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Author Topic: Adding iridium... and processes  (Read 6824 times)

Zorbeltuss

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Adding iridium... and processes
« on: June 24, 2010, 09:21:28 pm »

I have an intent of modding in a special workshop and a few chemical processes to be able to make grains of Iridium, these grains would be able to be smelted to bars or maybe wafers at a smelter (if possible otherwise it would probably make sense with a specialised smelter and smithy anyway)...

Spoiler: Process-thoughts (click to show/hide)

Now the questions... what could one store all acids in? Barrels seems out of the question as both wood and metal gives quite bad protection against acids...
Is the physical data of metals related to real metal? (density, I already confirmed to be g/cm3 roughly)
Is it possible to make the sludge nondumpable or dangerous to have large amounts of in one place?
Wafers or bars? Wafer would make sense because the insane amount of grains being needed to make a bar, but then there might be Iridium clothes which is just insane...

Also all of the processes were possible in the 12th century, it just took us humans 500 years to figure out that iridium was the grains produced...

/Zorbeltuss
« Last Edit: June 24, 2010, 09:32:06 pm by Zorbeltuss »
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Shaostoul

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Re: Adding iridium... and processes
« Reply #1 on: June 24, 2010, 09:34:42 pm »

The idea is very commendable. However at the present time calling up liquids in reactions that are contained within an object isn't working right.

That's why you see no honest to god blood drinks. ;P

Secondly, there are vials, glass vials. Made at the glass furnace? Idno, I've never personally made the vials...

The actual data for metal is contained in the entry for metal. That's why there is an adamantine entry for the "raw stone" and then there is a "metal" entry.

Wafers or bars doesn't really matter, as far as I recall it's just a name at this point.

As a side note, when you decide to put in the acids and you want to make them dangerous, you could make them an on contact poison that causes either one of the following or a combonation...

CE_BLISTERS
CE_PAIN
CE_NECROSIS
CE_BLEEDING
CE_OOZING
CE_SWELLING
CE_NAUSEA

The best on in my opinion would be necrosis because the way acid works. You would make it an on contact poison.
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Zorbeltuss

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Re: Adding iridium... and processes
« Reply #2 on: June 24, 2010, 10:40:08 pm »

The idea is very commendable. However at the present time calling up liquids in reactions that are contained within an object isn't working right.
Within an object? so if i want to store it in the same vial it won't work? Is there any workaround possible?
Secondly, there are vials, glass vials. Made at the glass furnace? Idno, I've never personally made the vials...
Vial sounds small for a dose of acid able to dissolve a whole bar of metal but it will have to do for now...
The actual data for metal is contained in the entry for metal. That's why there is an adamantine entry for the "raw stone" and then there is a "metal" entry.

Wafers or bars doesn't really matter, as far as I recall it's just a name at this point.
I just don't see the relation of the numbers with the cited bulk, shear and young's modulus...
Also wafers it is then...
As a side note, when you decide to put in the acids and you want to make them dangerous, you could make them an on contact poison that causes either one of the following or a combonation...

CE_BLISTERS
CE_PAIN
CE_NECROSIS
CE_BLEEDING
CE_OOZING
CE_SWELLING
CE_NAUSEA

The best on in my opinion would be necrosis because the way acid works. You would make it an on contact poison.
Necrosis is a good effect, but not enough for the lethality of nitric acid and the charring of the sulfuric one... it will be one effect but not the only for these... thanks for the tip...

I will begin actual writing in less than 6 hours, because then I won't be worrying about catching the bus... I will be on it...

/Zorbeltuss
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SethCreiyd

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Re: Adding iridium... and processes
« Reply #3 on: June 24, 2010, 10:47:06 pm »

This is relevant to my interests.

You can't use liquids in reactions properly, but you can cheat the system by adding in toys such as this:

Code: [Select]
[ITEM_TOY:AQUA_REGIA]
[NAME:vial of aqua regia:vials of aqua regia]
[HARD_MAT]

These 'toys' can be kept out of the entity file so they don't show up when crafting, but they can still be used in custom reactions:

Code: [Select]
[REAGENT:A:1:FLASK:NO_SUBTYPE:NONE:NONE][GLASS_MATERIAL][EMPTY]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[PRODUCT:100:1:TOY:ACID_SULFUR:GET_MATERIAL_FROM_REAGENT:A:NONE]

Admittedly, this is a crude solution.  Yuk yuk.

