The Wiki for Tale 4 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.

If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.

Difference between revisions of "Glassmaking Guide"

From A Tale in the Desert
Jump to navigationJump to search
(Revision, added bench properties, revised terminology with the T2 guide.)
 
(23 intermediate revisions by 4 users not shown)
Line 4: Line 4:
 
==Basic information==
 
==Basic information==
 
* While in operation, a [[Glazier's Bench]] follows a pattern of '''Heating''', '''Maintaining''', '''Cooling'''.
 
* While in operation, a [[Glazier's Bench]] follows a pattern of '''Heating''', '''Maintaining''', '''Cooling'''.
* '''Ticks''' or changes in temperature occur approximately every six seconds.
+
* '''Ticks''' or changes in temperature occur approximately every 10 Tseconds.
* '''Heat Cycles''' occur when you add [[Charcoal]]. The temperature will rise for 10 '''Ticks''' and then drop.
+
* '''Heat Cycles''' occur when you add [[Charcoal]]. A '''Heat Cycle''' is composed of 6-8 '''Heat Steps'''. The temperature will rise for 6-8 '''Heat Steps''' (1 Tick each) , pause for 4 '''Ticks''', and then drop.
* While the bench is in a '''Heat Cycle''' if you add [[Charcoal]], it will cause the temperature to spike.
+
* While the bench is in a '''Heat Cycle''' if you add [[Charcoal]], it will cause the temperature to spike. Depending on how late in to the dormant phase ( 4 tick pause after final '''Heat Step''' ) the charcoal is added determines how large the spike will be. Refer to Advanced Information for more info.
 
* It is advisable to work in increments of 2 [[Charcoal]] to prevent drastic changes.
 
* It is advisable to work in increments of 2 [[Charcoal]] to prevent drastic changes.
 
* Each type of glass has a working temperature and a melting temperature.
 
* Each type of glass has a working temperature and a melting temperature.
Line 16: Line 16:
 
Each bench may potentially have different '''Heat Value''' and '''Drop Value''' properties. These properties are fixed when building the bench and may affect your method of operation slightly. Values that are deemed good or bad are still under research and you can add your own on the [[Talk:Glassmaking_Guide|Glassmaking Discussion]] page. Note that depending on these values you may want to tear down your bench and build a new one.
 
Each bench may potentially have different '''Heat Value''' and '''Drop Value''' properties. These properties are fixed when building the bench and may affect your method of operation slightly. Values that are deemed good or bad are still under research and you can add your own on the [[Talk:Glassmaking_Guide|Glassmaking Discussion]] page. Note that depending on these values you may want to tear down your bench and build a new one.
  
* '''Heat Value''' (HV): The '''Heat Value''' is how much the temperature of the bench increases '''total''' over a heat cycle started by adding 2 charcoal.
+
* '''Heat Value''' (HV): The '''Heat Value''' is how much the temperature of the bench increases '''total''' over a '''Heat Cycle''' started by adding 2 [[Charcoal]].
** To calculate the HV, add 2 charcoal, and record the temperature changes. For example, you may see the temperature increase as follows: 0, 14, 28, 42, 56, 0. The HV of this bench would be 56.
+
** To calculate the HV, add 2 [[Charcoal]], and record the temperature changes. For example, you may see the temperature increase as follows: 0, 14, 28, 42, 56, 0. The HV of this bench would be 56.
  
* '''Drop Value''' (DV): The '''Drop Value''' is how far the temperature falls per '''Tick''', when the bench is '''Cooling'''.
+
* '''Drop Value''' (DV): The '''Drop Value''' is how far the temperature falls per '''Tick''' when the bench is '''Cooling'''.
 
** To calculate the DV, get the temperature of the bench to spike, and then record the temperature drops. For example, if you add 2 [[Charcoal]], wait 1 '''Tick''', and then add 2 more, you may see the temperature changes as follows: 0, 14, 42, 70, 98, 112, 1368, 1211, 1054, 897, 740, 583, ... In this case, the DV is 157.
 
