-Water filtration-
A way to get higher quality water. You make a still, one of several types of differing construction and quality (I'll only point out 1 method for now).
purifier mix:
2/3 sand, 1/3 charcoal, used as the 'fuel' element for the purifier.
the sand water purifier:
A collection of tree bark, branches boughs, a couple of barrels, purifier mix, and two bits of linen cloth. Quality would be determined by the average quality of the built materials, and the quality of the purifier mix. Water is added in to a max of 100 liters, every 10 minutes .1 weight of purifier would be used up, and .1 of higher quality water would be produced.
(still+purifier+water+survival)/4=returned water to a max quality of 50 for the primitive still, higher maxes with less primitive stills.
the primitive evaporator:
1 barrel, 4 linen cloths, and 8 tree barks. A more secure way of getting higher quality water, though much slower. Up to 50 liters at a time. Quality of the returned water is a little more than the average of the evaporator and the water used. Each run of the evaporator would take 5 days, and you would get back only 1/5 of the water you used.
Max quality would be 50 for the primitive evaporator, and the formula could be (still+water+survival/3)+2
-Composting-
A way to get higher quality soil. You make a compost pile, requiring a few sticks and some soil to get started. Anything organic can be placed inside as the 'compost', and the quality of the entire pile is adjusted, like chicken coop feed is now. Organic matter, for the terms of this would be wood, food, leather, intestines, herbs, anything that would decay, and decay quickly. Up to 30 units of soil could be placed in each pile. Each unit of soil would effect thew quality of the pile, Same as the compost for the pile would. When the pile is ready you hit the compost button. 3 days later you get higher quality soil.
formula: (compost average+soil average+farming)/3
-Sand purification-
A slow drain system for washing, and bleaching, that sand to raise it's quality.
Primitive sand cleaner: Made from 8 branches, 4 linen cloths, and 12 strings. Uses water, as it's purifier. Quality of the cleaner is determined by the average of it's construction materials. Will hold up to 10 piles of sand, with more than 5 sands lowering the quality of the output. Requires 2 buckets of water, water is added in as it drips out at a rate of 1 liter per 3 hours. It doesn't refill itself, quality of the sand you get would depend on the quality of your cleaner, the quality of the water you used, and the quality of the sand you put in.
so: (cleaner+sand+average of water used+survival)/4 = sand you get back
-clay purification-
in a fully fueled, and watered cauldron, you take a large quantity of clay, 10 pieces, and boil it for 30 minutes. This boiling would force some of the silica out. this would give a higher quality clay, but with a small amount, 2 pieces, of clay lost per attempt at it.
formula: (cauldron+clay+survival/3)+2
-Piles of 'x'-
Ever run into the problem of wanting to have a load of something around for whatever reason, but not wanting to waste 8 cupboards worth of space to hold onto all that random crap, just in case someone comes by wanting to trade? this could easily be the solution.
wood box: Holds branches, a lot of branches, averages the quality of the branches placed inside and holds up to 50 or 60.
bin of 'x': A bin for plant fibers, cloth, whatever you want to toss in it. The container remains unnamed until you toss something in, then it takes on the bin of 'whatever you just threw in', and averages the quality up to a certain amount determined by the size of the object.
wood pile: A large pile of logs, quality being averaged.
Rock pile: same as above, but for rocks.
feel free to flame me for this if that's what you're going to do, but I feel at least some of it might be useful, or at least fun to build and play with. Likewise it would give the new players who can't seem to find a good spot for these basic resources a chance to actually get somewhere.
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gothnoble
- Posts: 29
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Chakravanti
- Posts: 3345
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Re: water, soil, sand, clay, and some random crap
Raising Q won't liekly happen because it defeats the purpose of localized resources.
Quantum Storage has been suggested before.
Quantum Storage has been suggested before.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: water, soil, sand, clay, and some random crap
Well, if only raising-Q buildings were able to raise Q only by 10-15 - that would be awesome.
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theTrav
- Posts: 3464
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Re: water, soil, sand, clay, and some random crap
I hear what you're saying, but limited Q raising wouldn't really defeat the purpose of localized resources.Chakravanti wrote:Raising Q won't liekly happen because it defeats the purpose of localized resources.
Additionally, in some cases Q zone impacts the rate at which you can pull out resources. one q 100 piece of soil per week < 10 pieces of q100 soil per day (obviously not real numbers, just illustrating the point)
I think at one stage dev's were talking/thinking about stuff like fertilization etc for q raising...
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Grog
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- Location: Germany
Re: water, soil, sand, clay, and some random crap
+1
maybe use the genral averaging-sytem instead of a +X (though +10~15 doesn't sound that bad to me)
so you still need highq ressources, but you aren't fucked up if there isnt a highq spot of this special ressource the next three supergrids
maybe use the genral averaging-sytem instead of a +X (though +10~15 doesn't sound that bad to me)
so you still need highq ressources, but you aren't fucked up if there isnt a highq spot of this special ressource the next three supergrids
Favourite thread: viewtopic.php?f=9&t=3388
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ThirdEmperor
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Zamte
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Re: water, soil, sand, clay, and some random crap
I've thought about wanting things like these before as well. The problem with localized resources is that they only go so far. I think we need a "natural occurrence" number which would be what the "spots" would appear in. Say anywhere from q10 to q90. The problem is, we can farm crops into the thousands given enough time. We can push meat, bone, etc qualities as high as we want to thanks to survival. Simple things like these can be raised near endlessly. However you can only go just so high for most things, which rely on grown wood, clay, water, or soil quality. In particular tree growing is heavily limited by the restrictions that localized resources come with.
I believe we need structures for these type of things, but you need to understand that doing this is much like planting trees. It's a long and ongoing process, which you'd much prefer not to have to do. In almost any case where you're not going for absolute maximum quality, the localized resources would be better. Such a system would mainly be used for pushing the clay, soil, water, and such qualities beyond what is available from localized resources. Leveling say, q10 clay from a nearby spot with this concept would definitely not be worth the effort.
I believe we need structures for these type of things, but you need to understand that doing this is much like planting trees. It's a long and ongoing process, which you'd much prefer not to have to do. In almost any case where you're not going for absolute maximum quality, the localized resources would be better. Such a system would mainly be used for pushing the clay, soil, water, and such qualities beyond what is available from localized resources. Leveling say, q10 clay from a nearby spot with this concept would definitely not be worth the effort.