Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Adamantine(s) Mod  (Read 6493 times)

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #15 on: May 05, 2010, 05:27:34 pm »

The plant metal idea is nice, but I'm thinking that it's best if it's no more valuable than GCS silk.  As for strength, it definitely needs to be weaker than steel; right now the game can't tell the difference between a chain shirt and a cloth one if they're made from the same material.  Also, anything that can be grown is both renewable and mass-produced, a few legendary growers could easily supply dozens of craftsdwarves.  The only reason why people aren't doing it now is because pig tail fiber isn't all that valuable; this metal plant could be the new dwarven syrup if you're not careful.
Maybe you could make it have such a long grow time that one has a window of opportunity of only a few in-game weeks to plant it in...


And as for the slade, why not just make a new form of adamantine with the same stats instead? (That's the whole point of this thread.)
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Alkyon

  • Bay Watcher
    • View Profile
Re: Adamantine(s) Mod
« Reply #16 on: May 05, 2010, 05:31:53 pm »

Ah, yes.  I'm having trouble converting the thread to metal via the smelter, but other than that, I've got it to the point that it works fine.  As for the values, I definitely need to reduce the value (a piece of mithril cotton cloth is worth 255 urists right now...a bit much), and as I said I just took steel and upped the strength.  I'll probably give it a high tensile strength, while making it light, a poor edge in addition to it's current flaw of low melting point (same as gold right now).

I'm glad you liked it, even if it is called mithril despite your dislike of the name.  I couldn't think of any other name for it, other than "plantanium" which was just too corny.
Logged
Since when has practical had anything to do with dwarfy?

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #17 on: May 05, 2010, 06:02:43 pm »

Ah, yes.  I'm having trouble converting the thread to metal via the smelter, but other than that, I've got it to the point that it works fine.  As for the values, I definitely need to reduce the value (a piece of mithril cotton cloth is worth 255 urists right now...a bit much), and as I said I just took steel and upped the strength.  I'll probably give it a high tensile strength, while making it light, a poor edge in addition to it's current flaw of low melting point (same as gold right now).

I'm glad you liked it, even if it is called mithril despite your dislike of the name.  I couldn't think of any other name for it, other than "plantanium" which was just too corny.
You misunderstand: I do not dislike the name mithril, I just wanted to avoid opening a huge can of worms where everyone's arguing about which mithril deserved to be "THE" mithril. :(
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Alkyon

  • Bay Watcher
    • View Profile
Re: Adamantine(s) Mod
« Reply #18 on: May 05, 2010, 06:12:14 pm »

Ah, so if it's adamantium or slade, it needs to be called "X Adamantium" or "Y Slade".  If it's a plant that's inspired by the fact that adamantium comes in threads, it's okay to call mithril cotton, because plantanium is just a plain bad name?

Well, when I get everything working, I'll let you know.  After all, who wouldn't want an entirely ecologically friendly fort, made out of regenerating resources?  Not counting Obsidian of course.
Logged
Since when has practical had anything to do with dwarfy?

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #19 on: May 05, 2010, 06:27:33 pm »

No, it can be called anything you'd like.  Just adding a prefix isn't bad per se, but a more creative name can be better sometimes.

P.S.  I originally misread your name as "Palantium".  I think that just goes to show that when trying to come up with good names, try scrambling the letters of something else.
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Alkyon

  • Bay Watcher
    • View Profile
Re: Adamantine(s) Mod
« Reply #20 on: May 05, 2010, 10:44:15 pm »

Ah, ok.  Well, my mithril cotton's finally working.  You can find it in my "Underground Plants?"  Thread.
Logged
Since when has practical had anything to do with dwarfy?

Verdian

  • Bay Watcher
  • Dabbling Chef
    • View Profile
Re: Adamantine(s) Mod
« Reply #21 on: May 06, 2010, 05:02:58 am »

Oh man. Here we go. Are you sitting down?

Adamantine Mithril

It can only be harvested with a pick made from a material stronger than steel. It would be several times stronger and more expensive than normal adamintine. It is only embedded in the magma sea in the bottom z-levels.

Oh yaaaaah.  8)
Logged
ArkDelgato: Why is my house filled with vomit.
nahkh: Why ISN'T your house filled with vomit?!

wolflance

  • Bay Watcher
  • Not knowing is half the Fun.
    • View Profile
Re: Adamantine(s) Mod
« Reply #22 on: May 06, 2010, 07:46:40 am »

Oh, exactly what I need! Why do I haven't notice this until now?

I am very interested to mod in some custom metal into my DF, but I am SOOOO new to the game to the point that I don't even understand what these codes do.

So, (Probably Newbie) Questions:
1) Are those codes that Arkenstone posted in the very first post the "Original" DF Adamantine?
2) If I modify Arkenstone's code(s), and paste it into 'somewhere' in the Data folder, then a new metal is modded into the game?
3) That 'somewhere' is where?

4) How to adjust the properties/tags of said metal in:

a) It's performance...how well it perform if made into armor and weapon...Especially armor.
b) What this metal can be made into (Bars,blocks,weapons and armors,clothings,furniture, etc.)
c) How can I make it an alloy with other metal
d) Where can I dug it out
e) Which civilization other than Dwarf use/ export this.

It is easier to ask than answer these question i guess (Scratch head). By the way 'Arkenstone' sounds GREAT for a Uber-metal.
Logged

TKTom

  • Bay Watcher
    • View Profile
Re: Adamantine(s) Mod
« Reply #23 on: May 06, 2010, 01:46:00 pm »

So, (Probably Newbie) Questions:
1) Are those codes that Arkenstone posted in the very first post the "Original" DF Adamantine?
2) If I modify Arkenstone's code(s), and paste it into 'somewhere' in the Data folder, then a new metal is modded into the game?
3) That 'somewhere' is where?

1) The template looks like it makes normal DF adamantine, but if you are new then you probably don't want to faff with templates.
2) takes more than that. If you take my stuff (under the spoiler in the bottom of the top post) then, yes a new metal is added to the game. The place the metals need to be inserted is objects\inorganic_metal.txt  the reactions need to go in reaction_smelter.txt (or reaction_other.txt) then you need to add the names of the reactions into entity_default.txt    in the mountain section in this way:

Code: [Select]
[PERMITTED_REACTION:ADAMANT_IRON_MAKING]
[PERMITTED_REACTION:ADAMANT_GOLD_MAKING]
[PERMITTED_REACTION:ADAMANT_SILVER_MAKING]
[PERMITTED_REACTION:ADAMANT_COPPER_MAKING]
[PERMITTED_REACTION:ADAMANT_PLATINUM_MAKING]
[PERMITTED_REACTION:ADAMANT_ALUMINUM_MAKING]

 Then you need to gen a new world and dwarf it up.

 That answers two and three, now with regards to what that did: I created a new kind of substance which things can be made out of, I gave it some properties. I enabled the substance to be obtained somehow and then I gave that method to the dwarfs.

 That's the process you'll need to go through to add a new metal to the game. The template comes in at the first stage of that, notice many (perhaps all) metals start with the tag [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]  if you look in material_template_default.txt    then you will see the properties that this gives the substance. It's just like copy and pasting, be aware that if you repeat tags with different info then the one further down the list will overwrite the first in it's effect.


4) How to adjust the properties/tags of said metal in:

a) It's performance...how well it perform if made into armor and weapon...Especially armor.
b) What this metal can be made into (Bars,blocks,weapons and armors,clothings,furniture, etc.)
c) How can I make it an alloy with other metal
d) Where can I dug it out
e) Which civilization other than Dwarf use/ export this.