Reactions that consume the acid can provide the additional product of an empty glass vial of the same glass as the reagent vial.
« Last Edit: June 24, 2010, 10:48:57 pm by SethCreiyd »
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Shaostoul

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Re: Adding iridium... and processes
« Reply #4 on: June 24, 2010, 10:50:21 pm »

Well let me rephrase some of that...

You can put any liquid in any container. If you felt so inclined, you could possibly put liquid in a cabinet...

I've only seen glass, metal and wood containers. (barrels, bins and vials.) These are just vanilla though. You can mod and add a reaction that for example, makes clear, green or crystal glass barrels. I'm not quite to sure how you'll limit the reaction for producing acid to only the glass barrels, but yeah... I typically avoid reagents cause they are presently a pain in the butt.

The things I listed there is more or less what you are limited to as of right now. You can make the liquid extremely hot or extremely cold, but it will just melt or freeze stuff. I don't believe there is "charring". You can extend the way the Necrosis works and you could make it exceptionally deadly, but as it stands right now... "special effects" are kind of limited right now.

@SethCreiyd, that's more or less what you're limited too. Until we get more reaction work done by Toady at least.
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Looking into modding DF? This forum guide & wiki guide may still be a good start!

Zorbeltuss

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Re: Adding iridium... and processes
« Reply #5 on: June 24, 2010, 10:59:38 pm »

This is relevant to my interests.

You can't use liquids in reactions properly, but you can cheat the system by adding in toys such as this:

Code: [Select]
[ITEM_TOY:AQUA_REGIA]
[NAME:vial of aqua regia:vials of aqua regia]
[HARD_MAT]

These 'toys' can be kept out of the entity file so they don't show up when crafting, but they can still be used in custom reactions:

Code: [Select]
[REAGENT:A:1:FLASK:NO_SUBTYPE:NONE:NONE][GLASS_MATERIAL][EMPTY]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[PRODUCT:100:1:TOY:ACID_SULFUR:GET_MATERIAL_FROM_REAGENT:A:NONE]

Admittedly, this is a crude solution.  Yuk yuk.

Reactions that consume the acid can provide the additional product of an empty glass vial of the same glass as the reagent vial.
Well, until any alternative comes up thats acceptable to me... thanks

/Zorbeltuss
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Zorbeltuss

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Re: Adding iridium... and processes
« Reply #6 on: June 24, 2010, 11:16:33 pm »

Well let me rephrase some of that...

You can put any liquid in any container. If you felt so inclined, you could possibly put liquid in a cabinet...

I've only seen glass, metal and wood containers. (barrels, bins and vials.) These are just vanilla though. You can mod and add a reaction that for example, makes clear, green or crystal glass barrels. I'm not quite to sure how you'll limit the reaction for producing acid to only the glass barrels, but yeah... I typically avoid reagents cause they are presently a pain in the butt.

The things I listed there is more or less what you are limited to as of right now. You can make the liquid extremely hot or extremely cold, but it will just melt or freeze stuff. I don't believe there is "charring". You can extend the way the Necrosis works and you could make it exceptionally deadly, but as it stands right now... "special effects" are kind of limited right now.

@SethCreiyd, that's more or less what you're limited too. Until we get more reaction work done by Toady at least.
Ok, maybe I will do barrels, maybe not... will have to think about it a bit...
The toxicity will anyway have to wait until I have a functional process to make it... just seems that a substance that is almost as toxic as nerve gas and cyanide would be modeled better with more than necrosis... charred tissue could probably be modeled correctly by necrosis unless used for cooking or somehing though...

If I can use the time efficiently I might have a working mod up before stepping of the bus...

Thanks for the explanations...

