anyway to make peat a reagent in a reaction without turning it into "sand" or "stone". That's kind of a tricky one. But you could have very fine, aged "oak whisky" to sell at a very high mark-up.

Heck, dorf-vodka isn't hard to imagine. Really any sugar source, plus fermentation, distillation and a charcoal filter can turn out vodka.
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Abregado

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Re: A total reworking of the current Fortress economy, from the ground up.
« Reply #76 on: February 22, 2012, 06:39:02 pm »

Loving the new workshops. Something I still havent figured out. Mine always turn out looking.... mish mash

Reelya

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Re: A total reworking of the current Fortress economy, from the ground up.
« Reply #77 on: February 23, 2012, 09:09:03 pm »

You mentioned that your vision of the dwarven economy would rely a lot on added value to common objects. The most common object in a fort I can think of is the alcohol. And alcohol can have a lot of value added.

An embark with peat and oak, for example, could specialize in whisky with the addition of barley to the raws. Though I can't think of anyway to make peat a reagent in a reaction without turning it into "sand" or "stone". That's kind of a tricky one. But you could have very fine, aged "oak whisky" to sell at a very high mark-up.

Heck, dorf-vodka isn't hard to imagine. Really any sugar source, plus fermentation, distillation and a charcoal filter can turn out vodka.
Check my mod, it makes loam and peat collecatable like clay, but you can control how they're allowed to be used.

arclance

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Re: A total reworking of the current Fortress economy, from the ground up.
« Reply #78 on: February 25, 2012, 02:34:45 pm »

The Sawmill is done.



Code: [Select]
building_econ_rework_sawmill

[OBJECT:BUILDING]

[BUILDING_FURNACE:SAWMILL_NORTH]
[NAME:sawmill N]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:7:3]
[BUILD_LABOR:CARPENTER]
[BUILD_KEY:NONE]
---
[DIM:8:5]
[BLOCK:1:0:0:0:0:0:0:1:0]
[BLOCK:2:0:0:1:0:0:0:1:0]
[BLOCK:3:0:0:1:1:1:1:0:0]
[BLOCK:4:0:0:1:0:0:0:1:0]
[BLOCK:5:0:0:0:0:0:0:1:0]
[TILE:0:1:254:7:254:7:7:7:7:254]
[TILE:0:2:7:254:7:254:7:254:7:7]
[TILE:0:3:7:7:7:254:254:7:254:7]
[TILE:0:4:7:254:7:254:7:7:228:7]
[TILE:0:5:7:7:254:7:7:128:128:7]
[COLOR:0:1:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:2:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:3:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:4:MAT:MAT:MAT:MAT:MAT:MAT:7:0:0:MAT]
[COLOR:0:5:MAT:MAT:MAT:MAT:MAT:7:0:0:7:0:0:MAT]
[TILE:1:1:254:223:223:223:223:223:221:254]
[TILE:1:2:7:254:7:222:220:220:221:7]
[TILE:1:3:7:7:7:254:7:254:7:128]
[TILE:1:4:254:7:7:222:223:223:221:128]
[TILE:1:5:7:220:220:220:220:220:221:228]
[COLOR:1:1:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:2:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:3:MAT:MAT:MAT:MAT:MAT:MAT:MAT:7:0:0]
[COLOR:1:4:MAT:MAT:MAT:MAT:MAT:MAT:MAT:7:0:0]
[COLOR:1:5:MAT:MAT:MAT:MAT:MAT:MAT:MAT:7:0:0]
[TILE:2:1:43:223:223:223:223:223:221:43]
[TILE:2:2:43:43:92:222:220:220:221:128]
[TILE:2:3:43:43:43:43:43:43:43:128]
[TILE:2:4:43:43:47:222:223:223:221:228]
[TILE:2:5:43:220:220:220:220:220:221:43]
[COLOR:2:1:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[COLOR:2:2:MAT:MAT:7:0:0:MAT:MAT:MAT:MAT:7:0:0]
[COLOR:2:3:MAT:MAT:MAT:MAT:MAT:MAT:MAT:7:0:0]
[COLOR:2:4:MAT:MAT:7:0:0:MAT:MAT:MAT:MAT:7:0:0]
[COLOR:2:5:MAT:MAT:MAT:MAT:MAT:MAT:MAT:MAT]
[TILE:3:1:240:223:223:223:223:223:221:22]
[TILE:3:2:240:43:92:222:220:220:221:22]
[TILE:3:3:240:43:43:16:174:175:43:22]
[TILE:3:4:240:43:47:222:223:223:221:22]
[TILE:3:5:240:220:220:220:220:220:221:22]
[COLOR:3:1:6:0:0:MAT:MAT:MAT:MAT:MAT:MAT:6:0:0]
[COLOR:3:2:6:0:0:MAT:7:0:0:MAT:MAT:MAT:MAT:6:0:0]
[COLOR:3:3:6:0:0:MAT:MAT:7:0:0:7:0:0:7:0:0:MAT:6:0:0]
[COLOR:3:4:6:0:0:MAT:7:0:0:MAT:MAT:MAT:MAT:6:0:0]
[COLOR:3:5:6:0:0:MAT:MAT:MAT:MAT:MAT:MAT:6:0:0]
---
[BUILD_ITEM:40:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:NONE:NONE][CAN_USE_ARTIFACT]

