Needful things (simple additions to improve the game)

Charcoal production (at least with kilns) is not a continuous process. It needs to be done in batches.
Though a kiln of charcoal IRL would be more of a big construction.

If someone copied code from the fermenting vat, changed a few lines and renamed it all to “charcoal kiln”, it would be relatively close to how it worked IRL.
This would make learning construction a bit more valuable. Yield could even scale with the skill (apparently making charcoal efficiently isn’t easy).[/quote]
The process would indeed transfer the whole ‘pallet’ in one go. And yeah, the ‘kilns’ I’ve seen IRL have been humongous, with the input/output measured in tons rather than in kilos.

Also, I didn’t remember that something like the fermenting vat existed already. It seems like a better candidate for modification.

Kiln done:

Details in the link above.

Took me a stupidly long amount of time, considering how little new functionality I implemented.

[quote=“Coolthulhu, post:1222, topic:5570”]Kiln done:

Details in the link above.

Took me a stupidly long amount of time, considering how little new functionality I implemented.[/quote]

But for us players it’s way less cumbersome than trying to have a whole bloody kiln farm going all the time; I actually butchered excess charcoal smokers to make like four kilns which are pretty cumbersome to process. Thanks for spending your time making this stuff for us.

On the technical level, it looks like it’s largely less wood-efficient than said kiln farm (which is 41.7% efficiency by comparison), but something tells me most survivors in this game aren’t going to run out of trees anytime soon even with this being a thing and that the savings in precious time (both in-game and out-of-game) will far outweigh the efficiency loss.

What would be great, if it was possible to make food and clean water without having to use container (eating/drinking from the container that was used to boil the food/water). Last time i had quite a problem, because RNG decided that there will be no container in reasonable distance and all i had was dirty water and a can == no clean water for my character, because container is compulsory.

I love the idea of making the kiln a construction project…it would be nice to leave the small scale kiln as an option, but use the large-scale kiln to flesh out the higher levels of Construction. As it is, once you get to construction 6, it gets more than a little grindy…so, the more useful construction projects there are, the better.

Yeah, I didn’t touch the small kiln. It’s more efficient than the big one, because it requires more progress in game (requires a welder).

Thought that 48 rocks is quite a fortune, now that I think about it. You probably won’t get that much without burning a house and picking the remains (which is boring and tedious).

I think it may be a good idea to make it into a charcoal burning clamp. Clamp is basically a stack of wood covered in earth, then lit. Those are less efficient than proper kilns, but don’t require rocks. Since my version of kiln is very inefficient, it would make a bit more sense.

Though then it would be slightly unrealistic, because clamp is built by stacking wood and covering it, not by building a clamp and filling it. Currently it’s not possible to build furniture on tiles with items. And I’d like to retain the ability to fill the kiln with whatever and not just specific items (ie. all wood, not just logs).

What do you think?

[quote=“Coolthulhu, post:1226, topic:5570”]Yeah, I didn’t touch the small kiln. It’s more efficient than the big one, because it requires more progress in game (requires a welder).

Thought that 48 rocks is quite a fortune, now that I think about it. You probably won’t get that much without burning a house and picking the remains (which is boring and tedious).

I think it may be a good idea to make it into a charcoal burning clamp. Clamp is basically a stack of wood covered in earth, then lit. Those are less efficient than proper kilns, but don’t require rocks. Since my version of kiln is very inefficient, it would make a bit more sense.

Though then it would be slightly unrealistic, because clamp is built by stacking wood and covering it, not by building a clamp and filling it. Currently it’s not possible to build furniture on tiles with items. And I’d like to retain the ability to fill the kiln with whatever and not just specific items (ie. all wood, not just logs).

What do you think?[/quote]

I think as soon as the DDA Rumble finishes I’ll rebuild and test your kiln PR. Not quite a perfect simulation of reality, but close enough for DDA.

No need for haste - if I change it, it will either work the same way (just different jsons) or I’ll have to alter construction and thus won’t make it in time for today’s testing (it takes me an hour to recompile the game).

Same for the bashing weapon balancing thing (in the bokken thread) - I don’t have a good idea on how to do it yet. I don’t like making those “oops, forgot” commits seconds just before merge - I always feel like I’m going to break something.

The whole kiln thing should probably be branched off into it’s own thread as it has sufficient grounding as a standalone topic to discuss.

Oh, what about… vehicle mounted fire extinguishers?

I recall someone wanting to make a water cannon. I even added a system that would allow making a simple water cannon.
Now that BevapDin changed the item type system (not visible to players, but the code changed quite a bit), it may be possible to make that water stay on the ground in a similar way to arrows shot from a bow.
That’s probably not the same thing you’re talking about, but I think it’s close enough.

I was thinking more about spreading fields that behaved sort of like smoke does indoors, but dissipatre somewhat more quickly, doesn’t choke, and puts out fires.
Water cannons would be cool to though, allowing us to oppress the foul zombies with

That made me come up with another suggestion: Have a “BLUNT” flag for certain ranged ammos. Things like almost everything loaded into the mininuke cannon, grenade launcher ammo, etc. Armor pierce would function on the blunt damage side of things, and be labeled based more on how much shock the ammo carries with it. So rocks and Lead balls would have higher AP than the non-gun type grenade launcher ammos

[quote=“Coolthulhu, post:1226, topic:5570”]Yeah, I didn’t touch the small kiln. It’s more efficient than the big one, because it requires more progress in game (requires a welder).

