Hooray! You, sir, just made my day. Are we going to get [IS_METAL] on titanium and uranium? I know it's not medieval tech standard, but they are wizards, after all.
I think so, after all. It makes sense, the melting point of platinum is 2041.4 K, while titanium is at 1941 K, and uranium melts at a measly 1410 K (source:
MatWeb). If dwarven forges can work with platinum then they should be able to work with all the other stuff too. I think some of the high-heat reactions taking place at the alchemy labs can go to the regular forges easily enough. The metals are getting redone, here's the old and new cobalt to compare:
[INORGANIC:COBALT]
[USE_MATERIAL_TEMPLATE:METAL_HIDDEN_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cobalt]
[STATE_NAME_ADJ:LIQUID:molten cobalt]
[STATE_NAME_ADJ:GAS:boiling cobalt]
[DISPLAY_COLOR:7:3:0]
[MATERIAL_VALUE:30]
[SPEC_HEAT:390]
[MELTING_POINT:10755]
[BOILING_POINT:11633]
[SOLID_DENSITY:7135]
[LIQUID_DENSITY:6570]
[MOLAR_MASS:65380]
[IMPACT_YIELD:1080000]
[IMPACT_FRACTURE:1080000]
[IMPACT_ELASTICITY:1542]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_ELASTICITY:70]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:150000]
[TENSILE_ELASTICITY:108]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:150000]
[TORSION_ELASTICITY:116]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:150000]
[SHEAR_ELASTICITY:43]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:150000]
[BENDING_ELASTICITY:46]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[DEEP_SPECIAL]
[INORGANIC:COBALT]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cobalt]
[STATE_NAME_ADJ:LIQUID:molten cobalt]
[STATE_NAME_ADJ:GAS:boiling cobalt]
[DISPLAY_COLOR:7:3:0]
[MATERIAL_VALUE:10]
[SPEC_HEAT:420]
[MELTING_POINT:12691] 1768 K
[BOILING_POINT:15268] 3200 K
[SOLID_DENSITY:8900] in kg per cubic meter
[LIQUID_DENSITY:7750]
[MOLAR_MASS:58930]
[IMPACT_YIELD:196800] Using 3.5x tensile
[IMPACT_FRACTURE:391200]
[IMPACT_STRAIN_AT_YIELD:97] copied compressive strain at yield
[COMPRESSIVE_YIELD:196800]
[COMPRESSIVE_FRACTURE:391200]
[COMPRESSIVE_STRAIN_AT_YIELD:97] like gold, bulk modulus 180 GPa, scale seems to be about .5389 Urists per 1 GPa
[TENSILE_YIELD:65600] conversion seems to be about 1 Urist per 2 psi
[TENSILE_FRACTURE:130400]
[TENSILE_STRAIN_AT_YIELD:171] young's modulus 209 GPa, gold scale shows about .8205 Urists per 1 GPa (gold has 64 at 78 GPa)
[TORSION_YIELD:61200] without clearer info, using 2x Modulus of Elasticity ksi
[TORSION_FRACTURE:122400]
[TORSION_STRAIN_AT_YIELD:320] not sure what to do here, value based on Poisson's Ratio
[SHEAR_YIELD:12000]
[SHEAR_FRACTURE:24000]
[SHEAR_STRAIN_AT_YIELD:524] shear modulus 75 GPa, gold scale shows about 6.852 Urists per 1 GPa (gold has 185 at 27 GPa)
[BENDING_YIELD:50000]
[BENDING_FRACTURE:150000]
[BENDING_STRAIN_AT_YIELD:32]
[MAX_EDGE:10000]
[ITEMS_AMMO][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
The issue of technology should affect the dwarves when it comes to producing these metals from ore, not necessarily working with the metals themselves. Titanium, for instance, cannot be smelted normally, heating the ore with carbon present yields titanium carbide, which has no use modeled by the game. For the new version I'm attempting to model the
Hunter and
Kroll processes, which means sodium and chlorine have to go in. They'll have further uses, and both can be extracted from rock salt.
This is a good way to preserve the 14th century tech limit, I think. In presenting the materials in realistic states and making the reactions producing them as lifelike as possible, one can still keep a technology cap in the game by limiting entities' access to said reactions, because natural law does not change over measurable time, what changes is an entity's knowledge and mastery of it.
edit: updated cobalt spoilers