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Author Topic: [40d] Native Aluminum veins  (Read 2095 times)

Albedo

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[40d] Native Aluminum veins
« on: April 25, 2009, 02:36:35 am »

I'm told this is "not right".  They were in dolomite layers, and I've seen two of them at different times.  They tended to be fat, about 4-7 tiles wide*, rather than the typically 2-3 wide I see for most veins.

(* edit - tho' I suppose it could have been "doubled")

I'm using a world-gen mod, but nothing's been changed in the RAW's (except to give cats working mouths).

Don't know what more info you want, or even if this is an anomaly, but... well, there it is.

« Last Edit: April 25, 2009, 03:00:48 am by Albedo »
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Draco18s

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Re: [40d] Native Aluminum veins
« Reply #1 on: April 25, 2009, 02:59:07 am »

That is indeed not-right.  Aluminum should be clusters, like gems.
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Albedo

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Re: [40d] Native Aluminum veins
« Reply #2 on: April 25, 2009, 03:02:48 am »

Yeah, agreed -  I'm just learning to read those RAW's right now -

Code: [Select]
[MATGLOSS_STONE:ALUMINUM]
[NAME:native aluminum][COLOR:7:7:1][TILE:'^']
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
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G-Flex

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Re: [40d] Native Aluminum veins
« Reply #3 on: April 26, 2009, 04:03:00 pm »

So what does this "world-gen mod" do then?
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Grek

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Re: [40d] Native Aluminum veins
« Reply #4 on: April 26, 2009, 04:30:54 pm »

Post your matgloss_stone_mineral.txt and matgloss_stone_layer.txt files in spoilers.
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Albedo

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Re: [40d] Native Aluminum veins
« Reply #5 on: April 28, 2009, 03:55:34 pm »

They're vanilla, and afaict normal - and do not mention "veins" under Al.

Quote
[MATGLOSS_STONE:ALUMINUM]
[NAME:native aluminum][COLOR:7:7:1][TILE:'^']
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
...

Full files below...

matgloss_stone_layer
Spoiler (click to show/hide)


matgloss_stone_mineral
Spoiler (click to show/hide)
« Last Edit: November 17, 2014, 11:38:00 am by Toady One »
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Footkerchief

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Re: [40d] Native Aluminum veins
« Reply #6 on: April 28, 2009, 04:03:21 pm »

"This file includes the updates made by Molten Rocks 1.3"

That ain't vanilla.  Did you install this mod after worldgen?

The mod doesn't appear to add any new stone types, from its description, but it might still have changed the order of the entries.
« Last Edit: April 28, 2009, 04:12:19 pm by Footkerchief »
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G-Flex

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Re: [40d] Native Aluminum veins
« Reply #7 on: April 28, 2009, 06:55:24 pm »

Does order of the entries matter, though? Native aluminum doesn't appear to be changed.


Oh, here's one thing: double check to make sure you don't have OTHER matgloss files containing stuff.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Footkerchief

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Re: [40d] Native Aluminum veins
« Reply #8 on: April 28, 2009, 07:51:12 pm »

Does order of the entries matter, though? Native aluminum doesn't appear to be changed.

Yeah, I think all the MATGLOSS_STONE tokens get indexed at worldgen, so that the terrain data for a limestone wall can just say "I'm using Stone 21" rather than "I'm using LIMESTONE."  But stone 21 just means the 21st stone in the matgloss_stone files, hopefully limestone but if the entries got shifted, who knows?

It might be more pragmatic to use a hash of the stone token as the numerical identifier for stone types (and creature types and everything else).

Oh, here's one thing: double check to make sure you don't have OTHER matgloss files containing stuff.

Good call, this could be throwing things off too.
« Last Edit: April 28, 2009, 07:54:28 pm by Footkerchief »
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Untelligent

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Re: [40d] Native Aluminum veins
« Reply #9 on: April 28, 2009, 09:44:28 pm »

Delete everything in your data/objects folder (NOT raw_objects) and gen a new world. Look for some aluminum. Check if it's in clusters or veins.

Usually, you don't have to wipe data/objects unless you remove or change an entire textfile, but I'm not familiar with that mod, so it's worth a try.
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