  4a)Look in the section "Weapon and Armour Quality"
    b)That depends on the tags you give it. Things like [ITEMS_XXX] enable the substance to be used for crafting items which have the [XXX] tag. That's the general format, not all things apply to that ([METAL] items need [IS_METAL] on their substance for instance.)
    c) that's done with your careful choice of properties and use of the reaction in order to obtain that metal, have a look at my adamant-iron making for instance:
Code: [Select]
[REACTION:ADAMANT_IRON_MAKING]
[NAME:make adamant iron]
[BUILDING:SMELTER:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 See how there are two reagents that make one product? The number in the reagent section is the dimension of the object to be used, in this case 450. One bar of a metal which dwarfs can carry around has dimension 150, you can see that is determined by the [PRODUCT_DIMENSION:X] tag at the end. In the above reaction 3 bars of adamantine and 1 bar of iron make 1 bar of adamant iron. In the case of bronze making the reagents "add up" to the volume that is produced, but in mine they don't for balance reasons. That's how something can be an alloy, the game doesn't know but we do, because of how it's made.

d) Digging stuff out: You need to make a stone in inorganic_mineral.txt (or any of those stone texts) with some kind of [ENVIRONMENT_SPEC:<STONE TYPE>:<VEIN TYPE>:<FREQUENCY>] or [ENVIRONMENT:<LAYER NAME>:<VEIN TYPE>:<FREQUENCY>] then it'll form in layers in the rock you've indicated. now you need to add in a reaction to get a metal form that rock, take a look at lignite to coke:

Code: [Select]
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LIGNITE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 See it takes one boulder of INORGANIC:LIGNITE and gives 2 bars of coke? You'll want INORGANIC:<WHATEVER YOUR STONE IS CALLED> and the product to be BAR:NO_SUBTYPE:METAL:<YOUR METAL'S NAME>

 When I say a metal's name I mean the name it is given in capitals at the start of it's object definition [INORGANIC:ADAMANTINE] means that the following object is called ADAMANTINE and is a subtype of INORGANIC.


e) That's in entity_default.txt if they have [METAL_PREF] and the substance isn't marked [DEEP_SPECIAL] then they will trade it sometimes. (Rocks need a layer that they can get a hold of in order for them to trade it, I RECKON : ) .)
Logged

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #24 on: May 06, 2010, 03:45:06 pm »

Wow, that's a really nice guide you wrote there.  I'll go add it to the opening post.  :)
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

wolflance

  • Bay Watcher
  • Not knowing is half the Fun.
    • View Profile
Re: Adamantine(s) Mod
« Reply #25 on: May 07, 2010, 01:27:11 am »

Thanks a lot TKTom! Nice written and really detailed guide!

So I can't directly mod in a new metal and hope to see my dwarf miraculously dig out some new substance, but that's fine I think.

Can't wait to mod in my "Dark Iron" and see how it works out.

Logged

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #26 on: May 07, 2010, 11:41:22 pm »

Actually, yes you can.  If your "dark iron" isn't an alloy, than all you need to do is add the [METAL_ORE:METALNAME:%chance] to the ore.  For example:[METAL_ORE:IRON_DARK:100].
If you want to have metal strands to be extracted, use something like: [THREAD_METAL:ADAMANTINE:100].
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Adamantine(s) Mod
« Reply #27 on: May 08, 2010, 05:47:45 am »

Ok, I went on a bit of a tangent with my adamantine mod by merging it with my evil dwarf mod.

The idea was to sacrifice a dwarf to some evil god, and depending on what god that was, it would give you an item to turn a generic HFS material into some specialised metal. All worked out suprisingly well, safe for being unable to kill the dwarves with poisons. Had to burn them to death instead.

So, contents:
   -3 hfs materials, one thats best for blunt weapons, one for edged weapons and one for armour. Each can be used for all basic purposes though.
   -A generic hfs material mined as gems, reactions turn it into metal.
   -2 buildings. One sacfrifices dwarves and gives you an item which lets you turn generic hfs gems into a their material.
   -A skull item. Had to define it as a toy, good thing children dont actualy use those yet.

 course your free to leave out the sacrificing mod, I can immagine normal dwarves sacrificing eachother might be a bit weird.

Anyway, raws!
Spoiler: Reactions (click to show/hide)
Spoiler: Buildings. Also big. (click to show/hide)
Spoiler: Skull item (click to show/hide)
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Adamantine(s) Mod
« Reply #28 on: May 11, 2010, 06:04:05 pm »

Hm, why not just call the third reaction "sacrifice to Armok"?
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.
Pages: 1 [2]