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feat(content, port): bog iron #3506
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Co-Authored-By: Light-Wave <66904273+light-wave@users.noreply.github.com> Co-Authored-By: DangerNoodle <DangerNoodle@users.noreply.github.com>
Co-Authored-By: Light-Wave <66904273+light-wave@users.noreply.github.com>
Cool. Always nice to see things moved from Innawood to mainline. If you haven't already, you might want to take a look at CleverRaven/Cataclysm-DDA#32450 for a deeper discussion on bog iron balance. Some relevant parts include:
I don't know how trustworthy the second quote is, but it's what I used as a basis for bog iron in Innawood. Either way, feel free to remove bog iron item and processing from Innawood in this PR as well. Maybe Innawood should have higher spawn rates of the stuff than vanilla does since in modern New England, most easily available bog iron is already harvested, which would not be the case in the mod. |
Could be worth a look, true. I'd need to hunt down my sources on what the yield for bloomery iron should be, though since we're basing it off a more modern process I'd need to hunt down better results for that. Industrial yields it seems would be much closer to the 50-odd percent Mining Mod if I recall, but not sure what a realistic yield for a crucible process done using nonindustrial methods would be. I would reasonably expect it to be between that of the bloomery method and modern industrial yields though. In this case iron yield from digging was scaled down to be more in line with how lumps worth was being dug up in Innawoods moreso than a perfectly realistic figure. Probably for the best to go lower over realistic since how many rounds of digging you get out of each tile is random, and how much might logically be in each iron deposit wouldn't be consistent either, so favoring balance might be better in this case. As for Innawoods itself, BN doesn't actually have the mod itself currently, since the current branching-off point was updated to be just before nested containers was updated, but porting over elements of it into mainline where suitable seems reasonable whenever time and energy might allow. Or porting over the mod itself for its stated aim of making innawoods gameplay mandatory, but would depend on how desirable that'd be over other approaches. Limiting it to a simple "make zero city dize actually look right by blacklisting remaining urban overmap specials" and having all the desired QoL recipes be in mainline might wind up being the preferred approach, who knows. |
Ah my bad, I thought this was the CDDA repo. In that case, carry on 😄 |
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* Implement bog iron Co-Authored-By: Light-Wave <66904273+light-wave@users.noreply.github.com> Co-Authored-By: DangerNoodle <DangerNoodle@users.noreply.github.com> * Also this bit whoops Co-Authored-By: Light-Wave <66904273+light-wave@users.noreply.github.com> --------- Co-authored-by: Light-Wave <66904273+light-wave@users.noreply.github.com> Co-authored-by: DangerNoodle <DangerNoodle@users.noreply.github.com>
Summary
SUMMARY: Content "Port over iron ore and bog iron from Innawoods and Mining Mods"
Purpose of change
The continued saga of doing literally anything but work on #3419 due to how convoluted it's looking to be, this time I figured I'd tackle a misc feature on my todo list pertaining to innawoods metalworking.
Takes aspects from both DDA's Innawoods mod and DN's old Mining Mod.
Describe the solution
Describe alternatives you've considered
Just saying "fuck it" and porting over DN's Mining Mod wholesale. I do have plans to mainline some bits of it someday, but probably will entail more C++ stuff.
Testing
Checked affected files for syntax and lint errors.
Additional context
Relevant PRs/repos:
See also, a shirtless guy in Australia who makes (among other things) iron out of mud: https://www.youtube.com/watch?v=DyGLE0usN_I
Misc related plans: