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Author Topic: Grinding Stone into Trace Amounts of Ore...  (Read 1484 times)

Shazbot

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Grinding Stone into Trace Amounts of Ore...
« on: April 21, 2018, 11:32:05 am »

After watching a 1950's video on how large-scale copper mining is performed in the American Southwest I determined that while the specific ore seams are "grade A ore" ready to go direct to smelter, dwarves, much as the ancients, would go to the trouble of grinding up a lot of bulk rock to then separate out the smaller mineral deposits from tailings as concentrate and then smelt that. This would also mean all my hundreds of thousands of stones left over from any given excavation would be worth more than junk crafts.

I'm laying out a basic flow as follows.

At a millstone
Stone + Water bucket = slurry bucket

At a custom workshop (Mining Jig)
Slurry bucket + Water bucket = concentrate bucket + muddy water on tile

Then one of the following,
At a jewelers workshop
Concentrate bucket + water bucket + bowl  = very low chance of various gemstones

At a smelter
Concentrate bucket + fuel = low chance of various ores

And I've not modded reactions if at all, but here's my current progress...

Spoiler (click to show/hide)

And now that you see exactly how little of what I'm doing, feel free to point out what you can. Its an open project in that sense.

I suppose my first question is how do I get a 1/7 unit of water on the floor.
« Last Edit: April 21, 2018, 11:34:10 am by Shazbot »
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Shazbot

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #1 on: April 24, 2018, 12:49:48 pm »

Okay, I have a little custom workshop, powered millstone and reactions operated by the mining labor all set up. Mechanisms, mechanical power, and a water source are all required which makes this stone-grinding operation labor intensive and infrastructure dependent source of a trickle of metals. There are still some errors in the reaction but I think I'm on my way, and I'll post it up when I get a chance.
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LtGreeneyes

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #2 on: April 27, 2018, 02:24:33 am »

I like your idea! I'm not sure I would use it much, but I can see it being very useful if you can't find much in the way of metals. :D
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Shazbot

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #3 on: April 27, 2018, 10:54:04 am »

Once I test out the new element for a few game-years I'll let you guys have it. At a 7% chance of yielding iron ore per stone my little fort is keeping all the otherwise idle miners hauling stones, milling to slurry, and sifting it out at the mining jig workshop. This produced enough iron to armor one dwarf in plain iron before a necromantic mob of shambling horror wandered in and disrupted my testing. Requiring a power and water source makes this less cheaty and more labor intensive than you might think. My goal is to make bulk excavations with minecarts and dozens of miners the core of my mining industry, rather than just a few legendaries following seams.
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Manzeenan

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #4 on: May 22, 2018, 03:34:04 pm »

So is it just going to be iron or will other metals be added? Sand and clay byproducts? I had rock crystals as a byproduct from grinding obsidian into sand earlier
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Darkond2100

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #5 on: May 22, 2018, 04:45:19 pm »

Alternatively, why not fractions of metals and gemstones that build up to whole units, like when melting down metal misc [small copper glove]s.
Further, different stone slurries have different contents. It would be a more efficient way of getting silver (20%, over the vanilla 18%), zinc (10%), iron (15%), and lead (5%). So 1 Tetrahedrite concentrate bucket would output 1 copper ore (to process into the vanilla 4 copper bars), 1/5 silver ore, 1/10 zinc ore, 3/20 lead ore.
Just like the melt item system, with a predictable and consistent return % on each type stone slurry, rather than the randomization you're going with now.
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your hoard, your dwarves, and your fortress.
I prefer Hoard, Horde, and Hovel...

Zammer990

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #6 on: May 24, 2018, 12:00:39 am »

If set up for most major layer stones, it could make mineral scarce worlds more fun, being the main way to get metals.
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If your animals aren't expendable, you could always station a dwarf or two out there?

Gashcozokon

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #8 on: July 06, 2018, 12:09:54 am »

PTW - I think this sounds like a really cool idea. I agree following the melt item system sounds good.
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TomiTapio

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Re: Grinding Stone into Trace Amounts of Ore...
« Reply #9 on: July 06, 2018, 03:44:17 pm »

OldGenesis has stone grinding workshop, tiny chance to get ore out of common stones:
skips the slurry stage.
You got the reactionclass:igneous tags set up already?

I don't think you can reactionwise spill water/ichor/blood/pus/sweat/spit/vomit on the floor. There's designate_pond for water carrying.

Code: [Select]
[REACTION:ROCK_GRINDING]
[BUILDING:GRINDER:CUSTOM_G]
[NAME:grind non-economic rocks (10)]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:C:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:D:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:E:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:F:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:G:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:H:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:I:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:J:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]

[PRODUCT:2:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:C:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:D:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:E:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:F:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:G:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:H:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:I:NONE]
[PRODUCT:1:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:J:NONE]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:CASSITERITE]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BITUMINOUS]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_PLATINUM]
[PRODUCT:2:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_GOLD]
[PRODUCT:1:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_SILVER]
[SKILL:MECHANICS] or maybe milling? or anyone can do?
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884