The woodworker's guildhall is also done.
I made two different sizes tell me which you like the best.

Woodworker's Guildhall - 6x6



Code: [Select]
building_econ_rework_woodworkers_guildhall_6x6

[OBJECT:BUILDING]

[BUILDING_FURNACE:WOODWORKERS_GUILDHALL_6x6]
[NAME:woodworker's guildhall (6x6)]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:3:2]
[BUILD_LABOR:CARPENTER]
[BUILD_KEY:NONE]
--- 6x6 Guildhall ---
---
[DIM:6:6]
[BLOCK:1:0:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0:0]
[BLOCK:3:0:0:0:0:0:0]
[BLOCK:4:0:0:0:0:0:0]
[BLOCK:5:0:0:0:0:0:0]
[BLOCK:6:0:0:0:0:0:0]
[TILE:0:1:' ':' ':' ':' ':' ':' ']
[TILE:0:2:' ':' ':' ':' ':' ':' ']
[TILE:0:3:' ':' ':' ':' ':' ':' ']
[TILE:0:4:' ':' ':' ':' ':' ':' ']
[TILE:0:5:' ':' ':' ':251:14:20]
[TILE:0:6:' ':' ':' ':210:146:234]
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:4:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:5:0:0:0:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:6:0:0:0:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0]
[TILE:1:1:' ':222:219:219:221:' ']
[TILE:1:2:220:' ':' ':' ':' ':220]
[TILE:1:3:219:' ':' ':' ':' ':219]
[TILE:1:4:219:' ':' ':' ':' ':219]
[TILE:1:5:223:' ':' ':' ':' ':223]
[TILE:1:6:' ':222:219:219:221:' ']
[COLOR:1:1:0:0:0:6:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:2:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0]
[COLOR:1:3:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0]
[COLOR:1:4:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0]
[COLOR:1:5:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0]
[COLOR:1:6:0:0:0:6:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[TILE:2:1:43:222:219:219:221:43]
[TILE:2:2:220:43:43:43:43:220]
[TILE:2:3:219:43:43:43:43:219]
[TILE:2:4:219:43:43:20:210:219]
[TILE:2:5:223:251:14:146:234:223]
[TILE:2:6:43:222:219:219:221:43]
[COLOR:2:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[TILE:3:1:234:222:219:219:221:234]
[TILE:3:2:220:43:210:210:43:220]
[TILE:3:3:219:210:251:14:210:219]
[TILE:3:4:219:210:146:146:210:219]
[TILE:3:5:223:43:210:210:43:223]
[TILE:3:6:234:222:219:219:221:234]
[COLOR:3:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
---
[BUILD_ITEM:64:BLOCKS:NONE:INORGANIC:NONE][BUILDMAT][CAN_USE_ARTIFACT] -- will allow stone and metal blocks only
[BUILD_ITEM:18:TOOL:ITEM_ROOFING_TILE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:12:CHAIR:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:12:GOBLET:NONE:STONE:NONE][CAN_USE_ARTIFACT] -- will allow stone and metal goblets (mugs and goblets) same fix as stone only blocks
[BUILD_ITEM:3:TABLE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:3:TOOL:ITEM_BEAM:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:3:STATUE:NONE:PLANT_MAT:NONE:WOOD][CAN_USE_ARTIFACT]