** To calculate the DV, get the temperature of the bench to spike, and then record the temperature drops. For example, if you add 2 [[Charcoal]], wait 1 '''Tick''', and then add 2 more, you may see the temperature changes as follows: 0, 14, 42, 70, 98, 112, 1368, 1211, 1054, 897, 740, 583, ... In this case, the DV is 157.
 +
 +
==Advanced Information==
 +
 +
A player should also pay close attention to the '''Heat Steps''' that occur to make the '''Heat Value'''. Each bench can have a various number of '''Heat Steps''' (approx 6-8?, need more testing). The sum of these is the '''Heat value'''. These steps are a crucial part in calculating spikes. Currently, testing has only been done for a 1 tick overlap of charcoal additions. The best I can tell, the spikes (which are 8*DV) occur 10 ticks after the addition extra charcoal . The table below should explain things. As you can see, my DV is 143, my HV is 54, with steps of 6,7,7,7,6,7,7,7. The * represents charcoal being added. As you can see they are staggered by one tick. The sum of each step is added together until 10 ticks after each added charcoal, and then 8*DV is added to the remaining steps (in a 1 charcoal overlap there are no steps left)
 +
 +
{| cellspacing="0" border="1" align="center"
 +
| Charcoal 1 || Charcoal 2 || Calc || Total
 +
|-
 +
| * || 0 || 0 + 0 || 0
 +
|-
 +
| 6 || * || 6 + 0 || 6
 +
|-
 +
| 7 || 6 || 6 + 7 + 6 || 19
 +
|-
 +
| 7 || 7 || 19 + 7 + 7 || 33
 +
|-
 +
| 7 || 7 || 33 + 7 + 7 || 47
 +
|-
 +
| 6 || 7 || 47 + 6 + 7 || 60
 +
|-
 +
| 7 || 6 || 60 + 7 + 6 || 73
 +
|-
 +
| 7 || 7 || 73 + 7 + 7 || 87
 +
|-
 +
| 7 || 7 || 87 + 7 + 7 || 101
 +
|-
 +
| 0 || 7 || 101 + 7 || 108
 +
|-
 +
| 0 || 8*DV ( 8 * 143 = 1144 ) || 108 + 1144 || 1252
 +
|}
 +
 +
 +
{| cellspacing="0" border="1" align="center"
 +
| Charcoal 1 || Charcoal 2 || Charcoal 3|| Calc || Total
 +
|-
 +
| * || 0 || 0 || 0 + 0 + 0 || 0
 +
|-
 +
| 6 || * || 0 || 6 + 0 + 0 || 6
 +
|-
 +
| 7 || 6 || * || 6 + 7 + 0 || 19
 +
|-
 +
| 7 || 7 || 6 || 19 + 7 + 7 + 6 || 39
 +
|-
 +
| 7 || 7 || 7 || 39 + 7 + 7 + 7 || 60
 +
|-
 +
| 6 || 7 || 7 || 60 + 6 + 7 + 7 || 80
 +
|-
 +
| 7 || 6 || 7 || 80 + 7 + 6 + 7 || 100
 +
|-
 +
| 7 || 7 || 6 || 100 + 7 + 7 + 6 || 120
 +
|-
 +
| 7 || 7 || 7 || 120+ 7 + 7 + 7 || 141
 +
|-
 +
| 0 || 7 || 7 || 141 + 0 + 7 + 7 || 155
 +
|-
 +
| 0 || 8*DV ( 8 * 143 = 1144 ) || 7 || 155 + 1144 + 0 + 7 || 1306
 +
|-
 +
| 0 || 0 || 8*DV ( 8 * 143 = 1144 ) || 1306 + 0 + 0 + 1144 || 2450
 +
|}
  
 
==Method of operation==
 
==Method of operation==
  
 
===Initial Heating===
 
===Initial Heating===
Heat your bench initially with [[Charcoal]] ([[charcoal|CC]]). To obtain a quick reliable spike you will need to add 2 [[charcoal|CC]] every time you see the temperature rise on the bench for 1 '''Tick''' (step). If you do not wait for the temperature to rise, you will need more steps to reach the proper melting point. After the steps are executed, the temperature will continue rising slowly for 1 to 2 minutes and then spike 1000 degrees upwards. The amount of steps needed for each type of glass is listed below.
+
Heat your bench initially with [[Charcoal]] ([[charcoal|CC]]). To obtain a quick reliable spike you will need to add 2 [[charcoal|CC]] every time you see the temperature rise on the bench for 1 '''Tick''' (step). If you do not wait for the temperature to rise, you will need more steps to reach the proper melting point. After the steps are executed, the temperature will continue rising slowly for 1 to 2 minutes and then spike ~1000 degrees upwards (refer to advanced information for more accurate numbers). The approximate amount of steps needed for each type of glass is listed below.
  
