Small kiln outside a building or drying bricks in the sun.

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bmartes
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Small kiln outside a building or drying bricks in the sun.

Postby bmartes » Thu Mar 15, 2007 7:16 am

I'm in a location, where's only clay and hematite. There I want to make a house. So I thought I'll make a brick mould, then make bricks. (I took stone with me) To make bricks you need also a small kiln. A small kiln can only be built in a building. So here's a catch 22.

Proposal.
Make it possible to build a small kiln outside a building.
or
Make it possible to dry bricks in the sun.

Cheers.
Last edited by bmartes on Wed Apr 11, 2007 5:59 pm, edited 1 time in total.
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Nick
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Postby Nick » Thu Mar 15, 2007 9:39 am

This makes a lot of sense.
10 points.
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Postby Solfius » Thu Mar 15, 2007 9:47 am

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Liljum
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Postby Liljum » Thu Mar 15, 2007 5:18 pm

The brickmould that we have today? What is it used for? Does it have any use now?
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Postby SekoETC » Thu Mar 15, 2007 6:14 pm

Make the ground a multi-purpose machine for resting and drying various stuff, including bricks. It's unlogical that you must dry dung in a firepit when it doesn't use a fuel. You put raw animal waste in a place where you cook your food. :| Naturally drying bricks in a kiln would be faster than under the sun.

A brick mould is used as a tool while making bricks in a kiln.

I agree that kilns should be buildable outdoors. But since they both use only clay (right?) why not have the big one buildable outdoors? More space. More work.
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N-Aldwitch
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Postby N-Aldwitch » Mon Mar 19, 2007 9:13 am



Hahaha that's because instead of being built INSIDE a building, these kilns ARE the buildings!! :shock: :D
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Solfius
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Postby Solfius » Mon Mar 19, 2007 11:33 am

yea, I couldn't find the smaller versions, only the large industrial style ones.

After some more looking, here are some smaller ones:

http://www.jhu.edu/neareast/uem/images/uem8.jpg
http://www.oceanspringsarchives.com/vancleave-charcoal%20kiln.jpg
http://www.rootsweb.com/~pahuntin/photos/mt-union-lime-kiln.jpg

the second one isnt actually a structure, but a fire with wood on it and covered with earth so it smoulders and turns to charcoal. The last one is a small stone fireplace with wood stacked on top, for what purpose I'm not sure, but it's a kiln
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bmartes
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Accepted?

Postby bmartes » Fri Mar 23, 2007 12:59 pm

I think to make it possible to build a simple kiln outside is only changing a 0 to 1 in the database. Am I right?
So implementing this suggestion is very easy...
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Solfius
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Postby Solfius » Fri Mar 23, 2007 2:45 pm

something like that.
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Postby Frits » Wed Apr 04, 2007 12:41 am

Needed to make a kiln is 1 building, 4500 stone and 1600 clay.
If i remember the thread on brickhouses correctly bricks are meant to build many houses quickly. So not to settle a location from scratch, in that case build a mudhut or shack first... or even a cottage or stonebuilding.
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Postby wichita » Wed Apr 04, 2007 1:22 am

Frits wrote:Needed to make a kiln is 1 building, 4500 stone and 1600 clay.
If i remember the thread on brickhouses correctly bricks are meant to build many houses quickly. So not to settle a location from scratch, in that case build a mudhut or shack first... or even a cottage or stonebuilding.


That was pretty much the idea when they were added. Actually, we envisioned an effective way to build up a colony on a wild island - but once again, these would be buildings of a "civilized" people.


mud huts, reed huts, shack = "caveman house"
stone building, cottage = "medieval" house
brick, log cabin = "post medieval" house

At least, that is kind of what we were going for. For years, we have talked about the "weird tech level" or amalgam thereof. Quite a few people would like to see some way to facilitate (aka encourage) some more distinction, but I have been told we're failing miserably with few sound suggestions coming in about how it could really be achieved. In the meantime, I get a lot of calls for homogenizing everything until every other town looks identical again.
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sanchez
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Postby sanchez » Wed Apr 04, 2007 1:35 am

I think bricks are primitive. And the variation comes from what's available. Are you really going to force some peoples to travel if their native building supplies are inferior? Regional disparity is not civilisation. And getting past it is not homogenisation. Give people variety with what's available to them.
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Postby Frits » Wed Apr 04, 2007 2:32 am

Now if buildings disintegrate and things like shacks collapse in a matter of (ie 6) years you'll see plenty of variety :twisted: However buildings are virtual sites, they don't have colors, scents etcetera, they only have a number, well anyway, incomparable to RL. So people will protest.
Buildings can be subject to weatherconditions as well. Damaged buildings should also make chars notice something's wrong, like rot occurs, dirt appears or vanished items and resources (omg, general support will be spammed!)
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sanchez
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Postby sanchez » Wed Apr 04, 2007 2:41 am

There're more than a few mud huts I'd like to raze, and maybe even some unused stone buildings. But that is not at all the same thing as your life's work simply rotting away while you're travelling...
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Postby Frits » Wed Apr 04, 2007 3:56 am

They'll rot just the same while you're doing your thing in townsquare *shrugs* How do you suggest adding variety with the visual aspect taken out?

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