/Zorbeltuss
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Shaostoul

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Re: Adding iridium... and processes
« Reply #7 on: June 24, 2010, 11:23:33 pm »

You can make the ailments affect the brain/heart/lungs and kill the subject...
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Grimlocke

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Re: Adding iridium... and processes
« Reply #8 on: June 25, 2010, 04:58:44 am »

I dont mean to spoil the party but aqua regia does not dissolve iridium.
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Zorbeltuss

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Re: Adding iridium... and processes
« Reply #9 on: June 25, 2010, 06:09:13 am »

I dont mean to spoil the party but aqua regia does not dissolve iridium.
That is the point of using it... progress however is slow as I'm trying to figure out which of the conflicting information about df physics might be correct... it is annoying for example that using Rankine or Kelvin gives different numbers in Urist when using the same data...

/Zorbeltuss...
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jaked122

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Re: Adding iridium... and processes
« Reply #10 on: June 25, 2010, 06:42:49 am »

The idea is very commendable. However at the present time calling up liquids in reactions that are contained within an object isn't working right.

That's why you see no honest to god blood drinks. ;P

Secondly, there are vials, glass vials. Made at the glass furnace? Idno, I've never personally made the vials...

The actual data for metal is contained in the entry for metal. That's why there is an adamantine entry for the "raw stone" and then there is a "metal" entry.

Wafers or bars doesn't really matter, as far as I recall it's just a name at this point.

As a side note, when you decide to put in the acids and you want to make them dangerous, you could make them an on contact poison that causes either one of the following or a combonation...

CE_BLISTERS
CE_PAIN
CE_NECROSIS
CE_BLEEDING
CE_OOZING
CE_SWELLING
CE_NAUSEA

The best on in my opinion would be necrosis because the way acid works. You would make it an on contact poison.
wafers are as last time i checked 1/3rd the size of a bar

Shaostoul

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Re: Adding iridium... and processes
« Reply #11 on: June 25, 2010, 02:48:20 pm »

The idea is very commendable. However at the present time calling up liquids in reactions that are contained within an object isn't working right.

That's why you see no honest to god blood drinks. ;P

Secondly, there are vials, glass vials. Made at the glass furnace? Idno, I've never personally made the vials...

The actual data for metal is contained in the entry for metal. That's why there is an adamantine entry for the "raw stone" and then there is a "metal" entry.

Wafers or bars doesn't really matter, as far as I recall it's just a name at this point.

As a side note, when you decide to put in the acids and you want to make them dangerous, you could make them an on contact poison that causes either one of the following or a combonation...

CE_BLISTERS
CE_PAIN
CE_NECROSIS
CE_BLEEDING
CE_OOZING
CE_SWELLING
CE_NAUSEA

The best on in my opinion would be necrosis because the way acid works. You would make it an on contact poison.
wafers are as last time i checked 1/3rd the size of a bar

Didn't know, thanks for the clarification.
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Halo

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Re: Adding iridium... and processes
« Reply #12 on: June 25, 2010, 11:09:16 pm »

I'm curious what you plan on using Iridium for in DF? Statues? Weapons? Iridium Crafts?
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Zorbeltuss

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Re: Adding iridium... and processes
« Reply #13 on: June 27, 2010, 02:23:19 pm »

I'm curious what you plan on using Iridium for in DF? Statues? Weapons? Iridium Crafts?
Simple answer. Yes.
More complex answer. It is one of the hardest metals in existence and the second heaviest, and therfore one of the most dangerous in a weapon, it can also improve an alloys strength and weight considerably, it is also expensive, so it is good as a statue material...

It will be on hold until I got internet back at home as my adsl modem smells burnt and is totally unresponsive...

/Zorbeltuss
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Grimlocke

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Re: Adding iridium... and processes
« Reply #14 on: June 27, 2010, 02:37:23 pm »

Do note that hardness isnt the only property that makes a material suitable to cut things/people up with. Hardness is merely the amouth of force needed to deform a material, not when that material loses edge or breaks.

Irirdium would be very unsuitable for a weapon. It would not only be unhandlable due to being allmost twice as dense as lead, but also very prone to breaking. Thats what hard things do, and also why we didnt make swords out of stone or glass. That and its impossible to forge iridium due to its hardness and high melting point.

Also, alloys arnt as simple of taking an avarage of each ingredients 'stats'.

Of course im not telling you to not mod in iridium, it could be fun ingame to make some weird alchemical metals. Im just had to say it would be useless for weapon making in reality.
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