Woodworker's Guildhall - 10x10



Code: [Select]
building_econ_rework_woodworkers_guildhall_10x10

[OBJECT:BUILDING]

[BUILDING_FURNACE:WOODWORKERS_GUILDHALL_10x10]
[NAME:woodworker's guildhall (10x10)]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:5:4]
[BUILD_LABOR:CARPENTER]
[BUILD_KEY:NONE]
---
[DIM:10:10]
[BLOCK:1:1:1:1:1:0:0:1:1:1:1]
[BLOCK:2:1:0:0:0:0:0:0:0:0:1]
[BLOCK:3:1:0:0:0:0:0:0:0:0:1]
[BLOCK:4:1:0:0:0:0:0:0:0:0:1]
[BLOCK:5:0:0:0:0:0:0:0:0:0:0]
[BLOCK:6:0:0:0:0:0:0:0:0:0:0]
[BLOCK:7:1:0:0:0:0:0:0:0:0:1]
[BLOCK:8:1:0:0:0:0:0:0:0:0:1]
[BLOCK:9:1:0:0:0:0:0:0:0:0:1]
[BLOCK:10:1:1:1:1:0:0:1:1:1:1]
[TILE:0:1:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:2:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:3:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:4:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:5:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:6:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:7:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[TILE:0:8:' ':' ':' ':' ':' ':20:220:197:146:234]
[TILE:0:9:' ':' ':' ':' ':' ':' ':254:210:14:251]
[TILE:0:10:' ':' ':' ':' ':' ':' ':' ':' ':' ':' ']
[COLOR:0:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:7:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:8:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:9:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:7:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:0:10:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[TILE:1:1:222:223:223:223:' ':' ':223:223:223:221]
[TILE:1:2:222:' ':' ':' ':' ':' ':' ':' ':' ':221]
[TILE:1:3:222:' ':' ':222:219:219:221:' ':' ':221]
[TILE:1:4:222:' ':220:' ':' ':' ':' ':220:' ':221]
[TILE:1:5:' ':' ':219:' ':' ':' ':' ':219:' ':' ']
[TILE:1:6:' ':' ':219:' ':' ':' ':' ':219:' ':' ']
[TILE:1:7:222:' ':223:' ':' ':' ':' ':223:251:221]
[TILE:1:8:222:' ':' ':222:219:219:221:146:197:221]
[TILE:1:9:222:' ':' ':' ':' ':254:20:14:234:221]
[TILE:1:10:222:220:220:220:' ':' ':220:220:220:221]
[COLOR:1:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:3:6:0:0:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:4:6:0:0:6:0:0:6:0:0:0:0:0:0:0:0:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:7:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:8:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:9:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:7:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:10:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[TILE:2:1:222:223:223:223:43:43:223:223:223:221]
[TILE:2:2:222:43:43:43:43:43:43:43:43:221]
[TILE:2:3:222:43:43:222:219:219:221:43:43:221]
[TILE:2:4:222:43:220:43:43:43:43:220:43:221]
[TILE:2:5:43:43:219:43:43:43:43:219:43:43]
[TILE:2:6:43:43:219:43:43:43:43:219:43:43]
[TILE:2:7:222:43:223:43:43:43:43:223:251:221]
[TILE:2:8:222:43:43:222:219:219:221:146:197:221]
[TILE:2:9:222:43:43:43:43:43:20:14:234:221]
[TILE:2:10:222:220:220:220:43:43:220:220:220:221]
[COLOR:2:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:7:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:8:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:9:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:10:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[TILE:3:1:222:223:223:223:197:197:223:223:223:221]
[TILE:3:2:222:234:246:43:210:210:43:246:234:221]
[TILE:3:3:222:246:43:222:219:219:221:43:246:221]
[TILE:3:4:222:43:220:43:210:210:43:220:43:221]
[TILE:3:5:197:210:219:210:251:14:210:219:210:197]
[TILE:3:6:197:210:219:210:146:146:210:219:210:197]
[TILE:3:7:222:43:223:43:210:210:43:223:43:221]
[TILE:3:8:222:246:43:222:219:219:221:43:246:221]
[TILE:3:9:222:234:246:43:210:210:43:246:234:221]
[TILE:3:10:222:220:220:220:197:197:220:220:220:221]
[COLOR:3:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:6:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:7:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:8:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:9:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:10:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
---
[BUILD_ITEM:64:BLOCKS:NONE:INORGANIC:NONE][BUILDMAT][CAN_USE_ARTIFACT] -- will allow stone and metal blocks only
[BUILD_ITEM:18:TOOL:ITEM_ROOFING_TILE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:12:CHAIR:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:12:GOBLET:NONE:STONE:NONE][CAN_USE_ARTIFACT] -- will allow stone and metal goblets (mugs and goblets) same fix as stone only blocks
[BUILD_ITEM:3:TABLE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:3:TOOL:ITEM_BEAM:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:3:STATUE:NONE:PLANT_MAT:NONE:WOOD][CAN_USE_ARTIFACT]

