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Author Topic: Modding attempts topic  (Read 1187 times)

Icefire2314

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Modding attempts topic
« on: May 21, 2012, 08:01:52 pm »

This is the topic where I will place all of my modding attempts. I have never tried to mod before in any game, so I will likely ask a lot of questions here too. Thanks :)
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Icefire2314

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Re: Modding attempts topic
« Reply #1 on: May 21, 2012, 08:31:36 pm »

First question: If i use [deep_special] and [deep_surface] on a type of rock I am using as a type of mix of slade and adamantine, would it work? it would appear on the surface of the Circus and also the !!FUN!! tubes that lead there.
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Hugo_The_Dwarf

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Re: Modding attempts topic
« Reply #2 on: May 21, 2012, 08:38:09 pm »

anything that has [DEEP_SPECIAL] make up tubes, if there is no [DEEP_SPECIAL] inorganic stone material, DF will grab a randomish material as a replacement (Diamond tube anyone?) also the DEEP_SURFACE will probally have the same effect
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Icefire2314

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Re: Modding attempts topic
« Reply #3 on: May 21, 2012, 08:40:32 pm »

I'm getting most of the tokens from the wiki. What I would like to know is if there would be tubes of adamantine and the ore i'm making, and also the surface of clownland would be made of slade as well as the stone I'm making.
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ydaraishy

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Re: Modding attempts topic
« Reply #4 on: May 21, 2012, 08:41:28 pm »

I'm getting most of the tokens from the wiki. What I would like to know is if there would be tubes of adamantine and the ore i'm making, and also the surface of clownland would be made of slade as well as the stone I'm making.

For the DEEP_SPECIAL ores at least, it appears that which one appears depends on the region.
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Icefire2314

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Re: Modding attempts topic
« Reply #5 on: May 21, 2012, 08:42:22 pm »

Here is the raws for it:

[INORGANIC:ICEFIRE]
[ITEM_SYMBOL:'ε']
[THREAD_METAL:ICEFIRE:100]
[STATE_NAME_ADJ:ALL_SOLID:Icefire]
[STATE_NAME_ADJ:LIQUID:thawed fire]
[STATE_NAME_ADJ:GAS:boiling ice]
[DISPLAY_COLOR:6:4:8]
[TILE:5012]
[MATERIAL_VALUE:1000]
[SPEC_HEAT:7500]
[MELTING_POINT:50000]
[BOILING_POINT:100000]
[SOLID_DENSITY:240000]
[LIQUID_DENSITY:3200]
[MOLAR_MASS:11000]
[IMPACT_YIELD:7500000]
[IMPACT_FRACTURE:8000000]
[IMPACT_STRAIN_AT_YIELD:50]
[COMPRESSIVE_YIELD:6500000]
[COMPRESSIVE_FRACTURE:8000000]
[COMPRESSIVE_STRAIN_AT_YIELD:50]
[TENSILE_YIELD:7500000]
[TENSILE_FRACTURE:8000000]
[TENSILE_STRAIN_AT_YIELD:50]
[TORSION_YIELD:2500000]
[TORSION_FRACTURE:3000000]
[TORSION_STRAIN_AT_YIELD:50]
[SHEAR_YIELD:6500000]
[SHEAR_FRACTURE:8000000]
[SHEAR_STRAIN_AT_YIELD:50]
[BENDING_YIELD:6500000]
[BENDING_FRACTURE:14000000]
[BENDING_STRAIN_AT_YIELD:50]
[DEEP_SPECIAL]
[DEEP_SURFACE]
[MAX_EDGE:2000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

I basically took the template for adamantine and mixed it with slade, and created what I know as icefire X3
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Putnam

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Re: Modding attempts topic
« Reply #6 on: May 21, 2012, 08:45:57 pm »

[ITEM_SYMBOL:'ε']

This means that the stone that drops from it will be the 'ε'.

[TILE:5012]

Tiles only go up to 255. Based on your ITEM_SYMBOL, you want 156.

Icefire2314

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Re: Modding attempts topic
« Reply #7 on: May 21, 2012, 08:46:37 pm »

Yeah, i messed up with the tile token. I just put in a random number and couldn't find anything about it on the wiki :P

Thanks though, i would've been in that list for hours trying to find a suitable one. 156 works :)
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Icefire2314

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Re: Modding attempts topic
« Reply #8 on: May 21, 2012, 08:55:09 pm »

Here is the metal part to it(also modified adamantine template again):

[INORGANIC:ICEFIRE]
   [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:icefire]
   [STATE_NAME_ADJ:LIQUID:liquid fire]
   [STATE_NAME_ADJ:GAS:boiling ice]
   [DISPLAY_COLOR:6:4:8]
   [BUILD_COLOR:6:4:8]
   [MATERIAL_VALUE:1000]
   [SPEC_HEAT:9000]
   [MELTING_POINT:25000]
   [BOILING_POINT:50000]
   [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [ITEMS_SCALED]
   [ITEMS_SOFT]
   [WAFERS]
   [SOLID_DENSITY:200]
   [LIQUID_DENSITY:2600]
   [MOLAR_MASS:55845]
   [IMPACT_YIELD:7500000]
   [IMPACT_FRACTURE:8000000]
   [IMPACT_STRAIN_AT_YIELD:50]
   [COMPRESSIVE_YIELD:6500000]
   [COMPRESSIVE_FRACTURE:8000000]
   [COMPRESSIVE_STRAIN_AT_YIELD:50]
   [TENSILE_YIELD:7500000]
   [TENSILE_FRACTURE:8000000]
   [TENSILE_STRAIN_AT_YIELD:50]
   [TORSION_YIELD:2500000]
   [TORSION_FRACTURE:3000000]
   [TORSION_STRAIN_AT_YIELD:50]
   [SHEAR_YIELD:6500000]
   [SHEAR_FRACTURE:8000000]
   [SHEAR_STRAIN_AT_YIELD:50]
   [BENDING_YIELD:6500000]
   [BENDING_FRACTURE:14000000]
   [BENDING_STRAIN_AT_YIELD:50]
   [MAX_EDGE:100000]
   [DEEP_SPECIAL]
   [STOCKPILE_THREAD_METAL]
   [STATE_COLOR:ALL_SOLID:PLUM]
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Jeoshua

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Re: Modding attempts topic
« Reply #9 on: May 21, 2012, 08:57:51 pm »

[TILE:238] actually

156 is the British Pound.
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Icefire2314

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Re: Modding attempts topic
« Reply #10 on: May 21, 2012, 09:01:22 pm »

Isn't it usually used for metal ores?
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Jeoshua

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Re: Modding attempts topic
« Reply #11 on: May 21, 2012, 09:05:53 pm »

It can be, but the symbol which was on the inorganic under ITEM_SYMBOL was ASCII code 238.

I assumed you knew you wanted that one, so that's the code for it.

The only place 238 is used is the Bowyer's workshop middle-right tile, but that doesn't make it a bad thing at all, especially for a unique addition.
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Putnam

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Re: Modding attempts topic
« Reply #12 on: May 21, 2012, 09:09:45 pm »

I meant 156 for the TILE, not ITEM_SYMBOL.

Icefire2314

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Re: Modding attempts topic
« Reply #13 on: May 22, 2012, 05:38:31 pm »

Yeah, so for the TILE (as in, the mineable tile for the ore) will be the British Pound, and the ore dropped will be the peculiar looking E, correct?
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Putnam

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Re: Modding attempts topic
« Reply #14 on: May 22, 2012, 08:53:47 pm »

Yes.
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