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Author Topic: obsidian swords  (Read 653 times)

joeclark77

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obsidian swords
« on: April 04, 2013, 02:42:36 pm »

Quick question: is it possible to mod obsidian swords to make them comparable to steel?  I promise I'm not doing this because I don't have steel... I just really like the obsidian and wish they weren't useless.
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Deon

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Re: obsidian swords
« Reply #1 on: April 04, 2013, 02:44:35 pm »

Change obsidian material properties to be comparable to steel.
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i2amroy

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Re: obsidian swords
« Reply #2 on: April 04, 2013, 02:45:59 pm »

I believe you can get similar results by increasing the shear yield and shear fracture values of obsidian up to those of steel.

Edit: Ninja!
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joeclark77

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Re: obsidian swords
« Reply #3 on: April 04, 2013, 03:06:46 pm »

I believe you can get similar results by increasing the shear yield and shear fracture values of obsidian up to those of steel.

Edit: Ninja!


This is what I see in the raw file inorganic_stone_layer.txt:
Code: [Select]
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[IS_STONE]
MELTING_POINT:11818 <-- I think this is from the data collected by the contributors above and is more accurate than the numbers we're using, but we're using a high melting point until environmental lava effects are further along.
[SOLID_DENSITY:2650]
No shear yield and shear fracture.  Would changing DENSITY and MAX_EDGE do the trick?
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scamtank

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Re: obsidian swords
« Reply #4 on: April 04, 2013, 04:03:54 pm »

See that USE_MATERIAL_TEMPLATE thingo? That tag means that anything not explicitly overridden (like material value or density in this case) is checked from STONE_TEMPLATE in material_template_default.txt.

Just copy the shear/impact tags from steel and put them in there. They'll take hold.
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Deon

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Re: obsidian swords
« Reply #5 on: April 04, 2013, 04:25:56 pm »

There're no shear and other values, but you can add them. Just copy everything but name from steel.

Code: [Select]
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[IS_STONE]
[SOLID_DENSITY:2650]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:20000]
« Last Edit: April 04, 2013, 04:29:00 pm by Deon »
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joeclark77

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Re: obsidian swords
« Reply #6 on: April 04, 2013, 09:43:14 pm »

See that USE_MATERIAL_TEMPLATE thingo? That tag means that anything not explicitly overridden (like material value or density in this case) is checked from STONE_TEMPLATE in material_template_default.txt.

Just copy the shear/impact tags from steel and put them in there. They'll take hold.
OK, thanks, that's entirely reasonable.  By the way, obsidian swords are actually made of obsidian and wood.  Do we know if that affects what we need to to do make obsidian swords awesome?
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Putnam

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Re: obsidian swords
« Reply #7 on: April 04, 2013, 09:45:30 pm »

Nope. The wood never actually comes into play.

Torrasque666

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Re: obsidian swords
« Reply #8 on: April 04, 2013, 10:19:20 pm »

wooden handle, presumably.
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Putnam

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Re: obsidian swords
« Reply #9 on: April 04, 2013, 10:20:26 pm »

Yeah, but the game doesn't know that. It just sees a sword made of obsidian.

Urist Da Vinci

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Re: obsidian swords
« Reply #10 on: April 05, 2013, 09:08:43 am »

I believe you can get similar results by increasing the shear yield and shear fracture values of obsidian up to those of steel.

Edit: Ninja!

Yes. Also, relevant bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5346