And here is the carpenter's yard.



Code: [Select]
building_econ_rework_carpenters_yard

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:CARPENTERS_YARD]
[NAME:carpenter's yard]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:4]
[BUILD_LABOR:CARPENTER]
[BUILD_KEY:NONE]
---
[DIM:5:5]
[BLOCK:1:0:0:0:1:1]
[BLOCK:2:0:0:0:0:1]
[BLOCK:3:1:0:0:0:1]
[BLOCK:4:1:0:0:0:0]
[BLOCK:5:1:1:0:0:0]
[TILE:0:1:' ':' ':' ':' ':' ']
[TILE:0:2:' ':' ':' ':' ':' ']
[TILE:0:3:' ':' ':22:22:' ']
[TILE:0:4:' ':' ':22:22:' ']
[TILE:0:5:' ':' ':' ':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:4:0:0:0:0:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':222:219:219]
[TILE:1:2:220:' ':' ':' ':219]
[TILE:1:3:219:' ':' ':22:219]
[TILE:1:4:219:' ':' ':22:223]
[TILE:1:5:219:219:221:' ':' ']
[COLOR:1:1:0:0:0:0:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:0:0:0:0:0:0:6:0:0]
[COLOR:1:3:6:0:0:0:0:0:0:0:0:6:0:0:6:0:0]
[COLOR:1:4:6:0:0:0:0:0:0:0:0:6:0:0:6:0:0]
[COLOR:1:5:6:0:0:6:0:0:6:0:0:0:0:0:0:0:0]
[TILE:2:1:43:43:222:219:219]
[TILE:2:2:220:43:43:43:219]
[TILE:2:3:219:43:43:43:219]
[TILE:2:4:219:43:43:43:223]
[TILE:2:5:219:219:221:43:43]
[COLOR:2:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:2:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[TILE:3:1:22:22:222:219:219]
[TILE:3:2:220:240:43:210:219]
[TILE:3:3:219:43:43:43:219]
[TILE:3:4:219:210:43:240:223]
[TILE:3:5:219:219:221:22:22]
[COLOR:3:1:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:2:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:3:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:4:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
[COLOR:3:5:6:0:0:6:0:0:6:0:0:6:0:0:6:0:0]
---
[BUILD_ITEM:4:WOOD:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]
« Last Edit: February 25, 2012, 04:11:20 pm by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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SirHoneyBadger

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Re: A total reworking of the current Fortress economy, from the ground up.
« Reply #79 on: February 28, 2012, 01:39:41 am »

Yes, I agree with Abregado: arclance's workshops are looking amazing! Much better than I'd hoped for, and really polished and professional-looking.

The idea of making whiskey is a really great one. Being able to embark with peat and oak for this purpose sounds interesting.

