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v0.31:Glass

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Revision as of 20:02, 20 January 2011 by Billybobfred (talk | contribs) (→‎Bugs)
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This article is about an older version of DF.

Glass is produced at the Template:L using Template:L with either Template:L (green glass), Template:L and Template:L (clear glass), or Template:L and pearlash (crystal glass). A Template:L can also be used, in which case no fuel is required. Raw glass (of all three types) can now be acquired from some Template:L caravans and be purchased in the Template:L screen. Note that raw glass can not be made into glass items, but can only be Template:L into Template:L-like items which can be used for Template:L items. You have to buy or collect Template:L to get the raw materials to make glass.

Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.

Uses

Glass may be used to produce most things that can be produced at a Template:L, with the exception of beds, medical supplies, training weapons, and possibly other things. In addition, it may be used to produce Template:L. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for Template:L). Glass can also be shaped into Template:Ls which can be used to build Template:Ls and Template:Ls. Glass trap components can be made, though they are woefully ineffective (see below).

For more information on the use of glass, see the Template:L page.

Raw and cut glass storage options can be found under the Gem Template:L sub-menu. Glass blocks are stored in Bar/Block stockpiles.

Bugs

Making raw crystal glass or crystal glass items is currently not functional. Despite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'. Bug:1498

While glass can be used to make trap components, they are highly unreliable, usually not able to penetrate even base quality clothing, though they will still cause tired status. This may be due to the glass materials failing to initialize [MAX_EDGE], resulting in it being set to a random number, usually 0.

Basically, each time you load up the game, all 3 glass types' MAX_EDGE and similar are set to whatever happened to be in an uncertain spot in memory at the time. As a result, glass's sharpness can range from as dull as cheese to as sharp as adamantine (and maybe sharper!). Due to that, it seems that glass trap components will usually be completely useless, but other times be the best weapons in the game.

Glass and Magma

It is currently unknown if glass still behaves oddly with Template:L, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.


Through memory hacking, the material properties of each type of glass have been determined; for convenience, they are provided below as inorganic material definitions: