Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Exotic Metals  (Read 4038 times)

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Exotic Metals
« on: March 20, 2012, 04:50:13 pm »

I'm coming back to the Xcom mod I started a while back, I stopped until enough was known about 34.xx. I will be resurrecting my Xcom thread, but first I have a slightly related questions that I believe deserve it's own thread. You see I've not very good at modding in metals, so I need a bit of help in that regard.

I was wondering if someone could give me the approximate values of a few metals, Maybe give me a few ideas on syndromes that these materials might cause.

Osmium
Iridium
Uranium
Tungsten
Phosphorous
Radium
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Exotic Metals
« Reply #1 on: March 20, 2012, 05:09:24 pm »

If by values you mean the physical/mechanical properties, I find this rarely known site might help. ;)

Although, Wolfram Alpha works well, here's Tungsten's page. (Also known as Wolfram, of course! Tungception!)
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: Exotic Metals
« Reply #2 on: March 20, 2012, 05:15:31 pm »

If by values you mean the physical/mechanical properties, I find this rarely known site might help. ;)

Although, Wolfram Alpha works well, here's Tungsten's page. (Also known as Wolfram, of course! Tungception!)

I can get most of the values, but I don't know how to convert them into numbers that DF uses. So I can't just copy and paste the values.
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Azure

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #3 on: March 20, 2012, 05:50:56 pm »

If by values you mean the physical/mechanical properties, I find this rarely known site might help. ;)

Although, Wolfram Alpha works well, here's Tungsten's page. (Also known as Wolfram, of course! Tungception!)

I can get most of the values, but I don't know how to convert them into numbers that DF uses. So I can't just copy and paste the values.

If you can, try comparing one of the known df metals to the earth version to try and find units etc. used then you can test convert a few other knowns to prove it.
Logged

NonconsensualSurgery

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #4 on: March 20, 2012, 07:00:20 pm »

Osmium - Worth more than your mom for one kilo, safe in bar form, bizarre properties when ground or smashed into a powder including pyrophoricity (a tendency to burst into flames for no apparent reason) and then making the victims drown in air as their lungs fill with fluid from the action of the toxic oxides (swelling of the lungs and blindness syndromes I guess). Its density is also the highest of all the elements, higher even than uranium, making it effectively alien space-slade. Osmium-based ammunition would have impressive and desirable properties.

Iridium - Worth more than your sister for one kilo, completely safe. Properties equal to osmium without the toxicity, but still very difficult to obtain without mining an asteroid. Often alloyed with osmium or platinum to make safe and nearly indestructible alloys.

Uranium - Worth more than your grandmother for one kilo in a free market, safety complicated. Natural or depleted uranium has limited toxic effects that are considered acceptable for combat troops, and there's no easy way to simulate the fun chronic ones like slowly going insane or having children with birth defects. Acute exposure from enriched uranium or a nuke... it's scary how much of the radiation exposure tables I have randomly memorized, but you should just refer to this free table because it's complicated:

http://en.wikipedia.org/wiki/Radiation_poisoning

Tungsten - Cheap, inert, completely safe. Very difficult to melt.

Phosphorous - Cheap, horrifying necrosis of the jawbone in very high doses, survivable eye and lung irritation well below that.
 
Radium - Has no market price but would be worth quite a lot if it did, standard radiation sickness, plus your body thinks it is calcium and gradually turns your bones to glowing green jelly.

Logged
Never had a bat massacre people with an axe before.
EDIT2: Oh god, the bat has got a title now.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: Exotic Metals
« Reply #5 on: March 20, 2012, 07:24:16 pm »

I was able to hunt down some pretty accurate values for everything here except for radium, phosphorus, and osmium.

Thanks to Putnam and NightS for help with these...

Spoiler: Raws (click to show/hide)

Tungsten ore is called "wolframite," and can be found in quartz, mica, and granite.  It is also a low-grade ore of iron.

An ore of uranium - pitchblende - already exists in game.

Hopefully this helps a bit.

krisslanza

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #6 on: March 20, 2012, 07:58:56 pm »

To kind of hop onto the same train of thought...

For people who use "legendary" metals - such as mithril/mythril - how do you go about assigning the values? Adding a few more metals into the game, to help kind of add something between steel and adamantine - I've thought of adding such metals. Problem is I have not an idea of what the values mean, like which are actually "good" for such and such thing.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Exotic Metals
« Reply #7 on: March 20, 2012, 08:05:34 pm »

I have a file containing a bunch of RL metals here..

NonconsensualSurgery

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #8 on: March 20, 2012, 08:13:43 pm »

To kind of hop onto the same train of thought...

For people who use "legendary" metals - such as mithril/mythril - how do you go about assigning the values? Adding a few more metals into the game, to help kind of add something between steel and adamantine - I've thought of adding such metals. Problem is I have not an idea of what the values mean, like which are actually "good" for such and such thing.

Wikis are God's gift to mankind. It even discusses some of the conversions.

http://dwarffortresswiki.org/index.php/DF2012:Weapon#Weapon_Material_Quality

Logged
Never had a bat massacre people with an axe before.
EDIT2: Oh god, the bat has got a title now.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: Exotic Metals
« Reply #9 on: March 20, 2012, 08:16:49 pm »

To kind of hop onto the same train of thought...

For people who use "legendary" metals - such as mithril/mythril - how do you go about assigning the values? Adding a few more metals into the game, to help kind of add something between steel and adamantine - I've thought of adding such metals. Problem is I have not an idea of what the values mean, like which are actually "good" for such and such thing.

I take a look at the stock metals and how they differ, then use those to approximate values for the metals I want.  Higher values for fracture and yield are stronger, while solid density is used to calculate blunt combat damage.  Most of the other strength values are only used for wrestling combat calculations. Molar mass isn't currently used in any calculations.

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: Exotic Metals
« Reply #10 on: March 20, 2012, 09:56:45 pm »

This should help me a great deal. Thank you.

Also, I tried to make incendiary rounds by changing the homotherm of goblins to 1076, and magnesium to 1080. When the goblin picks up something made from it they get melted, but when a bolt is stuck in them nothing happens. Will I have to alter the tissue templates to get them to burn to death properly?
« Last Edit: March 20, 2012, 11:31:20 pm by Kilroy the Grand »
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

goldark

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #11 on: March 21, 2012, 02:52:07 am »

When i tried to mod in some more metals i used these sources:
http://www.webelements.com/osmium/physics.html <- has a lot of information about any elements, unfortunatly is not complete.
http://www.chemicool.com/ <- another one I used, complementary of the latter
http://webmineral.com/ <- if you are gonna add more metals, you probably need to know a bit about minerals too.

About osmium I had to do a bit more research since it's a strange, rare, and very hard metal, like harder than diamond!
Anyway here's my raw for osmium if you're interested:
Spoiler (click to show/hide)
Logged

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: Exotic Metals
« Reply #12 on: March 21, 2012, 10:11:46 am »

When i tried to mod in some more metals i used these sources:
http://www.webelements.com/osmium/physics.html <- has a lot of information about any elements, unfortunatly is not complete.
http://www.chemicool.com/ <- another one I used, complementary of the latter
http://webmineral.com/ <- if you are gonna add more metals, you probably need to know a bit about minerals too.

About osmium I had to do a bit more research since it's a strange, rare, and very hard metal, like harder than diamond!
Anyway here's my raw for osmium if you're interested:
Spoiler (click to show/hide)

It's more effective than adamantine, I tested in in the arena. 50 dwarves with osmium short swords vs 50 dwarves with adamantine, 30 of the dwarves with osmium survived.
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

goldark

  • Bay Watcher
    • View Profile
Re: Exotic Metals
« Reply #13 on: March 21, 2012, 12:35:34 pm »

When i tried to mod in some more metals i used these sources:
http://www.webelements.com/osmium/physics.html <- has a lot of information about any elements, unfortunatly is not complete.
http://www.chemicool.com/ <- another one I used, complementary of the latter
http://webmineral.com/ <- if you are gonna add more metals, you probably need to know a bit about minerals too.

About osmium I had to do a bit more research since it's a strange, rare, and very hard metal, like harder than diamond!
Anyway here's my raw for osmium if you're interested:
Spoiler (click to show/hide)

It's more effective than adamantine, I tested in in the arena. 50 dwarves with osmium short swords vs 50 dwarves with adamantine, 30 of the dwarves with osmium survived.

Well, probably it's because osmium is very heavy, especially compared to adamantine, like x100 heavier and if I remember correctly wheight plays an important role in dismemberment. Can't use DF at the moment but with armored dwarfs adamantine should be more effective; moreover I tested the metal only with impact weapons, which was the use I intended osmium for.
Anyway, I swear I used real values and easy metal creator to generate the raws.
Logged

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Exotic Metals
« Reply #14 on: March 21, 2012, 01:09:47 pm »

PTW, I should probably make my Tungsten Carbide accurate sometime.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting
Pages: [1] 2