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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245979 times)

Lamphare

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i just found out there is no cupronickel in gensis.
it was not common in the west, but known as white copper in east asia.
it is used in coinage as well as shipbuilding for it's strength and high resistance to corrosion. so i suggest adding it as mid-grade warfare metal.roughly 2:1 copper nickel ratio could make it on par with bronze(heavier).

it's not widely produced in old times for the essential cobalt-nickel-arsenic ore was scarce. but that is not a problem at all in DF.
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TomiTapio

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i just found out there is no cupronickel in gensis. it was not common in the west, but known as white copper in east asia.
it is used in coinage as well as shipbuilding for it's strength and high resistance to corrosion. so i suggest adding it as mid-grade warfare metal.roughly 2:1 copper nickel ratio could make it on par with bronze(heavier).
Hmm... these seems to be 90:10 and 75:25 CuNi versions. In Finland the alloy is called alpakka (trademarks Alpaka or Alpacca).

I should give it a go. Too bad nickel only appears in Gabbro, and way too many of my embarks have been galena-sphalerite-platinum awfulness (no copper no bronze no iron). I'll research if there's more nickel ores.
I found that CuNi is 8.8 to 8.9 density, same as black bronze. I gave it a tiny bit better edge than copper. Copper value 7, CuNi 9.
Code: [Select]
[PERMITTED_REACTION:CUNI_MAKING]

[REACTION:CUNI_MAKING]
[NAME:make silcopper bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:COPPER]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:NICKEL]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:CUNI]
[PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[INORGANIC:CUNI] --added by TomiTapio, 75:25 CuNi, see http://en.wikipedia.org/wiki/Cupronickel
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:silcopper] --shorter than "white copper" or "white bronze"
[STATE_NAME_ADJ:LIQUID:molten silcopper]
[STATE_NAME_ADJ:GAS:boiling silcopper]
[DISPLAY_COLOR:5:6:0]
[MATERIAL_VALUE:9] when copper is 7.
--xx todo values, these are blackbronze's values.
-- elastic modulus to be worse than 123-145 (which are MODERN elite alloys)
-- tensile str better than 290 (modern 350-420)
[SPEC_HEAT:385]
[MELTING_POINT:11952]
[BOILING_POINT:14611]
[SOLID_DENSITY:8880] --okay CuNi
[LIQUID_DENSITY:8020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:245000]
[IMPACT_FRACTURE:770000]
[IMPACT_STRAIN_AT_YIELD:175]
[COMPRESSIVE_YIELD:245000]
[COMPRESSIVE_FRACTURE:770000]
[COMPRESSIVE_STRAIN_AT_YIELD:175]
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:220000]
[TENSILE_STRAIN_AT_YIELD:58]
[TORSION_YIELD:70000]
[TORSION_FRACTURE:220000]
[TORSION_STRAIN_AT_YIELD:145]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:220000]
[SHEAR_STRAIN_AT_YIELD:145]
[BENDING_YIELD:70000]
[BENDING_FRACTURE:220000]
[BENDING_STRAIN_AT_YIELD:58]
[MAX_EDGE:12000] --tiny bit better than copper
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]

Can you find the relevant numbers from booklet at http://www.copper.org/applications/cuni/txt_DKI.html
"Homogeneous Cu-Ni alloys are difficult to machine. As a result of their great toughness, their machinability is poor, especially in the soft condition."

"The main ore of nickel in Australia (and in terms of worldwide production) is the primary sulphide mineral pentlandite (Fe, Ni)9S8, which occurs with pyrrhotite (FenSn+1), pyrite (FeS), and chalcopyrite (CuFeS2) in lodes in mafic and ultramafic (iron and magnesium-rich) igneous rocks. In Australia, nickeliferous sulphide ores and their host rocks mainly form parts of ancient volcanic lavaflows. However, most of the world's known resources are contained in nickel-bearing laterites (such as in New Caledonia and Cuba) in minerals such as garnierite ((Ni, Mg)SiO3.nH2O) and nickeliferous limonite which is nickel mixed with hydrated iron oxide." http://www.australianminesatlas.gov.au/education/fact_sheets/nickel.jsp
« Last Edit: June 04, 2011, 09:04:08 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Tomi, you think the way I do :). I will add beavers and baboons along with zebras and other "mundane" animals when I get to updating the mod.

I also thought about adding more "outer world" monsters to evil areas. You know it gets old to see greek harpies all over the dead biomes. Genesis already spices it up a bit, but I thought about adding weirder critters (especially after I saw Corruption in Terraria).

P.S. I will integrate your silcopper as white bronze; goes well with the existing black bronze :P.
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Sirdrake

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I cant wait till next update to DF and genesis :)
Werewolves will eb even worse know if deon adds it so they can transform others into werewolves aswell :P
imagine walking looking through your fortress then all of a sudden werewolves appear out of nowhere that would be annoying
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TomiTapio

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Werewolves will be even worse now if Deon adds it so they can transform others into werewolves aswell :P
Heh, that would be strange :ö)
Also future Genesis should have "change into something puny" infections too, sluggishness-disease, and a fae-syndrome (you get 150-200% speed "and then our town learned how to install springs in our boots.")

