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Author Topic: How do you add new materials in?  (Read 756 times)

Bingbing

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How do you add new materials in?
« on: November 12, 2007, 08:16:00 pm »

See topic name.

(also first thread)

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Beware. Not of the E, or of the U, or even of the &, @, and b. Beware the #.<BR>(Translation:) Beware. Not of the elephants, or of the unicorns, or even the demons, carp, and badgers. Beware the husks, for they are relentless, corrupting, and unstoppable. Only the might of hell itself can even keep it in check; and only for a small period of time. If one sees such a being; run away, unless you like the idea of joining their ranks.

Capntastic

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Re: How do you add new materials in?
« Reply #1 on: November 12, 2007, 08:46:00 pm »

Go to the materials raws and copy and paste stuff to your liking.
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Cosmonot

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Re: How do you add new materials in?
« Reply #2 on: November 12, 2007, 08:47:00 pm »

Add them into whatever matgloss_(material type).txt file is appropriate. Copy the general format from an existing entry, for example:

code:

[MATGLOSS_METAL:IRON]
[NAME:iron][ADJ:iron][COLOR:0:7:1]
[VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]
[DAMAGE_PERC:100]
[BLOCK_PERC:100]
[SOLID_DENSITY:7850]

could be copied, edited, and added back in as

code:

[MATGLOSS_METAL:MITHRIL]
[NAME:mithril][ADJ:mithril][COLOR:7:0:1]
[VALUE:175]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]
[DAMAGE_PERC:105]
[BLOCK_PERC:105]
[SOLID_DENSITY:100]

to create a new, white metal called mithril which is slightly stronger than iron, but also ridiculously light and valuable.

To make your new metal naturally occurring, you would have to make an ore for it in matgloss_stone_mineral.txt in much the same way. Experiment to see how things work; a lot of stuff isn't documented at this point.

[ November 12, 2007: Message edited by: Cosmonot ]

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Bingbing

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Re: How do you add new materials in?
« Reply #3 on: November 12, 2007, 09:34:00 pm »

Shouldn't it be [DEEP] like adamantine and should we also have a balrog with the [ENDING] tag?
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Beware. Not of the E, or of the U, or even of the &, @, and b. Beware the #.<BR>(Translation:) Beware. Not of the elephants, or of the unicorns, or even the demons, carp, and badgers. Beware the husks, for they are relentless, corrupting, and unstoppable. Only the might of hell itself can even keep it in check; and only for a small period of time. If one sees such a being; run away, unless you like the idea of joining their ranks.

Earthquake Damage

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Re: How do you add new materials in?
« Reply #4 on: November 13, 2007, 09:56:00 pm »

I think [DEEP] works differently for metal than it does for stone.  For stone (e.g. raw adamantine), it determines its location (around demon pits and such).  For metal, AFAIK (haven't struck deep ore yet), [DEEP] will prevent civs from using it.

So if you don't want dwarves and goblins to run around with steel equipment, give it the [DEEP] token.  It shouldn't appear in demon pits or anything.  The only way to find steel at that point is by making it yourself.

This also means that for mithril to appear around demon pits you'll need to add mithril ore as a stone type and make it [DEEP].

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Bingbing

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Re: How do you add new materials in?
« Reply #5 on: November 14, 2007, 08:10:00 pm »

Uh, I want mithril! Can someone make the reaction and stone for it?

Please?

EDIT: Never mind. I made it myself. It's like adamantine's little brother, only more common.

[ November 14, 2007: Message edited by: Bingbing ]

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Beware. Not of the E, or of the U, or even of the &, @, and b. Beware the #.<BR>(Translation:) Beware. Not of the elephants, or of the unicorns, or even the demons, carp, and badgers. Beware the husks, for they are relentless, corrupting, and unstoppable. Only the might of hell itself can even keep it in check; and only for a small period of time. If one sees such a being; run away, unless you like the idea of joining their ranks.