Thought that 48 rocks is quite a fortune, now that I think about it. You probably won’t get that much without burning a house and picking the remains (which is boring and tedious).

I think it may be a good idea to make it into a charcoal burning clamp. Clamp is basically a stack of wood covered in earth, then lit. Those are less efficient than proper kilns, but don’t require rocks. Since my version of kiln is very inefficient, it would make a bit more sense.

Though then it would be slightly unrealistic, because clamp is built by stacking wood and covering it, not by building a clamp and filling it. Currently it’s not possible to build furniture on tiles with items. And I’d like to retain the ability to fill the kiln with whatever and not just specific items (ie. all wood, not just logs).

What do you think?[/quote]

If you’ve ever played the TerraFirmaCraft Minecraft mod, that’s actually exactly how you make charcoal there. I think it was the historical method, too, and I agree with KA101 on the “build the clamp and then fill it” workaround being close enough to reality for game purposes.

As for the small kiln requiring a welder: this isn’t entirely true. If you have a low-end Electronics book, you can increase a soldering iron’s battery capacity and use it instead–maybe two soldering irons would also work. It’s less battery-efficient and requires more charge than a soldering iron even has by default (hence needing increased capacity or at least two soldering irons), but it’ll get you a kiln without a welder. I actually did this in my most recent game. Granted, this probably doesn’t actually change things. Sure, the small kiln is more efficient, but I don’t think its balancing factor is “requires a welder” so much as it is “harder on your sanity.” If you live near a forest, the efficiency loss with the stationary kiln is a non-issue in the present game barring extreme situations like “I plan on living in the same place for a few hundred in-game years.”

As for rock-picking being tedious, this is true, but I also did it in my most recent game in order to build a fireplace in the evac shelter I holed up in, since getting Construction 5 to build a wood stove is an even bigger pain in the ass than rock-picking. I didn’t even burn a house down for it; I just gathered rocks as I traveled through field tiles. That said, if smashing up items that would reasonably have a lot of rocks in them (like fireplaces you find in houses that are not in a position where you want to live) produced a large amount of usable rocks, that’d probably be a handy workaround. Also, what about bricks as an alternative for people with the good fortune to live by a river? Rivers are awesome. I just wish you could live by a river and a forest without getting eggs laid in you.

(Another alternative recipe for the standing kiln: three or more full-sized metal tanks and a hacksaw, seeing as the small kiln is made from a small metal tank. Granted, since full-sized metal tanks are perhaps even more readily available by way of just tearing gas tanks out of vehicles, this could make the standing kiln even easier to make compared to the portable one.)

Oh, and on the blunt weapon thing: I can think of two balancing factors here. One, there’s the thing we already have, which is the thing where decent blunt improvised weapons are relatively available. The other thing is that blunt weapons give less of a shit about armour, which is partly represented by things like blunt weapons making mi-go encounters an unintentionally hilarious game of clubbing the shit out of a pinata full of mutagen fodder while it spouts nonsensical phrases.

[quote=“Coolthulhu, post:1230, topic:5570”]I recall someone wanting to make a water cannon. I even added a system that would allow making a simple water cannon.
Now that BevapDin changed the item type system (not visible to players, but the code changed quite a bit), it may be possible to make that water stay on the ground in a similar way to arrows shot from a bow.
That’s probably not the same thing you’re talking about, but I think it’s close enough.[/quote]

Still on it and I’ve got most of the stuff figured out. That said, I promised to do the chemicals/explosives upgrade ASAP, so currently I’m focusing on that.

Rock picking isn’t that tedious. The first thing I do after looting the first few houses is light one on fire. Then its just a matter of turning auto-pickup on for rocks and coming back later. I generally need a lot of rocks for my stone fireplace, and later for my well.

Is this new kiln in the latest experimental? If so, I might download and put my current run on hold.

Adding to the construction menu the ability to build wall/floor of the tents used in FEMA camps.
By doing so you can build an house that looks more survival-ish, pretty neat when you build it in a forest.

[quote=“mdtexeira, post:1234, topic:5570”]Rock picking isn’t that tedious. The first thing I do after looting the first few houses is light one on fire. Then its just a matter of turning auto-pickup on for rocks and coming back later. I generally need a lot of rocks for my stone fireplace, and later for my well.

Is this new kiln in the latest experimental? If so, I might download and put my current run on hold.[/quote]

The tedious part of picking rocks from a burnt house is cleaning up all the rubble. Unless there’s some way to simplify rubble clearing. Then I’d love to know it.

And yes, the new kiln is available in the latest experimental. At least, it shows up on my construction menu.

You can get enough rocks for a single construction project (except a bunch of stone walls) by going around the perimeter of the burned house, where there isn’t rubble. That’s what I usually do for my stone fireplace…and I can always burn down more than one house. I only bother with clearing rubble if there’s a chance for early composite plating, or CBMs.

Would it be possible to craft some form of fire extinguisher? Maybe there are chemicals that produce oxygen displacers when they combust or something sticky and nonflammable… Given the relaxed nature of postcivilisation health and safety laws there are probably a wide array of highly toxic options that become available if someone doesn’t mind dodging lethal clouds and has some royal jelly on hand…

It just seems that fire suppression is sort of a finite resource.

The mininuke launcher is a spring driven piston mortar. It only fires very specific (kind of donut-shaped) projectiles.

Yeah, we can add custom non-nuclear rounds for it, but they’d have to be custom-made explosive charges.

Shaped charges made from castable HEs, perhaps ? Or a cordite weave with some HMTD/NGl primers for on-contact deflagration ? Kinky. ^^