Re-lighting coal exploit

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Re: Re-lighting coal exploit

Postby fallout » Mon Jun 26, 2017 3:52 pm

Am I not the only one who thought this was a neat bug that could feature as an intended mechanic. Using tar kilns to acquire highQ finishing charcoal, and mining out hundreds of coal stockpiles to run the smelters all ready. Im not really interested in building or cleaning out an area of my all ready massive village because I now need to make 20 or more tar kilns, and just completely giving up on making ones from boneclay, 84 hours to get enough charcoal for 5 smelters? If this is indeed how it'll be can you at least consider lowering the material cost for tar kilns (pls 30 clay). I felt mining and smelting needed some help in development to make it more interesting and appealing. The removal of the fuel bug seems backwards
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Re: Re-lighting coal exploit

Postby Pickard » Mon Jun 26, 2017 9:32 pm

Make changes like this with wipe. Or people started after fix will not be able to catch up.
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Re: Re-lighting coal exploit

Postby MagicManICT » Tue Jun 27, 2017 12:49 am

fallout wrote:Am I not the only one who thought this was a neat bug that could feature as an intended mechanic.


You think that molten metal magically springs forth from rock after it's been heated at 1500 C for 12 hours? ;)

I'll agree it's a great convenience, but isn't metal quality high enough that 10 points isn't going to make a huge difference? Or maybe that 10 points will be valuable enough to get a premium on the market... or give you an advantage over others in combat situations.

Will agree that any major changes here should probably wait until a restart... unless we don't plan on any future restarts and this is the last world launched (and it lasts for 30 years!!)
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Re: Re-lighting coal exploit

Postby Granger » Tue Jun 27, 2017 4:32 am

The fuel bug allows to gain high quality metal for a fraction of the intended cost, leading to an inflated supply and enables excessive quality through spiraling.
Just make it go away.
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Re: Re-lighting coal exploit

Postby Bowshot125 » Tue Jun 27, 2017 4:56 am

Could you fukkin not
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Re: Re-lighting coal exploit

Postby Biddas » Tue Jun 27, 2017 1:38 pm

jorb wrote:
Sevenless wrote:Easy fix, reset ore burn progress if the smelter burns out.


That... might work. Will consider. Thanks.


Then remove the mechanics of the crits and anvil,people think it is so EASY
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Re: Re-lighting coal exploit

Postby Massa » Fri Jun 30, 2017 12:06 pm

jorb wrote:
Sevenless wrote:Easy fix, reset ore burn progress if the smelter burns out.


That... might work. Will consider. Thanks.

can we just have this
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