You know, there's a thread about giant casques (casks) which I'm quite fond of, atleast in theory... arclance, what do you think about making 1x1 "workshops" out of different types of wooden casques? This could go quite far, even unto the creation of fine balsamic vinegar, which can entail up to (if I remember correctly) something like 15 casques, each of a different wood variety.

That would let us create different brews (wine, beer, whiskey, balsamic vinegar, etc) with anything from beechwood, scorched oak, juniper, what have you.

Vodka could be made from a simple vat fermenter, but filtration would be important, and might be a way to make weaving (of fine mesh "cheesecloth" type filters) a little more interesting in the game.   

Maybe we could have 1x1 through 3x3 "workshop" casques, with the larger ones allowing more drink to be processed at a time, and make the perpetual dwarf dream of giant liquor casques the size of houses, a reality lol.


In the meantime, I'd like some opinions on weapon creation: How complex would people like this to be, at different stages?

By 'stages', I mean going from making more simplistic maces, spears, slings, and knives, for basic Fortress and self-defense, to making more militant things like good quality shortswords, battle axes, warhammers, etc., and from there on to elaborate weapons requiring a high level of technological sophistication, like two handed swords, rapiers, complex polearms, and advanced crossbows.

And, considering that you'll be able to purchase the best weapons on Embark, can players accept multiple steps to create even relatively "simple" weapons, such as a spear or a knife? I don't want to go overboard here, but I'd prefer the making of a tool for killing to always be a serious endeavor, requiring atleast a little bit of thought and planning, even if it's "just" a simple stone axe.

Armour, I'm planning to make complex to start with, as possible. I want to see how far I can go with modding that, for the sake of testing the boundaries of the game, but I can always cut back on that, and balance it later. There will always be fairly simple armours, anyway, things like boiled leather jerkins and hide vests.

I'm more than happy to use bits and pieces from other mods, and I promise that I'll always do my very best to, happily, give others credit for their work, but please post any particular item from the mod that you think might be useful here.

Yeah, farming needs some serious work done on it, to make it more difficult yes, but also to make a much larger variety of growable, useful plants...Seasons should be a big consideration, I agree, but I don't mind some plants having more than one growing/harvesting season. I just think that this should be carefully balanced against the rest of the game, in a way that's still Fun.

I really appreciate the offer of your mods, and I know the hard work you've done. Just please go one step further, if you can, and post the pertinent work here, as separate items. It also makes it easier for others to pick and choose what they'd like to incorporate, it helps everyone avoid a duplication of effort, and it shows off what you've done, so you get the credit for it, rather than getting lost in a large mod with many different items.

You know your mod far better than I do, and I appologise, but I honestly don't have very much time to page through the mods of others for useful code (not to mention, it feels a little grasping of me to just rifle through such works, to dig out bits and pieces...).

As it is, I work full time, I'm also taking physical therapy for my back while doing supplimentary physical training, I'm happily married (I'd like to stay that way, and relationships take work--not to mention, my wife's birthday is in less than two weeks...), and I've got other projects besides this one, including doing a not inconsiderable amount of prep work for my garden this year, and brewing my home made beer, which I'm behind on (although I do have a nice ginger small-beer brewing at the moment. I still have two batches of real beer I want to get brewing before spring arrives, though. Teriyaki sauce and hot sauce too, from scratch, since I have a ton of ginger and dried chilis I need to use up...)

Mmmm...teriyaki... I don't know about the rest of you, but I can't wait to start grilling outside. I'm sooooo ready for spring!
 
Anyway, Thanks very much, everyone!
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arclance

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Yes, I agree with Abregado: arclance's workshops are looking amazing! Much better than I'd hoped for, and really polished and professional-looking.

The idea of making whiskey is a really great one. Being able to embark with peat and oak for this purpose sounds interesting.

You know, there's a thread about giant casques (casks) which I'm quite fond of, atleast in theory... arclance, what do you think about making 1x1 "workshops" out of different types of wooden casques? This could go quite far, even unto the creation of fine balsamic vinegar, which can entail up to (if I remember correctly) something like 15 casques, each of a different wood variety.

That would let us create different brews (wine, beer, whiskey, balsamic vinegar, etc) with anything from beechwood, scorched oak, juniper, what have you.

