Metal industry needs some love!

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Metal industry needs some love!

Postby LittleJohn » Tue Jun 19, 2018 1:20 am

Hello

Some ideas about what can be done to metals business to make it more rewarding and fun.

I tried to make this post as small as possible, but it ended as you will see. I left ideas referring to each other together to not making bunch of similar posts.

NOTE- I used primitive names, things down below should have some epic names.

1 New Ores
I will skip obvious, proposed many times ideas like real metals, zinc, brass, or something.

Yin and yang ore.
A new type of stone ( or already existing one) after digging could have chance to be "sparkling", something such as "well mined" buff from miner's credo. Chance can be like ~5-10% each piece. That "buff" will last a while, maybe 24-48 hours. That "sparkling" stone does nothing itself, but could be mixed with another, connected to, also "sparkling" stone, making a Yin-Yang ore. Eg. porphyry and dolomite, or completely new stone types.
Yin-Yang ore after smelting will give Yin-Yang metal bar which would work as soft metal ( tin or copper). This could be nice for early metal, if someone founds two matching stone types on -1,-2, or even on bottom ones, but much less often.

Rusty Bulb
Bulb that can be found on all levels. High chance to spawn after opening a natural gallery ( always at least 1), medium on natural cave walls ( spawn rate as glimmermoss). Can be converted to rusty dust, which can be used to enhance smelting, eg: 0,50 of rusty dust used in one slot of smelter will buff quality/chance for successful smelt/something ( limited to 1 square of bulb dust). Can be also thrown to smelter itself to gain Bulb Ore. There could be also 3 sizes of bulb.

Small Rusty Bulb, most common small number of dust, chance to turn intro Bulb Pebbles after smelt
Rusty Bulb, medium number of dust, chance to turn intro Bulb Nugget after smelt
Huge Rusty Bulb, really rare, maybe even more/equal as cave clay, large number of dust, chance to turn intro few Bulb Nuggets (ends as compresed chunk of nuggets that you can split to get like 2-4 of them) after smelt.

Bulb Iron could work as "any hard metal" and "any cast iron", and can be used to make some special mining tools/armor/miners helm.

Ore Golem
Chance to spawn a Ore Golem after mining any ore ( or any iron ore), can be found on -3,-4,-5. Has a lot of health, maybe even a first monster with armor ( armor penetration needed, or make a pickaxe able to use in fight as penetration/dealing more dmg to that weapon). After defeating, you can "butcher" it with pickaxe to get a Golem Ore. After smelthing it become Golem Iron ("any hard metal" and "any wrought iron"). Some special weapons/armors that could be made only from that.

Also, there can be something like Ancient Ore Golem, competition for trolls. Same spawn rate, similar danger. Spawns normal Ore Golems ( they won't give full/any loot, to avoid farming them) After killing, it gives Ancient Golem Ore, that can be smelter intro Ancient Golem Iron. The difference is that it can be processed to steel, as normal iron (Ancient Cast Iron, Ancient Wrought Iron, Ancient Steel). Things using any cast iron/ any wrought iron/ any steel will have better results ( won't work on any hard metal), such as bonus dmg if used making weapon, more resistance for armors, maybe more lp for curiosities etc. Ancient Golem Could also gives special loot, such as ancient piece of armor ( high stats, low durability, or contrariwise).

Mithril
Special metal that can be used as "any steel" or "any magic metal" ( which could be a new thing as well). Its harder than quartz twice or maybe even thrice. High chance to spawn some kind of guard (ore golem without loot, [mithtril is enough reward], something else or just some danger like nasty wound, dunno).

