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DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 01, 2010, 01:14:05 pm »
Hmm... the only other experience I've had with glazes or laquer in a game was with Puzzle Pirates, and I'm pretty sure they used hemp oil in those reactions... but then again, they used hemp derivatives in EVERYTHING but the gunpowder and the rum.
OK, a quick trip to wikipedia so that I can get at least entry-level information on the process says that the best way to translate the process into a working game system would be as follows:
First, we should be able to make unglazed porcelain flasks that can be used to make an alchemist's workshop, like with glass. Kind of overkill, but maybe there isn't sand? Actually, since many of these steps will require sand, it may be unavoidable. (I'd like this to be an alternative to glass, or a more expensive, but potentially more profitable industry that could work alongside glass if we make glazing the pottery require sand, then while you can still make unglazed stuff, you lose the potential for it being an alternative, unless we can set up a sand-substitute, like a quartz-bearing stone.)
Next, we need to translate those chemical compositions into resources that are already in DF. Quartz would be sand (and maybe some other stones, I'm not fluent in geology enough to know), and Feldspar would be things like Microcline, which could be ground down and powdered. That would form the base of the glaze, needing impurities for its coloration.
Each of these stones should be powderable by crushing in some sort of mechanically-powered crushing machine. Hopefully, one stone would provide larger stacks of powders, which can themselves produce multiple glazes, so that you don't have to use an entire iron bar to make a single glaze.
Getting iron oxides should be easy enough from all the iron ores or possibly just melting down iron bars (we're working with loose chemical models here, OK?).
Manganese isn't so openly available, but since Magnetite is a compound of both iron and manganese, you can just straight crush that for both at once. Pyrolusite is also apparently a manganese source, and is part of DF already, as well.
Cobalt is well, it's Cobaltite (which is, amusingly, derived from "kobold ore"), but it does say that cobalt is often a byproduct of copper and nickle mining - perhaps the smelting of copper or nickle can produce a small amount of cobalt as a usable waste product?
We already have lead in galena... and it's pretty much useless, too, so yay for making it useful.
Selenium is apparently just a byproduct of making lead, silver, and copper, so I guess just making a combined Pb + Se from crushing galena should work?
Zirconium, aside from all those zircon gems, is apparently found in ilmenite and rutile, and as a side product of tin (and titanium) manufacture.
OK, a quick trip to wikipedia so that I can get at least entry-level information on the process says that the best way to translate the process into a working game system would be as follows:
First, we should be able to make unglazed porcelain flasks that can be used to make an alchemist's workshop, like with glass. Kind of overkill, but maybe there isn't sand? Actually, since many of these steps will require sand, it may be unavoidable. (I'd like this to be an alternative to glass, or a more expensive, but potentially more profitable industry that could work alongside glass if we make glazing the pottery require sand, then while you can still make unglazed stuff, you lose the potential for it being an alternative, unless we can set up a sand-substitute, like a quartz-bearing stone.)
Next, we need to translate those chemical compositions into resources that are already in DF. Quartz would be sand (and maybe some other stones, I'm not fluent in geology enough to know), and Feldspar would be things like Microcline, which could be ground down and powdered. That would form the base of the glaze, needing impurities for its coloration.
Each of these stones should be powderable by crushing in some sort of mechanically-powered crushing machine. Hopefully, one stone would provide larger stacks of powders, which can themselves produce multiple glazes, so that you don't have to use an entire iron bar to make a single glaze.
Getting iron oxides should be easy enough from all the iron ores or possibly just melting down iron bars (we're working with loose chemical models here, OK?).
Manganese isn't so openly available, but since Magnetite is a compound of both iron and manganese, you can just straight crush that for both at once. Pyrolusite is also apparently a manganese source, and is part of DF already, as well.
Cobalt is well, it's Cobaltite (which is, amusingly, derived from "kobold ore"), but it does say that cobalt is often a byproduct of copper and nickle mining - perhaps the smelting of copper or nickle can produce a small amount of cobalt as a usable waste product?
We already have lead in galena... and it's pretty much useless, too, so yay for making it useful.
Selenium is apparently just a byproduct of making lead, silver, and copper, so I guess just making a combined Pb + Se from crushing galena should work?
Zirconium, aside from all those zircon gems, is apparently found in ilmenite and rutile, and as a side product of tin (and titanium) manufacture.