Vodka could be made from a simple vat fermenter, but filtration would be important, and might be a way to make weaving (of fine mesh "cheesecloth" type filters) a little more interesting in the game.   

Maybe we could have 1x1 through 3x3 "workshop" casques, with the larger ones allowing more drink to be processed at a time, and make the perpetual dwarf dream of giant liquor casques the size of houses, a reality lol.
I like the idea of casques, and it is definitely possible to make them work that way.
I have done some testing on alcohol reactions while working on my bloodwine mod so if you need any help on getting the casques to work just ask me.
If you are interested in my bloodwine mod as a reference or to use in this mod you can find a simple version of it here.  I can explain how it works if you want me to.
I will be releasing it publicly when the Dwarf Fortress releases slow down a bit more because it is a pain to update.
« Last Edit: March 07, 2012, 09:39:06 pm by arclance »
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Meph

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Keep it going you two :) I have tiny booze upgrade system, but nothing compared to what you plan to set up. What is this bloodwine mod btw ?
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arclance

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What is this bloodwine mod btw ?
It is a mod I wrote to brew alcohol from the blood brought by caravans or extracted from body parts.
Different varieties of bloodwine are produced from different types of creatures.
The blodwine can be aged which increases its value but it has a chance of spoiling in the process.
The name is inspired by Klingon bloodwine from Star Trek.

I have not released it yet because I finished it right before the new version of Dwarf Fortress came out and it is a lot of work to update it for a new version.
To make the varieties work I had to edit ~80% of the creature raws so I am going to wait until the Dwarf Fortress release rate slows down before I release it here.
I could release a "Light" version with only one variety of bloodwine in the meantime if people are interested in it since that only takes ~30 min to update to a new version.
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SirHoneyBadger Please, please, please back-up all your work on anything you can keep separate from your main PC!! Computer problems never just 'go away', trust me.

This mod is insane. Can't help though, but good luck with it.

EDIT: And back-up either daily or after each work session.
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Meph

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I would definetly like to have a look at a sample bloodwine reaction. The blood is quite useless as it is. I added a sacrifice blood reaction, but another use for it would be welcome.
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arclance

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I would definetly like to have a look at a sample bloodwine reaction. The blood is quite useless as it is. I added a sacrifice blood reaction, but another use for it would be welcome.
I uploaded a simple version of my bloodwine mod to dffd and started a forum thread for it.
We can talk about it more in the forum thread if you want.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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Posting to follow
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

SirHoneyBadger

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SirHoneyBadger Please, please, please back-up all your work on anything you can keep separate from your main PC!! Computer problems never just 'go away', trust me.

This mod is insane. Can't help though, but good luck with it.

EDIT: And back-up either daily or after each work session.

Don't worry, I back up everything, as far as information goes, and I also make sure to post most everything to the Forum, as a third "backup", just in case.

I'm still working on the weapons, and entities, although it's been going kind of slowly.  I want to get both of them down and reasonably polished before I move too much further into the other mod areas, and they aren't ready to show to all of you yet, but I did want to let you know that I'm here, I'm just quietly working away.

arclance: If you'd like to start working on them, I'd like to see a few casques, and how they'd turn out as single-tile (1x1) buildings, and also maybe a single big 4x4 casque, for the giant 'Beardy's Oktoberdwarf Dreamhouse' version.

The standard-size casques, I'm thinking, will require two metal hoops, preferrably of a copper alloy, to hold them together, and maybe a unit of fuel, to scorch the insides of them. I'm thinking they could arguably be made from a single big log, if I wanted their manufacture to be simple, but I'd like there to be more to the process than just that, so possibly 1 log, and 4 units of lumber. Also, a single unit of either beeswax or pine pitch (another resource I'm going to add later) to act as a sealant (although I've heard that real-life "masterwork" barrels are self-sealing)

Since casques are used for aging food items, I'd like casques to be makeable from certain woods only, for now: oak, beech, mulberry, ash, chestnut, cherry, juniper, goblin-cap, highwood, and acacia.

