Craft The World

Craft The World

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Mean.Cloud Dec 23, 2013 @ 10:14pm
[Request] more renewable resources
Currently, the list of renewable resources are pretty slim:

Water
Fish
Wheat/grain
Stone (if it randomly spawns somewhere, which is pretty rare but does happen)
Animal goods (bones, meat, feathers, eggs, slime, needles, wool, leather)
Foliage (wood, leaves, resin, pine cones, apples, roots, berries)
Specials (mushrooms, some crystals)
Misc. (zombie brains, bones, spider webs -- though they have no use)

I'm not going to count coal. You can craft it from wood and dirt, but dirt is not a renewable resource. You will eventually run out of dirt if you play a map long enough. Additionally, the cost to create just 50 coal will currently consume 400 wood, which seems pretty steep when you can only hold 999 wood.

Coal is used for nearly everything, for most of the food recipes (even making beer requires barrels which require nails which use up iron and coal) and should absolutely be a renewable resource. I propose charcoal can be made from just charring down wood. Wood could and should be a tinder for most recipes that don't require high heats like metal working.

In addition to coal, I'd love to see monsters drop a random assortment of items so that invading creatures can renew some resources like sand, iron, and other ores and precious metals.
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Showing 1-10 of 10 comments
mikeydsc Dec 24, 2013 @ 5:53am 
Yea there is no perpetual games here with some resources..ensures you can not turtle forever.
Eslyn Dec 24, 2013 @ 12:02pm 
For some people, that's part of the fun. Even that aside, I've had problems with coal and iron. Either I wasn't lucky enough to find the "Sweet spot" where the nodes were hiding, or didn't go down far enough. I just found little bits here and there, and it felt like it took forever to advance through my crafting tree... And forget trying to outfit all of my gnomes in better armor and such... just didn't have the iron/coal for it.

I would love to see more renewable resources, and random drops!
Mean.Cloud Dec 24, 2013 @ 12:36pm 
Some of us enjoy playing a map for an extended period of time (especially when the replay value is a little low without a diverse set of quests, mobs, and maps -- playing each map longer really helps).

I wound up fixing this myself for now, but would love to see the above suggestions officially supported. The PAK file for this game is a simple bzip archive with XML values you can adjust. I changed the drop rates from most creatures to include an assortment of item... mostly coal and some iron, but also rare chances to drop higher metals too. Beetles and spiders can drop sand and dirt, slugs have a very rare chance to drop gems, etc. essentially making everything renewable.

I also added a recipe for iron ore and changed the coal recipe so it doesn't depend on dirt (it didn't make sense to me anyway). I now have a fully renewable game that I can play as long as I want.

To the developer: please consider a world mode option to allow renewable resource changes (just load a different creatures.xml file, etc.). It does change the nature of the game, but it's the kind of gameplay I really enjoy.
Pestilence Dec 24, 2013 @ 12:56pm 
Options are always good. I want to spend all the time in the world building a huge beautiful dwarven city and have the resources to do so if I spend the tme to do so. To be limited by resources would ruin that. And seeing that I am new to this game, and am really inefficient with my building and playing I will take a long time to accomplish my goal.
Tnx Dec 24, 2013 @ 3:28pm 
Hey zombie crusher, can I get your modded files for the renewable recipes/drop rates?
Mean.Cloud Dec 24, 2013 @ 4:12pm 
I'll send it to you in PM, sure.
bogdy_light Dec 27, 2013 @ 12:55pm 
Hey Zombie Crusher would you mind sending them to me too please? :P
madks13 Dec 27, 2013 @ 3:40pm 
Since the post is recent, i must say that coal, iron and dirt all drop from single red blocks deep down on the map (near lava, and dragons), usually just digging straight down is enough to find large quantities of the reddish blocks that drop those (the better the minning skill the more you get). Ie : on my second campaign map (with snow and yetis), i dug around 50 blocks down and found lots of red blocks. Dug out a perimeter of 20 blocks left and right, and got more iron, sand, coal and earth than i need.

Edit : i checked the xml files from your post, and i must say it's fun. Till now i added 2 recipes to turn snow and ice to water, added mithrill weapons recipes, and even added them to the tree. This is so configurable, so much fun.
Last edited by madks13; Dec 27, 2013 @ 4:59pm
Mean.Cloud Dec 27, 2013 @ 4:38pm 
Appreciate your input madks13, and hope I don't offend, but here are some specifics:

(1) plentiful is great, but it's not the same as infinite. Some of us will want to play the same map for an incredibly long time, far after all of the map's resources are exhausted. Full mithril gear, an impressive fortress, etc. My mod brings renewability to all resources with the hope that the developer sees that there's an interest for this style of sandbox play and adds official support.

(2) the miner skill does not increase gain rates from mining. There are specific numbers for the varying levels of dirt and the bonus goodies they can drop (and I strongly agree with you that it's important everyone know that there are a lot of resources to be gained simply by digging up normal-looking dirt). Specifically, the miner book "increases the speed of excavating blocks of earth and rock".

(3) The bonus resources for various dirt:

  • top level: 5% chance per block of finding 1 root
  • next level: 30% chance per block of finding 1 sand
  • next level: 25% chance per block of finding 1 coal and 15% chance per block of finding 1 stone
  • next level: 25% chance per block of finding 1 iron
  • next level: 2.5% chance per block of finding 1 gold and 2% chance per block of finding 1 mithril

These are not cumulative chances, so as you put it: the red dirt can yield lots of extra iron, but not the levels above it nor below it.

(4) the longer you play, the more you realize that keeping 15-20 dwarves is an endless endeavor. Most food recipes require coal (and dwarves won't eat the same food more than 3 times in a row). You can give them lower-satiation items like apples and pine cones, but they go through them very quickly when you have a large group.


References for the above taken from main.pak in:
/data/blocks.xml (specific dirt drop bonus data)
/data/creatures.xml (confirmation of no bonuses to drops from the mining skill)
/Lang/English/data/local/craft_resources.xml (description of the mining skill)
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Date Posted: Dec 23, 2013 @ 10:14pm
Posts: 10