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Author Topic: A couple of material questions  (Read 1453 times)

ArchMageOmega

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A couple of material questions
« on: May 03, 2008, 03:57:00 am »

First, can extracts be used in reactions in the current version? If it's possible, what would it look like?

Second, does amber exist within the game? I see it in the list of material tokens, but nowhere else.

Also, has anyone else considered using catalysts; that is reagents that are also products (or at least usually products)?

[ May 03, 2008: Message edited by: ArchMageOmega ]

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Kagus

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Re: A couple of material questions
« Reply #1 on: May 03, 2008, 05:00:00 am »

So far as I know, nothing in a container can be used in a smelter reaction.   This includes extracts, since they need to be stored in either a vial or a barrel.

Actual amber does not (yet) exist in the game.  The color amber can be admired by certain dwarves, however.

Not sure what you mean with the catalysts.  Would you mind elaborating?

Coke_Can64

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Re: A couple of material questions
« Reply #2 on: May 03, 2008, 05:54:00 am »

Maybe he means stuff like flux?
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ArchMageOmega

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Re: A couple of material questions
« Reply #3 on: May 03, 2008, 01:41:00 pm »

Ok thanks.

By catalyst I mean something like this (along with other reagents and products):
[REAGENT:1:BAR:NO_SUBTYPE:METAL:PLATINUM]
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:PLATINUM]

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Deon

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Re: A couple of material questions
« Reply #4 on: May 03, 2008, 02:05:00 pm »

Hmm, nice idea! A chance to lose a catalyst if the alchemist isn't professional enough (or just because of bad luck) =).

[ May 03, 2008: Message edited by: Deon ]

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ArchMageOmega

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Re: A couple of material questions
« Reply #5 on: May 03, 2008, 02:08:00 pm »

Is the probability affected by skill? If so, which one and how?
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Metalax

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Re: A couple of material questions
« Reply #6 on: May 04, 2008, 04:35:00 am »

From testing it seems that skill is ignored when a reaction determines whether a product with less than 100 percent chance of production will actually be produced.

A true catalyst would have almost no chance of being lost but would need to be present for the reaction to take place. In DF a catalyst could be used to make an intermediate product with a second reaction producing the final product as well as reproducing the catalyst. Alternatively it could be both one of the reagents and the products of a single reaction.

DF currently doesn't allow for catalysts that would increase the speed of the reaction.

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Deon

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Re: A couple of material questions
« Reply #7 on: May 04, 2008, 05:53:00 am »

I used similar idea in my alchemy mod where there're 2 types of gold amalgamation:
1) It takes cinnabar to produce mercury and recieve gold using amalgamation method. It will take 1 gold nugget and return 1 gold bar and 1 more gold bar with 50% chance.

2) (THIS ONE USES SIMILAR MECHANISM) It takes cinnabar to produce mercury and recieve gold using amalgamation method. Then it makes cinnabar by heating mercury with sulphur. It will take 1 gold nugget and return 1 gold bar and 1 more gold bar with 50% chance. It will return you cinnabar (90% chance) and sulphur (65% chance).

Reactions can be fun.
I want to find some actual "mythical" alchemy recipes though to add them too.

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ArchMageOmega

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Re: A couple of material questions
« Reply #8 on: May 04, 2008, 07:51:00 pm »

It would be nice to add that skills can affect reaction chances as bloat (if it's not already there).
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ArchMageOmega

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Re: A couple of material questions
« Reply #9 on: May 05, 2008, 12:29:00 pm »

I have a couple more questions, so I thought I should put them here rather than start a new thread.

First, is there any way to make a new material explosive, or at least as flamable as alcohol?

Second, does anyone else make use of the reaction_classes for things like [REACTION_CLASS:SULFUR]? I may or may not get around to using it myself, but I was wondering if would make certain things easier or if there's a reason to avoid it.

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Sean Mirrsen

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Re: A couple of material questions
« Reply #10 on: May 05, 2008, 01:07:00 pm »

To make something flammable, add an IGNITE_TEMP to it. It will burn merrily once it reaches that temp. The reason booze explodes is that objects inside a burning barrel are instantly set alight, and the ignite temp of booze is higher than its boiling temp, resulting in an instant evaporate-splosion.

And no particular reason to avoid reaction classes, just no real use for them. If you can think of any good reaction that can use one stone of a select few types, that cannot be similarly classified through other means, you can use reaction classes.

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