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Author Topic: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se  (Read 15683 times)

Sean Mirrsen

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[38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: November 24, 2007, 11:29:00 am »

Update. Two new alloys based on osmium and iridium (though under vastly different names), extractable rubber, giant cacti.
New installation method (should be easy to do and foolproof to boot).
And it should indeed work as intended now. It'll even remove the traces of the previous versions of the mod.

Concept by Sean Mirrsen

Contributors:
   Deon

This mod went through several iterations, but now it is hopefully heading in the right direction.

Function:_________________________________________

This mod slightly alters appearance rates of most minerals in the game, most notably rock crystal.
Also this mod adds a carpload of new materials, metals, alloys, and the like.

Installation:_____________________________________

First, back up your DF copy's "raw\objects" folder.
Then extract the contents of the archive into your main DF folder, overwriting anything in the way.
Then run the provided setup batch file. "minmod_176_setup" for this version.

The mod now comes in discrete selectable chunks.
The files are named according to the state of the chunks.
Type "off" instead of "on" (or anything, really) at the filename's end and the module will deactivate.
"matgloss_minmod_main_on" is the main matgloss file. Turning this off will deactivate the mod completely. And spam the errorlog if you leave extensions on.  :)
"reaction_minmod_main_on" is the main reactions file. Turning this off will disable all alloys and extractable materials added by the mod.
"reaction_minmod_alchemy_on" is the alchemy extension. It contains gold amalgamation and any reactions I deemed implausible in the game's current state.
"reaction_minmod_infusion_on" is the infusion extension. It contains the reactions for the 20 new metamagic metals.
"reaction_minmod_manualstone_on" is the manual stone selection extension. Leaving it on will have all stone in existance be initially forbidden in the Stones screen, so it can be manually selected later.

After changing the state of any of the extensions, you will need to erase all files in the data\objects directory.
You can do this manually, or by running the "mod_clean_objects.bat" batch file provided in the raws folder (where you would be changing filenames around  :)

New metals:
-Chromium. Decorative metal. Smelted from chromite (requires aluminum) or from native ores.
-Magnesium. Ingredient metal. Smelted from powdered dolomite, requires carbon.
-Manganese. Ingredient metal. Smelted from pyrolusite.
-Molybdenum. Rare ingredient metal. Smelted from molybdenite, a rare mineral present in chalcopyrite veins in granite and diorite.
-Cementite. Not technically a metal, but qualifies as such as it is a byproduct of smelting pig iron or steel.
-Erythronium. Made from smelting iron using a specific process. A soft metal not useful for much, except making...
-Ironbright. A hard metal used for armor and tools. Made with erythronium and chromium.
-Kelshinral, "Silvershine". Decorative metal, valuable, rare. Smelted from "Lamshinral", a rare ore found in silver and aluminum deposits.
-White gold. Decorative metal. Smelted from gold and nickel.
-Silversteel. Similar in performance to steel, yet a lot lighter and slightly more valuable. Smelted as steel with addition of Kelshinral.
-Kerasteel. Slightly harder than steel. Is, in essence, steel retempered in presence of cementite.
-Magnalium. Aluminum hardened with magnesium. Used for armor and ranged weapons. Lightweight, yet noticeably worse than iron.
-Duralium. Aluminum hardened with manganese and magnesium. Used for armor and ranged weapons. Lighter and harder than magnalium.
-Mirrorsteel. Steel forged with nickel, molybdenum and chromium. Much more valuable and noticeably harder.
-Isrirkadankel. Ultimate silversteel with a long name. Mirrorsteel reforged with cementite and kelshinral. The best attainable metal without adamantine.
-Arsenic bronze. Low-cost alternative to bronze. Smelted from copper and realgar as arsenic source.
-Al-bronze. Alternative to iron. Smelted from copper and aluminum.
-Patterned steel. Alternative to steel. Sligthly stronger and more expensive. Made from iron with green glass.
-Mint gold. Low-cost gold-like decorative metal made from copper, zinc and aluminum.
-Platinit. Shiny platinum-like decorative metal made from nickel and iron.
-Cobalt. A bright shade of blue, this metal is poisonous, but still useful. Obtained from cobaltite, but requires limestone, brimstone, and rock salt to process.
-Stellite. A cobalt/chromium alloy, this metal is at least as hard as steel. As it is difficult to work with, it cannot be easily sharpened or hammered into shape, thus it is less efficient in attack.
-Talonite. A similar alloy to Stellite, this metal is more workable and provides more "edge" at the cost of less resilience.
-Aromistrum. A complex alloy of aluminum, cobalt, iron, copper, and nickel, this decorative metal is veery pretty.  :)
-Vitallium. A very hard alloy of cobalt, chromium and molybdenum.
-Megallium. A superalloy, second only to Isrirkadankel. This metal is forged from kelshinral, chromium, steel, cobalt, and erythronium, with carbon fibers added for inner strength.
-Chugunium. A cheap decorative metal not fit for heavy duty use. Made similarly to pig iron.
-Red brass. A replacement for iron, if you REALLY need it. Actually it's black. Smelted from copper, tin, and zinc.
-White bronze. Slightly stronger bronze that's made normally, but in presence of a phosphate-bearing rock.
-Agakium. A stronger-than-steel material fit for weapons and armor. Extraction is possible from special platinum ores.
-Uristium. (sorry I ran out of names) Another material obtained in the same fashion as agakium. While not exceptionally powerful, this is one of the most expensive metals.
-Rubber. Deny it all you want, if it melts and can be cast into shape, I'll call it a metal.  :) Processed from rubber tree logs. Perfect practice weapon material.

