Greetings, fellow modders! I'd like to outline a project I have planned (once the Mac version gets out) to include Alchemy into Dwarf Fortress using new reactions and the possibilities therein.
GOALS:- Give exotic but useless materials a use for the player
- Create new goals and Fun™ without straying too far from vanilla DF
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Hopefully, with community input, I can assemble a package of Alchemy recipes which will please and entertain most if not all Alchemy hopefuls.
PHASE 1: LISTING EXOTIC MATERIALS.The following is a list of exotic and/or useless materials that should be considered for recipes. Those marked with a * already have a recipe in the Recipes section below.
STONE: Large clusters avoided for now. May increase value of stones as well, to offer alternative to use in alchemy (i.e. colored stone)
VEINS:- Chromite
- Cinnabar
- Cobaltite
- Kimberlite
SMALL CLUSTERS:- Alabaster
- Anhydrite
- Borax
- Brimstone
- Calcite
- Cryolite
- Graphite
- Hornblende
- Ilmenite
- Marcasite
- Orpiment
- Periclase
- Petrified Wood*
- Pitchblende
- Pyrolusite
- Realgar
- Rutile
- Saltpeter
- Satinspar
- Selenite
- Serpentine
- Stibnite
TREES: The following trees have very exclusive or exotic biomes.
ABOVEGROUND TREES:- Saguaro
- Mangrove
- Glumprong (evil)
- Highwood (savage)
- Feather tree (good)
- Rubber tree
- Cacao tree
- Kapok
SUBTERRANEAN TREES:- Black-cap
- Blood thorn
- Fungiwood
- Goblin-cap
- Spore tree
- Nether-cap
- Tunnel tube
- Tower-cap
HERBS:- Kobold bulb/Gnomeblight
- Valley Herb/Golden Salve
ANIMALS: The means for integrating specific animal parts in reactions has yet to be cracked. However, assuming this is possible, any animal or product of appropriate rarity should have viable uses, including extracts.
GEMS: Gems might also be useful as reagents, particularly those which are highly valuable or have supposed mystic properties.
METALS: Many metals and alloys will of course have a place in alchemy.
PHASE 2: POSSIBLE PRODUCTS.
Arguably the most difficult part, and the part with which I would ask for the most assistance from the community. Without a long list, here are some ideas for things that can be produced; dummy plants for food, materials for value, materials for combat properties, fixed-temp materials, or new specific items unavailable to crafters.
Below are two ideas.
Ancient Wood: One Petrified Wood is revivified into Ancient Wood, which retains its red color but can be used by woodcrafters. It is very valuable. (Ingredients: Petrified Wood, unknown.)
Alchemical Gold: Lead is transmuted into gold via arcane processes, granting the same value and color as gold while being slightly heavier and an appreciable novelty. (Ingredients: Lead, unknown.)
PHASE 3: GAS CHAMBERS.It appears that the effect does not work. Will have to settle for a chance for poisonous gas from alchemy reactions, adding an element of danger.
ADDENDUM: PHILOSOPHER'S STONE?While mulling these ideas over with a friend, an old trope came up; the legend of the Philosopher's Stone. Using low-chance reaction gambles, the minute chance to create a Philosopher's Stone might be added to all alchemical reactions, and used as a recyclable prerequisite for certain highly valued reactions. The stone could also be a rare gem found only in the deepest and most terrifying of caves.
That concludes my outline. I encourage all modders interested in Alchemy to put forward ideas they wish to share or contribute.[/list][/list][/list][/list][/list][/list]