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Author Topic: Embezzlement in DF  (Read 659 times)

Blue_Dwarf

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Embezzlement in DF
« on: April 10, 2025, 12:22:41 am »

So a dwarf grabs a platinum bar weighing 128Γ, as well as a gabbro block, and makes a platinum mace:



We need a dwarven IRS to audit him about all that missing 111Γ of platinum...
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PlumpHelmetMan

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Re: Embezzlement in DF
« Reply #1 on: April 10, 2025, 01:07:22 am »

I mean embezzlement plots can already happen in worldgen, but they probably won't become a major part of fort mode until the economy comes back. XD
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Hetairos

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Re: Embezzlement in DF
« Reply #2 on: April 10, 2025, 01:07:04 pm »

It's not just metals. Watching a dwarf take a 5 ton chunk of rawhide from a procedural creature and turn it into a 2 kg piece of leather is a certain kind of pain.

Maybe the output of some tasks should be bound to the mass or volume of the inputs, rather than hard-set.

Eric

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Re: Embezzlement in DF
« Reply #3 on: April 10, 2025, 01:20:14 pm »

If you had been there when materials got sliced into /1000 parts and would have witnessed the sheer terror of having bins after bins full of 17/1000 steel you wouldnt wish for this

we've been there, we dont want it back :D

(or at least thats how i recall it, please correct me if im wrong but i only know it was a pain)
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aSpatula66

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Re: Embezzlement in DF
« Reply #4 on: April 10, 2025, 01:38:30 pm »

It's not just metals. Watching a dwarf take a 5 ton chunk of rawhide from a procedural creature and turn it into a 2 kg piece of leather is a certain kind of pain.


After v50 leather output is dependent on the size of the skin. Larger creatures will yield more leather.

Blue_Dwarf

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Re: Embezzlement in DF
« Reply #5 on: April 10, 2025, 10:53:28 pm »

If you had been there when materials got sliced into /1000 parts and would have witnessed the sheer terror of having bins after bins full of 17/1000 steel you wouldnt wish for this

we've been there, we dont want it back :D

(or at least thats how i recall it, please correct me if im wrong but i only know it was a pain)
Ok, but couldn't he then make like, 7 artifact maces out of that platinum bar?
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Eric

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Re: Embezzlement in DF
« Reply #6 on: April 11, 2025, 07:13:09 am »

That was the plan if i recall correctly and in general it worked.

Products needed a certain amount of material like a breastplate could need 700 units, a pair of greaves 250 and a toy 75.
The goal was, i think, to not use 1 bar for 1 helm or 1 breastplate alike if the products were of different material volume and like i said it worked pretty well.

Problem was that the rest amounts couldnt be combined again very well and it led to a massive amount of work order clutter so it got changed in later updates.

Not shure if artefacts even used the system and i wouldnt expect dorfs to use materials based on rational economic  thoughts while building something a voice in their heads tells them to ^^

P.S. i just looked through version history and i couldnt find anything about the things im rambling about, maybe one of the other long-time fortress players here could help me out on this point, i hope i didnt just imaging this very specific leg of DF history
« Last Edit: April 11, 2025, 07:23:50 am by Eric »
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Eric Blank

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Re: Embezzlement in DF
« Reply #7 on: April 11, 2025, 11:03:32 pm »

I don't recall saving/salvaging lost material ever being implemented. Maybe it was planned, or maybe like me you too have dreams about really cool game updates that you later learn were literally a figment of your imagination.

I don't see why it can't be suggested in the suggestions subforum. I know smelteries can have partial bars of material, we just need to make those manifest like partial cloth/silk bolts and get annoyed item dwarves can haul over to the smelter and combine or substitute multiple partials for a whole in jobs
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slowpersun

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Re: Embezzlement in DF
« Reply #8 on: April 22, 2025, 09:01:17 pm »

I don't recall saving/salvaging lost material ever being implemented. Maybe it was planned, or maybe like me you too have dreams about really cool game updates that you later learn were literally a figment of your imagination.

I don't see why it can't be suggested in the suggestions subforum. I know smelteries can have partial bars of material, we just need to make those manifest like partial cloth/silk bolts and get annoyed item dwarves can haul over to the smelter and combine or substitute multiple partials for a whole in jobs
I mean, basically nothing is produced without at least some by-products/waste/spillage/mining tailings... although maybe not like 1 ton into 14 kg of stuff!  Still, having game track partial material or waste individually for saving/salvaging might not be worth the CPU and memory.  Can't hurt to suggest, but game already has enough issues with tracking insane amounts of items.  A more lightweight possibility is to just have the salvage tracked by each workshop instead of individually, though.
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