New rock:
-Lamshinral. Ore of kelshinral.
-Chalcopyrite. A copper ore, but unusable. Added for flavor.
-Apatite. Phosphate-bearing rock.
-Phosphorite. Another phosphate rock.
-Stannite. Complex mineral that can yield copper, tin, iron, and brimstone when smelted.
-Anthracite. Very dense coal, very effective for coke-making.
-Compacted peat. Dense peat, used to make charcoal and ashes.
-Molybdenite, used to get molybdenum.
-Magnetite-rich sand. Black sand is called that because it contains magnetite. Clusters of especially rich sand can be harvested for ore.
-Native chromium. It does occur.
-Inobtanite. HFS.
-Magnesite. Source of magnesium.
-"Skeletanite". See "other materials".
-Laced platinum nuggets. You won't see them until you mine them.

New cloth:
-Graphite fiber cloth. Processed from graphite, obviously. Isn't going to protect you from magma, but will hardily resist wear and tear. Not used in armor making, only clothes.

New wood:
-Giant cactus. See, I was frustrated with the lack of wood in deserts. This comes pretty close.

Other materials:
-Hardened bone mass. Processed from any bones by smelting with ashes. Used to craft wood-handled weapons at the crafter's. Also, blocks, tables, and various furniture. Hardy, lightweight.

New reactions:
-Gold amalgamation. Either using just cinnabar, or cinnabar and brimstone, you can attempt to get one extra bar of gold from one piece of ore.

Optional components:______________________________

- "Magic" infused materials. Currently only Iron and Steel.
You can infuse Iron bars with one of 10 most valuable gems to alter its properties significantly.
You can then smelt infused Steel, using infused Iron in the steelmaking reaction (you need normal pig iron first)

Caution:__________________________________________

This mod hasn't been thoroughly tested.

Report any bugs or unexpected behavior to this here thread.

Have fun!

File download (DFFD).

Alternative Rapidshare link

Updated version. The new installation system shouldn't interefere anymore.

[ May 15, 2008: Message edited by: Sean Mirrsen ]

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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #1 on: November 24, 2007, 02:23:00 pm »

See above.

[ January 27, 2008: Message edited by: Sean Mirrsen ]

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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #2 on: November 27, 2007, 11:24:00 am »

See above.

[ January 27, 2008: Message edited by: Sean Mirrsen ]

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Fleeb

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #3 on: November 27, 2007, 04:56:00 pm »

Excellent, thanks!
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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #4 on: November 28, 2007, 11:14:00 am »

Mod updated.

I realised that there's no point limiting rock crystals in appearance for the large clusters (losing some bauxite or chromite to quartz won't hurt much), so I've maxed out all values for its spawning.

Also added a readme and some hidden (fun) stuff.    :)
If you don't look into the raws you might not understand what it is until you stumble right into it.    :) I've yet to find it myself though...

[ January 27, 2008: Message edited by: Sean Mirrsen ]

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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #5 on: December 07, 2007, 04:48:00 pm »

Update.

Some more tweaking so that crystals appear a bit more evenly and in more places, and so that they don't abuse bauxite so that valuable gems have more chance of appearing.

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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #6 on: January 20, 2008, 02:57:00 pm »

Another update. See first post.
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Tacroy

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #7 on: January 20, 2008, 04:21:00 pm »

Is there any way you could add wood to the stone selection hack? It would be very useful for large construction projects that use AutoHotKey, but I don't know how to do that or even if it's at all possible to have reactions involving logs.
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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #8 on: January 20, 2008, 05:28:00 pm »

Reactions involving logs is one thing, they are possible. The game, however, only has a built-in way of limiting raw stone usage, not wood or any other material type/form. The whole "manual stone selection" thing isn't called a "hack" for no reason...

So, no, unfortunately, adding wood is not possible.

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Tacroy

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #9 on: January 20, 2008, 05:42:00 pm »

Well drat, back to area-forbidding my wood stockpiles then.

Though this will be useful for my next project: a DF rendition of Black Mage, done in floor tiles.

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THLawrence

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #10 on: January 20, 2008, 05:57:00 pm »

quote:
Originally posted by Tacroy:
<STRONG>Though this will be useful for my next project: a DF rendition of Black Mage, done in floor tiles.</STRONG>

Planning on lighting your fort on fire? To commemorate the burning of Dwarfland? And what about the other 3 bearded warriors.

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Neskiairti

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #11 on: January 23, 2008, 10:42:00 am »

You should probably mention you cant play an existing game with this, have to start a new game :P (or have two directories, one for vanilla to play my vanilla games.. one for this)
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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #12 on: January 27, 2008, 06:00:00 pm »

Bump with content. A minor fix. I also now mention that a new world must be generated for the mod to work.

Also, if you are using a previous version of the mod, refrain from updating due to a typo I had to fix in a material name tag. I had to sacrifice mod version compatibility in favor of vanilla game version compatibility.

See first post for link.

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Neskiairti

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #13 on: January 27, 2008, 10:58:00 pm »

a mineral you might want to throw in is tungsten/wolframite

:P just for another high temperature material to build lava safe things out of.. (or really sharp heavy things.. tungsten makes good pointies)

of course.. not realistic for smelting at low temperatures.. but meh :P

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Sean Mirrsen

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Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« Reply #14 on: January 28, 2008, 07:03:00 am »

Nay, I keep this one in period. You will find the "extra" mineral I've placed quite like to tungsten, actually.
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- Subrahmanyam Jaishankar, Minister of External Affairs, India
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