Meteorite
A boulder, that can be found while mining on all levels. It fell long ago, before the whole world was formed, remaining hidden deeply, waiting for brave miners ( it would be perfect as surface metal that spawns somethimes, but i don't like idea of founding ore next to mushrooms and herbs for free, if you want metal, grab pickaxe and go mining, weakling). While smelted, works as "any wrought iron" and "any magic metal" ( no "any soft metal" or "any hard metal" intentional). While working with that ore, you will get special long lasted wound/debuff ( Smoke & Fire or In The Fog for instance). While using tools/weapons/armors made of meteorite, you'll get both bonuses and curses, like faster speed of attack, but less power, or something. Could also works,that in start you'll got no debuffs and weapons have better quality/buffs base, but each swing/use of tool/weapon gives you stacking debuff/wound ( gives you advantage in start of fight, but the longer you use, the more trouble you may have ( each 10 actions, -1% of meele combat or something).

Crystal Caves (not quite pure ore idea, but oh well)
While mining underground you could get a tiny chance to found a entrance to Crystal Cave ( something like doors/cave entrance in wall, while mining around walls entrance will colapse), such as burrow or small dungeon (a twice burrow size). After entering there could be some guards, or "tests". You can inspect entrance to get a clue what you can find inside. With higher right stats, you get less problems. Too bright and you'll get slowly shp wound unless you have some con? Crystal icicles that needs high agilty/stealth to not fall? Or just high will to withstand this unearthly stench? After entering timer will start giving you couple of minutes before collapsing. There could be a few types of Crystal Caves:

-Pure Crystal Cave - you can found some Pure Crystals that can be processed intro Crystal Glass (you guessed it, can be use as "any glass" to, lets say +10% ql bonus, some special recipes, crystal mirror that will work similar to troll's eye, different colour in structures ( if that will be a thing) or something
-Crystal Ore Cave - after smelt gives Crystalic Ore, works as "any magic metal", "any precious metal" or "any soft metal". If used as "precious", gives no ql , like normal precious metals
-Dark/Ligh Crystal Cave - special crystals that - if well used - has special magic powers. Light crystal to heal/buff something, dark crystal to destroy things etc.
-Living Crystal Cave - a big crystal that ... moves? breathing? Gives you special quest with unique reward, or just found a way to destroy it (simple aggro won't work) for different kind of rewards ... and hate of all crystals. Well, at least of crystals that knew that killed one. Or you could just "petrify" or put to crystal-sleep, to take that big crystal and put in your village for some bonus. More time before disappear of cave.
-Taken Crystal Cave - uh oh, you were not the first! Nest of boreworms/slimes/something new. Maybe crystal boreworm/slime/something? Special loot from them + a small piece of normal Crystal Cave reward ( just few Crystal Ore or Pure Crystal)


2 Smelters, forges, foundries.

First of all, idea of splitting any forge into 3 areas.

Main space - for ores and stones after smelt ( same as now)
Casting molds - only for finished bars. Possibility to use different types of molds giving various light bonuses. Basic one time use clay molds, normal metal molds for infinite uses, magic metal folds giving few % of ql/chance for smelt/chance for special rare metal bar?
Chute for coal - the possibility of using different types of coal. Full black coal for high chance to smelt iron, full charcoal for something, new types of coal such a fire coal ( doubles burning time, mixed with brimstone), or even not necessarily coal. Just some other fuel. Molten Core? Magma Stone? Flame of one thousand and one fire? Or just normal mixed coal with no bonus.

Regardless of the above, smelters ideas:


Makeshift Forge
Something to start with. Normal clay with few stones to make. Less space, maybe less chance to smelt better ores (like bloodstone + has halved chance)

Smelter
Bricks, bar of any metal, stone. Default one.

Big Blast Furnace
Fine bricks ( used fine clay ), steel, maybe Rock Crystal? More Space.

Good Old Bertha ( or type any other name)
At least 3 different types of metals (something from early metal processing, wrought or steel). Gets bonuses with time, lets say, maybe 100 smelts for few % bonus of smelted bars? Or gains perk after some time, like one more row, faster smelting? Possibility to lvl up ql without rebuilding. Maybe from time to time chance to add better ql metal to raise general quality. We miners/blacksmiths always have those favorite old smelters that we missed sometimes...

... im not the only one, right?

