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Author Topic: Orichalcum and weapon moods  (Read 3058 times)

Tenderroast

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Re: Orichalcum and weapon moods
« Reply #15 on: May 05, 2014, 12:56:35 pm »

the "superior" and "legendary" weapons are obtained through the "improve xxxx weapon" at the weaponry, for dwarves. Not sure if any of the other races have a similar building and function
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Frostea

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Re: Orichalcum and weapon moods
« Reply #16 on: May 13, 2014, 03:12:50 am »

Back on the original topic, I've removed the [SPECIAL] tags from orichalcum and bifrost. So far had 6 weapon moods, all 6 did not call for either, instead going for adamantine. I would like to suggest that the next update remove these two tags so that the mood behavior is the same as vanilla.
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Niveras

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Re: Orichalcum and weapon moods
« Reply #17 on: May 13, 2014, 04:50:50 am »

The special tag is what prevents caravans from offering the metal (hence why it also appears on things like pattern welded metals). The problem is probably related to the hard-coded nature of the tag expecting there to be only one type of special metal (adamantine) so when reading the raws, the game, for the purpose of moods, keeps track of only one metal with that tag.

I'm not sure why it would be orichalcum, though. There are other metals which both appear before (adamantine) and after (pattern stuff) in inorganic_stone_mineral. Maybe related to the orichalcum bar appearing first in reaction_masterwork (as a rare result of batch smelting various metals), since this might be how the game realizes that orichalcum exists as a bar for metal moods? What happens if you move the adamantine wafer reaction to the top of reaction_masterwork? However, you also said that only weaponsmithing moods favor these special metals; it was my understanding that once adamantine is discovered, all moods favor its use in whatever form (though they may not overlap 100%; that is, it could be that adamantine can be used in some moods that orichalcum cannot be, though I doubt it). If that's the case I'm not sure why it would be limited specifically to weapon moods.
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Frostea

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Re: Orichalcum and weapon moods
« Reply #18 on: May 13, 2014, 07:26:56 am »

The special tag is what prevents caravans from offering the metal (hence why it also appears on things like pattern welded metals). The problem is probably related to the hard-coded nature of the tag expecting there to be only one type of special metal (adamantine) so when reading the raws, the game, for the purpose of moods, keeps track of only one metal with that tag.

I'm not sure why it would be orichalcum, though. There are other metals which both appear before (adamantine) and after (pattern stuff) in inorganic_stone_mineral. Maybe related to the orichalcum bar appearing first in reaction_masterwork (as a rare result of batch smelting various metals), since this might be how the game realizes that orichalcum exists as a bar for metal moods? What happens if you move the adamantine wafer reaction to the top of reaction_masterwork? However, you also said that only weaponsmithing moods favor these special metals; it was my understanding that once adamantine is discovered, all moods favor its use in whatever form (though they may not overlap 100%; that is, it could be that adamantine can be used in some moods that orichalcum cannot be, though I doubt it). If that's the case I'm not sure why it would be limited specifically to weapon moods.


Ahhh I should have taken a look at the other metals other than bifrost and orichalcum. I didn't realise stuff like the welded metals have the [SPECIAL] tag as well. But then again it would mean that more research is needed before I can confirm anything. I wonder if there's anyway to force a mood to happen...

Anyway, I speak of weapon moods only because I made weapon moods the most common moodable skill in my fortress by training everyone a bit in weaponsmithing. This issue also applies to other moods that take bars, such as armorsmithing. I frequently get orichalcum artifact armor early on because of this, so I figure it is not exclusive to weaponsmithing.
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