The giant ones, I haven't decided the requirements on, since they will not only be "just bigger barrels". They'll be closer to actual buildings, and will be less "barrel" and more "symbol", and serve your community as a faster way to make and store a lot of alchohol quickly, in a central location, that will still be barrel-brewed, and decent, respectable stuff, but may not always be of the highest quality, in large part due to the volumes of materials involved. Oktoberfest fodder, in other words.

And maybe your Legendary Brewmaster just happens to have his office in front of one or two of these impressive barrels, to show off to thirsty tourists and visiting merchants. 

Barrels will eventually be constructed, and large casques partially constructed, at a special Cooper's Workshop, which I haven't designed yet, before put into place, but for now, a Carpenter's Shop will be sufficient.

Also, I'd like there to be several small, hand-held and portable versions of casques, of the ornamental and toy versions, and since a "casque" is just an upscale barrel, maybe some smaller, but still hefty "working-size" portable casques as well, that are basically barrels, but with the additional requirement of the metal hoops.

So maybe barrels and casques will be size-scaled something along the line of the following chart (I'm borrowing the old English naming system for wine casks).
 
Toy, would hold a single liter of liquid
Ornamental = 2 liters
Gallon = 4 liters,

(basically, up to the 'Gallon'-size, casque and barrel sizes will be more or less superfluous, when it comes to holding drinks, although the Gallon size will still be used often, for other products, and these small sizes will be handy for trading rare and special products, and for selling overpriced liquor to the tourists.)

Rundlet = 16 liters, or one "drink", in other words, enough alchohol to see a single dwarf through a single day's work.
Tierce 64 liters, or 4 "drinks"
Hogshead 256 liters, or 16 "drinks"
Puncheon 512 liters, or 32 "drinks"
Tun 1024 liters, or 64 units of "drink".

The smaller "Standing Casque" would hold six times as much as the Tun casque, enough to serve a single dwarf for a little over a year, while the largest casque, the "King's Casque", would hold 24 Tuns volume--in other words, enough "drink" for a Fortress of 200 dwarfs to drink continuously, for an entire week straight, without hitting the imagined "dregs" of the barrel.

Party size!
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arclance

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arclance: If you'd like to start working on them, I'd like to see a few casques, and how they'd turn out as single-tile (1x1) buildings, and also maybe a single big 4x4 casque, for the giant 'Beardy's Oktoberdwarf Dreamhouse' version.

The standard-size casques, I'm thinking, will require two metal hoops, preferrably of a copper alloy, to hold them together, and maybe a unit of fuel, to scorch the insides of them. I'm thinking they could arguably be made from a single big log, if I wanted their manufacture to be simple, but I'd like there to be more to the process than just that, so possibly 1 log, and 4 units of lumber. Also, a single unit of either beeswax or pine pitch (another resource I'm going to add later) to act as a sealant (although I've heard that real-life "masterwork" barrels are self-sealing)

Since casques are used for aging food items, I'd like casques to be makeable from certain woods only, for now: oak, beech, mulberry, ash, chestnut, cherry, juniper, goblin-cap, highwood, and acacia.
I can start on that but I am in the middle of a series of interviews for a new job right now so it may take me a while to get everything done.
I post things as a finish them so I can see what you think.

To restrict the woods you want to use for the casques just add [REACTION_CLASS:CASQUE_WOOD] to wood material template by altering the raw for each tree like this.
Code: [Select]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[REACTION_CLASS:CASQUE_WOOD]
And then add [REACTION_CLASS:CASQUE_WOOD] to any line for reactants made of wood in the casque reaction.

You could also make certain types of alcohol require a barrel made of a specific material or group of materials (ex. only cedar barrels) using a reaction class like this.
Code: [Select]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE][REACTION_CLASS:WOOD_CEDAR]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The 1x1 casques should work fine for multi-step brewing reactions.
I assume you don't intend for anything to actually be "stored" in them like the large casques?
How do you want me to make the 1x1 casque buildings different?
Do you want to use different tiles, different colors, or a combination of both?