Fancy Smelter
MORE SHINY! Bricks, some metal, few types of precious nuggets, bars, maybe even few gold pebbles, pearls, crystals? A lot less space. Chance for more precious metals smelted?

Magic Smelter
Bricks, some metals, few "any magic metal" The only forge where you can smelt magic ores properly. Magic ores has has 10 times less chance to be smelted elsewhere. You must feel pain wasting magic ore on normal smelters before you'll learn the true value of those.

Foundry
Some metal, bricks, maybe fine bricks. Can smelt only liquid metals that won't end up as bar ( such as quicksilver). You can easily draw liquid metal from cauldron using any liquid container.

Wide Crucible
Bricks, wood, metal nuggets, has a small ledge Works pretty much as normal one, but has a small inventory space, like 4x4 to put some materials that you will work with.


3 Metallurgist credo.

First, some ideas for changes in already existing credos.

Quarryman credo:
-Connecting at least two stat giving bonuses to one bonus making some space.
-New ability: better chance for medium-rare finding, such as cat gold, strange crystal, petrified seashell, "sparkling" stone ( if added), something new? Maybe with ql boost and chance to get those while chiping boulders? Could be nice early game.
-New ability: chance to obtain extra stone by chipping boulders/building/carving. Maybe chance for special curio, "living rock" or something.

Blacksmith credo:
Small quality bonus to all fuel added to Smelters and Finery Forges. - moved to metallurgist creedo or changed to work only with Finery Forges.

Miner credo:
-Significant chance to localize caveins - adding second perk, high chance to discover which cave wall will spawn monsters ( time to grab sword/avoid that tile).

Cave Hermit credo:
-Ability to eat Stalagooms & Cave Slime. - adding some special recipes that use underground ingredients instead abillity to eat raw things.
-New ability : you have chance to sense natural gallery, crystal caves (if added), or any other rare underground finding. Something like chat message "*sniff sniff* you feel something shiny/dangerous/ancient nearby". Pretty small chance for that, sniffed thing max 50-100 squares away. Maybe a clue about direction?


Metallurgist Credo that gives you bonuses making metal-working materials. A couple of loose ideas:

-recipe for special coal mixture (if coal types will matter)
-recipe for special alloy
-possibility to build a special smelter/crucible
-triple chance to spawn irrlight with doubled quality
-better chance to successful smelt ( works only if person with that credo will do anything, adding ores, coal, light smelter)
-can hold liquid/hot metal in inventory such as quicksilver or bloom and make bloom needed to hold in tongs ( tool used by one hand) without credo
-lower softcap making something related with metals by 10%
-some ql/chance bonuses


Thats all for now. If i get something else, then i'll edit. While writing this i got bunch of new ideas. Maybe i will post ideas about rune making, mechanics similar to creedo, or new monsters someday.

I invite you to open discussion!
Last edited by LittleJohn on Fri Aug 10, 2018 4:18 pm, edited 1 time in total.
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Re: Metal industry needs some love!

Postby jorb » Tue Jun 19, 2018 1:24 am

Some nice thought went into this, and I agree in principle.
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Re: Metal industry needs some love!

Postby pheonix » Tue Jun 19, 2018 2:08 am

Alot of this sounds really nice. +1
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Re: Metal industry needs some love!

Postby Dakkan » Tue Jun 19, 2018 3:57 am

I really like that bit in the idea for Good Ol' Bertha. Some beast of a furnace with huge inventory, terrible initial smelt rate that grows over time the longer it stays perpetually lit (with cooldown when unlit). Very Dwarven, perfect for when you're mass producing stuff where quality doesn't matter and you need absurd amounts of it, and need to spend hoards of coal just to get its smelting rate up.

I really miss the ability to eat cave slime however, after spending several hours wandering around underground frequently you really begin to appreciate being able to eat cave slime.
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Re: Metal industry needs some love!

Postby loskierek » Thu Jun 21, 2018 12:04 am

How about some sort of wicker basket in bag slot for just ore? it would hold 25 pieces of ore (1/3 of a stockpile) that you can empty out on the ground in the same manner as you do with wheelbarrow.
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Re: Metal industry needs some love!

