caethan / urw-sufficiency

UnReal World self-sufficiency mod
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Alternate iron gathering methods #4

Open caethan opened 7 years ago

caethan commented 7 years ago

Look into using a flora file to generate iron "plants" for raw iron gathering.

mlangsdorf commented 6 years ago

So I don't know if you ever did this research, but I did, and the results are weird. Here's the plant definition I'm using:

.Bog Iron. (10) [mushroom] [NAME:Bog Iron] [TILEGFX:shr-bogiron] [SIZE:L] [SPROUT:1] [MATURE:90] [WITHER:10] [REGION: eastern western northern southern] [TERRAIN:river open_mire pine_mire] [SYMBIOSIS:water] [POPULATION:10] [FREQUENCY:10] [COMMONNESS:10] [HERB_KNOWN:all] [EFFECT_RAW:deadly_poisonous]

This does more or less what I want: about 1 in 10 river or mire tiles has a "crop" of bog irons, which is usually 4-5 instances next to a bit of water. Each one harvests at 0.4 lbs. A crop of bog iron sprouts in January, but won't be available for harvest for 90 days, so there's a natural mechanism for it being too cold to dig into the turf to get to stuff. So that part works fine.

There are a lot downsides:

Altogether, I think the disadvantages outweigh the advantages.

caethan commented 6 years ago

Thanks for looking into it. My idea was to mod it as a root plant instead of as a mushroom:

I may give iron roots a bit of a try and see what I think of them.

caethan commented 6 years ago

Yeah, tested with this:

.Iron slick. (1) [root] [NAME:Bog iron] [TILEGFX:flo-bogiron] [SIZE:L] [SPROUT:1] [MATURE:1] [WITHER:10] [REGION:eastern western northern southern] [TERRAIN:open_mire pine_mire wetland] [ROOT_USE:cooked] [SYMBIOSIS:water] [EFFECT_RAW:deadly_poisonous] [POPULATION:15] [FREQUENCY:40] [COMMONNESS:100] [HERB_KNOWN:all]

Found this neat page about bog iron smelting: http://www.medievalhistories.com/smelting-iron-viking-way/

My thought was to harvest them as roots, then add a crushing stage to the smelting process to easily transform the bog iron into a long-term storable form.