Actually I've toned down werewolves with
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:100:100:100]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:100:100:100]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:100:100:100]
So you don't get the rare gigantic enormous ultramuscular fiend which is tougher than a megabeast or Gith. (appearance-multiplier version of 200-250kg with heavy skills)

Okay, we'll call it white bronze.

Aaaaand...
"Pentlandite is an iron-nickel sulfide, (Fe,Ni)9S8. Pentlandite usually has a Ni:Fe ratio of close to 1:1. It also contains minor cobalt."
[INORGANIC:PENTLANDITE]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:pentlandite]
   [DISPLAY_COLOR:7:10:0] todo
   [TILE:151]
   [ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:80] --try freq18 eventually.
   [ENVIRONMENT_SPEC:HORNBLENDE:VEIN:18] --not based on facts
   [ENVIRONMENT_SPEC:AUGITE:VEIN:18]  --not based on facts
   [ENVIRONMENT_SPEC:DIABASE:VEIN:18]  --not based on facts
   [METAL_ORE:NICKEL:30]
   [METAL_ORE:PURE_IRON:30]
   [METAL_ORE:COBALT:4] --for fun, or "possible because of dwarf magic"
   [IS_STONE]
   [MELTING_POINT:12160] ??
   [SOLID_DENSITY:4700]
   [MATERIAL_VALUE:4]
------------------> http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_CuNi_June4.zip
« Last Edit: June 04, 2011, 10:02:36 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Judarud

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can you play other races in fortress mode or just dwarves
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TomiTapio

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can you play other races in fortress mode or just dwarves
You can, if you change a few things around. But then it's a different raws folder where someone other than dwarves are the stars.
Basically,
[ENTITY:MOUNTAIN]
   [ADVENTURE_TIER:1]
   [CIV_CONTROLLABLE]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]
Take the [CIV_CONTROLLABLE] away from dorfs and give it to the civ you want.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Judarud

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whats the diference betwen iron hand and phoebus
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Sirdrake

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whats the diference betwen iron hand and phoebus
try them out for you self and find out in my experience phoebus is brighter than iron-hand
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GreatWyrmGold

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Awesome mod! Void master demigods FTW!

Are animated armors' shields supposed to have attacks pass through?
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TomiTapio

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Awesome mod! Void master demigods FTW! Are animated armors' shields supposed to have attacks pass through?
Because it's a body part, attacks can go through it. It's like a forearm, but made of metal, and renamed into "shield".
Can't force a creature to wear certain items.

Ps. trying some adventuring. Baldur monks are damn fierce (Bam! You have mangled shoulder), as are apparently brook troll squads. Wow, a beholder outdoors, and it shot some nasty stuff at me!
Based on the damn shadow horrors and other random-gen fiends... gotta make tissues bleed more, bastards should die/stop moving after 30-40 bleeding warhammer hits.

So... demigod keeper axer has absolutely NO chance vs. demon-civ leader.
Try a DemonOfPain outsider hero.. no backpack, can't wear any found items, too small.
Then roll another world, demigod obsidiandorf, does rather well (probably thanks to redsteel axe). Jackals and black bears ambush sometimes. Why not wolves? Can someone look into this.

Allright, here is some love for adventurers: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonf_minerals_woods_CuNi_advenJune5.zip
All creatures bleed more and thus die a little bit sooner, and added placeholder vocalizations/sounds to many prone_to_rage creatures.

If you adventure here, give some feedback on what each significant creature should sound like. Now they all shuffle their feet.
« Last Edit: June 04, 2011, 05:11:53 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Sir Leonard III

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Only one "glitch"
The "glitch" was when I was constructing a drawbridge and all the tiles had doors on them. They weren't recognized as doors, it was recognized as a bridge but it still was strange.
Luckily it passed.
Or was that supposed to look like that? I don't know. Still a great mod, good work.
« Last Edit: June 04, 2011, 08:31:18 pm by Sir Leonard III »
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Hush little baby, listen to my song,
Mamma's gonna tan you a troll leather thong.
And if that thong don't menace with spikes,
Mamma's gonna kill you whatever you like...

Lamphare

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keep getting
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_faerun.txt"
GELATINOUS_CUBE:Attack BURN seems to have correct format but could not find proper BPs in any caste, so not added
in error log

i'm using Tomi's June 1st version
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Halconnen

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Out of curiosity, why do all scaled creatures (at least the ones I looked at so far, Hydra, Dragon variants) use [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE], rather than SCALE, like the stock creatures do, for their dragonscale tissue? o.o
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Deon

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Because scales are normally not tannable, and also they use the TOUGHSKIN and TOUGHLEATHER templates which are much harder than normal skin/leather. I didn't want to make a new tanned scale template because it's still technically the skin, just with a different name.

keep getting
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_faerun.txt"
GELATINOUS_CUBE:Attack BURN seems to have correct format but could not find proper BPs in any caste, so not added
in error log

i'm using Tomi's June 1st version
Welp, Tomi must have done something wrong there, I didn't check it yet.

Awesome mod! Void master demigods FTW!

Are animated armors' shields supposed to have attacks pass through?
Do you mean "the attack passes through"? It means that some material definition is off, I will check it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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