So I decided to bring along some Novachalcum on a quick little embark, and I
love the stuff. It makes me want to get all scientifical.
So, most of the time, novachalcum is !!novachalcum!!, which seems to block the dwarves from queuing it up for hauling or forging jobs. But some of the time, it wasn't. I'm not sure why this was, but my entire setup was outdoors and it started raining for a while, so I think maybe being in water might be able to make novachalcum usable. I was able to complete a novachalcum nestbox, but it was always !!novachalcum nestbox!! so the dwarves refused to install it. (actually, they're not dwarves, they are modded lizard-people who lay eggs, and it would have been hilarious) I also managed to create a novachalcum axe that someone managed to carry around the camp for awhile until it turned into a !!novachalcum axe!! and killed the guy. When I tried to order a novachalcum statue, all the bars were on fire again and the order kept getting canceled for not having novachalcum. I tried to set up a sunken area where I could pump in 1/7 water, but it turns out this biome freezes in winter, and they all died of thirst/hunger before it thawed.
I was fortunate enough to find native novachalcum ore on the map, and smelted up a batch. After a couple of shipments, the furnace operator was found dead not far from the smelter. There was no evidence of fire, so I think he died of smoke inhalation. Having a lot of novachalcum in one tile produced a lot of very thick smoke. I tried to put them in bins, but it seems that the smoking novachalcum prevented the hauling job.
Also of note is that the !!novachalcum!! turned into x!!novachalcum!!x. I'm not sure if it would have eventually disintegrated itself since I had so many it was hard to keep track of.
So after camp one died of thirst/starvation and assorted novachalcum accidents, I embarked to a new site and this time, the novachalcum created a huge grass fire. Interesting. Both times the !!novachalcum!! destroyed the wagon fairly quickly. But the first embark
never set anything on fire, despite throwing novachalcum stockpiles onto the grass. The grassfire was also on grass covered in snow. The second embark crashed DF before I could do any experiments. I was not able to make novachalcum ammo on either embark.
Again, novachalcum is iron with the addition:
[MAT_FIXED_TEMP:12000] (magma)
[IGNITE_POINT:10000] (freezing point)
I want the pyrochalcum to be simpler, so you don't have to start with something that's billowing death. Making novachalcum should be a difficult process that only mature forts should try. Although this probably won't stop caravans from bringing it. I wonder what that will be like...?
There's quite a bit of stuff you can do with this... if you utilize DFHack to do it. Vanilla supports very little in the way of non-liquid syndromes materials, and is very limiting in how you can apply them (which usually consists of giving them melting points just above the air temperature of outside, but below body temperature of creatures). I know for sure that you used to be able to do some definitely crazy magic-y stuff with some of the DFHack plugins though, and I wouldn't doubt that at least some of those have been maintained, so I'd say take a look into that.
As for DF-hack, vanilla modding is about as difficult as I want to get with it, so I'd rather settle for something boring than learn to use a tool for "cheating".
Huh, I guess I had heard "cryo" before I had seen it, I always thought it was spelled "kryo". Ks are kooler though...
This is a stupidly minor point, but I think you should spell kryochalcum "cryochalcum", for consistency in how kappa is romanized.