  
Line 37: Line 96:
 
| [[Normal Glass]] || 5 steps || ~3500
 
| [[Normal Glass]] || 5 steps || ~3500
 
|-
 
|-
| [[Jewel Glass]] || unknown  || unknown
+
| [[Jewel Glass]] || unknown  || ~4400
 
|}
 
|}
  
Line 46: Line 105:
 
# Do not create any additional products as the temperature of the bench '''minus''' its '''Drop Value''' approaches the minimum working temperature.
 
# Do not create any additional products as the temperature of the bench '''minus''' its '''Drop Value''' approaches the minimum working temperature.
 
# When you have no product cooling, add 2 [[charcoal|CC]] to the bench, wait for the next step and then add 2 [[charcoal|CC]] more. This spike will bring the bench near or above the maximum working temperature.
 
# When you have no product cooling, add 2 [[charcoal|CC]] to the bench, wait for the next step and then add 2 [[charcoal|CC]] more. This spike will bring the bench near or above the maximum working temperature.
# Repeat the maintenance process of letting the bench cool to the working zone and start the '''Maintenance''' again.
+
# Repeat the process of letting the bench cool to the working zone and start the '''Maintenance''' again.
 +
 
 +
 
 +
'''Using A Timer During Maintenance Mode'''
 +
 
 +
If you have little timers running, you can set them to 1 minute 46 seconds. This is the amount of time from when you add cc till when it needs to be added again to prevent it from cooling off. It's actually about 1 minute 49 seconds but this allows for a small amount of server-lag and so on. So during the maintenance mode, add 2 cc then wait 1min 46secs and add 2 cc. Rinse and repeat until the heat level is up around 2200 and then pause/reset your timer and allow the bench to cool to around 1700. Then start the adding of cc every 1min 46secs again. It's best to have a separate timer running for each bench as they are of course different and because you may add cc at different points and get out of synch of a single timer. [[ATITD_Timer|A Timer Is Here]] - Tribisha.
 +
 
 +
 
 +
I have found that at 1m 45s is when the temperature drops (from the last time you click Add 2CC).  I find that setting [[ATITD Timer]] to 1m 40s (Real time, not Teppy) is perfect. Add 2CC, hit Start on Timer, keep repeating. The timer method is great, its very predictable and gives you time to make a quick sandwich or pour another glass of beer! I have never got a spike nor missed and got a temperature drop using 1m 40s ~ Cegaiel
  
 
==Discussion==
 
==Discussion==
Line 55: Line 122:
 
* [[Glass Products]]
 
* [[Glass Products]]
  
==Tools==
 
[http://www.mediafire.com/?sharekey=5807fa6e49188daed2db6fb9a8902bda Glass Bench Calculator from T3 wiki] '''BROKEN LINK'''
 
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 15:03, 9 January 2010

The Glazier Bench must be filled with at least 19 debens of glass to make any Glass Products. So, if you want to make 1 Glass Product, you must have 20 debens of glass in the bench.

Basic information

  • While in operation, a Glazier's Bench follows a pattern of Heating, Maintaining, Cooling.
  • Ticks or changes in temperature occur approximately every 10 Tseconds.
  • Heat Cycles occur when you add Charcoal. A Heat Cycle is composed of 6-8 Heat Steps. The temperature will rise for 6-8 Heat Steps (1 Tick each) , pause for 4 Ticks, and then drop.
  • While the bench is in a Heat Cycle if you add Charcoal, it will cause the temperature to spike. Depending on how late in to the dormant phase ( 4 tick pause after final Heat Step ) the charcoal is added determines how large the spike will be. Refer to Advanced Information for more info.
  • It is advisable to work in increments of 2 Charcoal to prevent drastic changes.
  • Each type of glass has a working temperature and a melting temperature.
    • Melting temperature is the point at which you can melt your raw materials to make the type of glass.
    • Working temperature is the point at which you can model glass into a product.

Bench Properties

Each bench may potentially have different Heat Value and Drop Value properties. These properties are fixed when building the bench and may affect your method of operation slightly. Values that are deemed good or bad are still under research and you can add your own on the Glassmaking Discussion page. Note that depending on these values you may want to tear down your bench and build a new one.

  • Heat Value (HV): The Heat Value is how much the temperature of the bench increases total over a Heat Cycle started by adding 2 Charcoal.
    • To calculate the HV, add 2 Charcoal, and record the temperature changes. For example, you may see the temperature increase as follows: 0, 14, 28, 42, 56, 0. The HV of this bench would be 56.
  • Drop Value (DV): The Drop Value is how far the temperature falls per Tick when the bench is Cooling.
    • To calculate the DV, get the temperature of the bench to spike, and then record the temperature drops. For example, if you add 2 Charcoal, wait 1 Tick, and then add 2 more, you may see the temperature changes as follows: 0, 14, 42, 70, 98, 112, 1368, 1211, 1054, 897, 740, 583, ... In this case, the DV is 157.