The giant ones, I haven't decided the requirements on, since they will not only be "just bigger barrels". They'll be closer to actual buildings, and will be less "barrel" and more "symbol", and serve your community as a faster way to make and store a lot of alchohol quickly, in a central location, that will still be barrel-brewed, and decent, respectable stuff, but may not always be of the highest quality, in large part due to the volumes of materials involved. Oktoberfest fodder, in other words.

And maybe your Legendary Brewmaster just happens to have his office in front of one or two of these impressive barrels, to show off to thirsty tourists and visiting merchants. 

Barrels will eventually be constructed, and large casques partially constructed, at a special Cooper's Workshop, which I haven't designed yet, before put into place, but for now, a Carpenter's Shop will be sufficient.
You can't have the large casks be used like a barrel directly because they can only be made as a workshop (only wagons and buildings can be larger than one tile).
You can have a brewing reaction that instead of producing alcohol in a barrel produces a placeholder item (not edible) that represents one barrels worth of alcohol being stored in one of the larger casques.
To "remove" alcohol from one of the large casques you would use a "Fill Barrel From Casque" reaction that consumes the placeholder item and fills a barrel with the type of alcohol stored in that casque.

I am thinking of having the large casques look something like half of the "Bloodwinery" building I made for my mod "The Bloodwinery"

What do you think of that?
Also, I'd like there to be several small, hand-held and portable versions of casques, of the ornamental and toy versions, and since a "casque" is just an upscale barrel, maybe some smaller, but still hefty "working-size" portable casques as well, that are basically barrels, but with the additional requirement of the metal hoops.

So maybe barrels and casques will be size-scaled something along the line of the following chart (I'm borrowing the old English naming system for wine casks).
 
Toy, would hold a single liter of liquid
Ornamental = 2 liters
Gallon = 4 liters,

(basically, up to the 'Gallon'-size, casque and barrel sizes will be more or less superfluous, when it comes to holding drinks, although the Gallon size will still be used often, for other products, and these small sizes will be handy for trading rare and special products, and for selling overpriced liquor to the tourists.)

Rundlet = 16 liters, or one "drink", in other words, enough alchohol to see a single dwarf through a single day's work.
Tierce 64 liters, or 4 "drinks"
I think the Rundlet and Tierce size casques could work as vial/waterskin/flask type items and could be used by military dwarves.
According to the wiki waterskins/flasks/vials "can hold up to three units of alcohol or water.".
This means that Toy, Ornamental, and Gallon size casques would not be functional (1 unit of drink is 16 liters in your system) and should be made as craft items instead.

Hogshead 256 liters, or 16 "drinks"
Puncheon 512 liters, or 32 "drinks"
Tun 1024 liters, or 64 units of "drink".

The smaller "Standing Casque" would hold six times as much as the Tun casque, enough to serve a single dwarf for a little over a year, while the largest casque, the "King's Casque", would hold 24 Tuns volume--in other words, enough "drink" for a Fortress of 200 dwarfs to drink continuously, for an entire week straight, without hitting the imagined "dregs" of the barrel.

Party size!
I don't think these are functionally possible other than being barrels with different physical sizes and names.
Brewing reactions will not completely fill these barrels with alcohol because each reaction produces a fixed amount of alcohol that is not dependent on container size but on the amount of reactant used or the amount hard coded in the reaction.
Since reactions specify empty storage containers brewers will not keep using the same barrel until it is "full".
However dwarves may be able to store more food in them if they have a larger size defined in their raws than those used by rock pots (which are barrel sized).
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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arclance

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Here is what I have for the large casque so far.

It is not done yet, I have only started on the final build stage so far.
It's been hard to give the casque some uniqueness with a 4x4 building since I haven't been able to give it a good looking (not silly) spigot since it has even length sides.
I think I could make something better using a 3x3 or 5x5 building would that be okay?

Here is a building raw you can use to test 1x1 buildings.
Spoiler (click to show/hide)
Change the red text to try different tiles and the blue text to change the tile color.
Make sure you change the yellow text if you use more than one of these at the same time, like if you want to see what several of them look like next to each other.
I don't know if 1x1 workshops are a good idea if you make a lot of them because they could be very easy to miss especially using ascii graphics.
I think 1x2 might work better for the small casques, one tile for the casque and one tile for the dwarf to stand on while working.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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