Postby CorwinOfAmber » Mon Jul 02, 2018 6:36 pm

Can we work on that time gate for steel first? People with normal lives are still having trouble with fueling every 12 hours for 56 hours
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Re: Metal industry needs some love!

Postby shubla » Mon Jul 02, 2018 7:27 pm

Some huge furnace/smelter would be neat.
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Re: Metal industry needs some love!

Postby Luanes » Fri Sep 21, 2018 6:19 am

I just remembered that @Jorb wanted to "increase" the ore quality effectiveness on creating iron bars, don't know where he said it but I want to share this formula that i've created:

Today metal quality is = (2 * oreQ + SmelterQ + CoalQ)/4

What about moving the ore quality as a "Quality multiplier" instead of just averaging the final metal quality? Something like this:

(2 * oreQ + SmelterQ + CoalQ)/16 * (Y+sqrt(oreQ/X)

Let's test some values :D

1º: OreSmelterQ = 10 ; CoalQ = 10 ; oreQ = 10
Today: 10
Scenario 1, with X = 8 and Y=2
New Formula: 7,79
Scenario 2 with X = 4 and Y=1
New Formula: 6,45

2º: OreSmelterQ = 30 ; CoalQ = 30 ; oreQ = 30
Today: 30
Scenario 1, with X = 8 and Y=2
New Formula: 29,5
Scenario 2 with X = 4 and Y=1
New Formula: 28,03

3º: OreSmelterQ = 60 ; CoalQ = 100 ; oreQ = 30
Today: 55
Scenario 1, with X = 8 and Y=2
New Formula: 54
Scenario 2 with X = 4 and Y=1
New Formula: 51,4

4º: OreSmelterQ = 60 ; CoalQ = 100 ; oreQ = 70
Today: 75
Scenario 1, with X = 8 and Y=2
New Formula: 92
Scenario 2 with X = 4 and Y=1
New Formula: 97

5º: OreSmelterQ = 300 ; CoalQ = 800 ; oreQ = 30
Today: 290
Scenario 1, with X = 8 and Y=2
New Formula: 285,4
Scenario 2 with X = 4 and Y=1
New Formula: 271

6º: OreSmelterQ = 300 ; CoalQ = 800 ; oreQ = 70
Today: 310
Scenario 1, with X = 8 and Y=2
New Formula: 384
Scenario 2 with X = 4 and Y=1
New Formula: 401


7º: OreSmelterQ = 300 ; CoalQ = 800 ; oreQ = 130
Today: 340
Scenario 1, with X = 8 and Y=2
New Formula: 512
Scenario 2 with X = 4 and Y=1
New Formula: 570

8º: OreSmelterQ = 300 ; CoalQ = 800 ; oreQ = 150
Today: 350
Scenario 1, with X = 8 and Y=2
New Formula: 553
Scenario 2 with X = 4 and Y=1
New Formula: 623

9º: OreSmelterQ = 500 ; CoalQ = 1000 ; oreQ = 200
Today: 475
Scenario 1, with X = 8 and Y=2
New Formula: 831
Scenario 2 with X = 4 and Y=1
New Formula: 958,5


So, if you have high quality smelter + coal, using high quality ore turns to be way more important that using lower Q ones. This was, instead of just blindly spirilating every ore, it should be useful to explore and find higher Q nodes. Maybe it should even heat the ore market for those who find a good ore node quality but don't own good quality workstations. What do you think?
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Re: Metal industry needs some love!

Postby Granger » Fri Sep 21, 2018 9:06 am

Get rid of the fuel q exploit first, then we can talk.
But prepare to me disagreeing with anything that increases metal q even further.
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Re: Metal industry needs some love!

Postby Luanes » Sat Sep 22, 2018 12:12 am

I agree with you, Granger. The metal increase by spirilating should be needed. The quality gain on lucky should be decreased, and the quality penalty should be reduced too.

The ore quality should affect more than just spirilating.
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