All of these can be produced with out real limit if you are serious about it and if the map allows. Obsidian stone blocks, clear glass blocks, and thread. Ultimately my research came to 3 possible items. Gold bars, gold blocks, native gold blocks, native gold ore are all sort of ok trade goods, but don't have the near infinite supply we would need. OR, they have a significant value but are limited in quantity. A lot of the non-quality items are worthless. So you'll still likely end up creating tons of masterworks for the game to track. A lot of the highest value non-quality goods require storage containers that themselves DO have quality levels. The work to create and sell $5,000 in plants is obscene and doesn't really make up for saving you the FPS loss of like 3 masterworks. The hitch being they need to also be worth creating en masse to get lots of trade value out of. I did a little researching and a little experimentation to come up with trade good options that do not have quality levels and will not cause this problem. It has been suggested that Masterwork quality items are still tracked after leaving the fort (traded/exported) and that years of accrued masterwork items being tracked is a slow down of FPS.įor the sake of this discussion this will be assumed to be true. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. The only nesting that normally happens in Fortress mode is minecart > barrel > bag, but this still makes a minor exploit.Want to start playing? Read this sidebar! Together, these facts make containers nest-able indefinitely, as long as CAPACITY>SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. At the same time, containers are assumed to not be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. For containers, CAPACITY is not added to it, i.e. Items only have "SIZE" determining the volume of their material and thus weight, but no separate external volume.
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