Advanced Information

A player should also pay close attention to the Heat Steps that occur to make the Heat Value. Each bench can have a various number of Heat Steps (approx 6-8?, need more testing). The sum of these is the Heat value. These steps are a crucial part in calculating spikes. Currently, testing has only been done for a 1 tick overlap of charcoal additions. The best I can tell, the spikes (which are 8*DV) occur 10 ticks after the addition extra charcoal . The table below should explain things. As you can see, my DV is 143, my HV is 54, with steps of 6,7,7,7,6,7,7,7. The * represents charcoal being added. As you can see they are staggered by one tick. The sum of each step is added together until 10 ticks after each added charcoal, and then 8*DV is added to the remaining steps (in a 1 charcoal overlap there are no steps left)

Charcoal 1 Charcoal 2 Calc Total
* 0 0 + 0 0
6 * 6 + 0 6
7 6 6 + 7 + 6 19
7 7 19 + 7 + 7 33
7 7 33 + 7 + 7 47
6 7 47 + 6 + 7 60
7 6 60 + 7 + 6 73
7 7 73 + 7 + 7 87
7 7 87 + 7 + 7 101
0 7 101 + 7 108
0 8*DV ( 8 * 143 = 1144 ) 108 + 1144 1252


Charcoal 1 Charcoal 2 Charcoal 3 Calc Total
* 0 0 0 + 0 + 0 0
6 * 0 6 + 0 + 0 6
7 6 * 6 + 7 + 0 19
7 7 6 19 + 7 + 7 + 6 39
7 7 7 39 + 7 + 7 + 7 60
6 7 7 60 + 6 + 7 + 7 80
7 6 7 80 + 7 + 6 + 7 100
7 7 6 100 + 7 + 7 + 6 120
7 7 7 120+ 7 + 7 + 7 141
0 7 7 141 + 0 + 7 + 7 155
0 8*DV ( 8 * 143 = 1144 ) 7 155 + 1144 + 0 + 7 1306
0 0 8*DV ( 8 * 143 = 1144 ) 1306 + 0 + 0 + 1144 2450

Method of operation

Initial Heating

Heat your bench initially with Charcoal (CC). To obtain a quick reliable spike you will need to add 2 CC every time you see the temperature rise on the bench for 1 Tick (step). If you do not wait for the temperature to rise, you will need more steps to reach the proper melting point. After the steps are executed, the temperature will continue rising slowly for 1 to 2 minutes and then spike ~1000 degrees upwards (refer to advanced information for more accurate numbers). The approximate amount of steps needed for each type of glass is listed below.


Maintenance

  1. As the bench drops below the maximum working temperature, begin making your products.
  2. When the temperature of the bench plus its Heat Value is below the maximum working temperature, add 2 CC to start a Heat Cycle.
  3. Continue the process of adding 2 CC to begin a Heat Cycle after every temperature drop.
  4. Do not create any additional products as the temperature of the bench minus its Drop Value approaches the minimum working temperature.
  5. When you have no product cooling, add 2 CC to the bench, wait for the next step and then add 2 CC more. This spike will bring the bench near or above the maximum working temperature.
  6. Repeat the process of letting the bench cool to the working zone and start the Maintenance again.


Using A Timer During Maintenance Mode

If you have little timers running, you can set them to 1 minute 46 seconds. This is the amount of time from when you add cc till when it needs to be added again to prevent it from cooling off. It's actually about 1 minute 49 seconds but this allows for a small amount of server-lag and so on. So during the maintenance mode, add 2 cc then wait 1min 46secs and add 2 cc. Rinse and repeat until the heat level is up around 2200 and then pause/reset your timer and allow the bench to cool to around 1700. Then start the adding of cc every 1min 46secs again. It's best to have a separate timer running for each bench as they are of course different and because you may add cc at different points and get out of synch of a single timer. A Timer Is Here - Tribisha.


I have found that at 1m 45s is when the temperature drops (from the last time you click Add 2CC). I find that setting ATITD Timer to 1m 40s (Real time, not Teppy) is perfect. Add 2CC, hit Start on Timer, keep repeating. The timer method is great, its very predictable and gives you time to make a quick sandwich or pour another glass of beer! I have never got a spike nor missed and got a temperature drop using 1m 40s ~ Cegaiel

Discussion

See: Talk:Glassmaking_Guide

Related Pages