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Author Topic: scared by scarcity? try bog iron!  (Read 4778 times)

Askot Bokbondeler

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scared by scarcity? try bog iron!
« on: February 17, 2011, 10:09:52 pm »

i guess with the new clay extraction mechanics one can mod peat to be a source of bog iron, amirite?

EDIT:

            DFFD's Page
           DIRECT DOWNLOAD
mod by Andux and me, thanks to everybody else that contributed
read the readme to use it with other mods
« Last Edit: February 19, 2011, 09:27:25 pm by Askot Bokbondeler »
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Deon

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Re: scared by scarcity? try bog iron!
« Reply #1 on: February 17, 2011, 10:14:54 pm »

I have bog iron for a few months in Genesis. I PREDICTED IT! Hahaha, kidding.
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Askot Bokbondeler

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Re: scared by scarcity? try bog iron!
« Reply #2 on: February 17, 2011, 10:23:59 pm »

what's your secret? or is it a secret

zilpin

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Re: scared by scarcity? try bog iron!
« Reply #3 on: February 18, 2011, 03:43:08 pm »

Last time I looked at Deon's raws, he turned peat into a stone and added the reactions to the smelter.

Using the new clay material type in a smelter reaction should be pretty straight forward.

To prevent it from being over powered, you may want to make it a process with multiple stages.
At new custom workshop, Sift Clay For Bog Iron with 5% chance of yielding Iron Ore (maybe Hematite, which closely resembles Bog Ore).  Always use up the clay.  Then the ore still needs to be smelted, and large amounts of clay will be consumed.

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Hyndis

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Re: scared by scarcity? try bog iron!
« Reply #4 on: February 18, 2011, 04:23:08 pm »

I've been using a similar sort of mod for ages now. Its just a simple prospecting mod I wrote up.

It lets you shovel huge amounts of junk stone into a smelter to search for metal. While this does provide an unlimited amount of any metal you want, including even adamantine, you're going to need literally mountains of stone to sift through to get the metal from it.

If you have an obsidian farm then you're golden. You can endlessly prospect the obsidian for metals, resulting in infinite metal of any time if you have the time and labor force to do that.
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Panthera Leo

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Re: scared by scarcity? try bog iron!
« Reply #5 on: February 18, 2011, 04:30:10 pm »

If you want to get creative you could also pull 'flux' (Rosin) from wood pulp to make steel.

Of course, that puts copper, maybe silver, and the bronzes out of work for weapons materials. You could in affect have a unlimited (if slow or labor intensive) supply of steel.
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Sarudak

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Re: scared by scarcity? try bog iron!
« Reply #6 on: February 18, 2011, 04:33:25 pm »

I would like this idea if clay weren't so infinite...
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Hyndis

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Re: scared by scarcity? try bog iron!
« Reply #7 on: February 18, 2011, 04:43:21 pm »

If you want to get creative you could also pull 'flux' (Rosin) from wood pulp to make steel.

Of course, that puts copper, maybe silver, and the bronzes out of work for weapons materials. You could in affect have a unlimited (if slow or labor intensive) supply of steel.

That is the idea with the mod I use. While yes you can have an unlimited amount of even adamantine if you want, its really not time effective to do that. Working with ore deposits is vastly more time efficient, but if you have 100+ idle dwarves you can make a gigantic machine to slowly extract adamantine from cooled magma. And that is very dorfy.
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Askot Bokbondeler

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Re: scared by scarcity? try bog iron!
« Reply #8 on: February 18, 2011, 04:50:44 pm »

i was thinking about using peat exclusivelly, but how would i make sure it isnt used in clay reactions?

Panthera Leo

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Re: scared by scarcity? try bog iron!
« Reply #9 on: February 18, 2011, 04:58:02 pm »

I'd put that in my own little private mod, but that cuts out 40-90% of the games content. Which seems such a waste. I can think of uses for copper and silver, but they're all modern and electronic and/or magnetic. Not something you find in DF. ;)

i was thinking about using peat exclusivelly, but how would i make sure it isnt used in clay reactions?

Use INORGANIC:PEAT as the material type and sub-type. The clays use INORGANIC:CERAMIC_EARTHENWARE, INORGANIC:CERAMIC_STONEWARE, or INORGANIC:CERAMIC_PORCELAIN as their material type. Things that use clay in a reaction don't specificity the type and sub-type. Those reactions are restricted to rock types that have a "MATERIAL_REACTION_PRODUCT" that specifies one of the ceramic materials.

For example:
Code: [Select]
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:0][TILE:178]
[SOIL]
[SOLID_DENSITY:1600]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]

No rock or soil directly makes the ceramics. They just list it as a product, and a reaction then makes a object with that product's type and sub-type.
« Last Edit: February 18, 2011, 05:07:37 pm by Panthera Leo »
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Askot Bokbondeler

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Re: scared by scarcity? try bog iron!
« Reply #10 on: February 18, 2011, 05:19:10 pm »

i was thinking about using peat exclusivelly, but how would i make sure it isnt used in clay reactions?

Use INORGANIC:PEAT as the material type and sub-type. The clays use INORGANIC:CERAMIC_EARTHENWARE, INORGANIC:CERAMIC_STONEWARE, or INORGANIC:CERAMIC_PORCELAIN as their material type. Things that use clay in a reaction don't specificity the type and sub-type. Those reactions are restricted to rock types that have a "MATERIAL_REACTION_PRODUCT" that specifies one of the ceramic materials.

For example:
Code: [Select]
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:0][TILE:178]
[SOIL]
[SOLID_DENSITY:1600]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]

No rock or soil directly makes the ceramics. They just list it as a product, and a reaction then makes a object with that product's type and sub-type.

i thought that would still allow me to make ceramics out of peat, but they'd be made of the peat material :\

Panthera Leo

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Re: scared by scarcity? try bog iron!
« Reply #11 on: February 18, 2011, 05:27:12 pm »

i was thinking about using peat exclusivelly, but how would i make sure it isnt used in clay reactions?

Use INORGANIC:PEAT as the material type and sub-type. The clays use INORGANIC:CERAMIC_EARTHENWARE, INORGANIC:CERAMIC_STONEWARE, or INORGANIC:CERAMIC_PORCELAIN as their material type. Things that use clay in a reaction don't specificity the type and sub-type. Those reactions are restricted to rock types that have a "MATERIAL_REACTION_PRODUCT" that specifies one of the ceramic materials.

For example:
Code: [Select]
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:0][TILE:178]
[SOIL]
[SOLID_DENSITY:1600]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]

No rock or soil directly makes the ceramics. They just list it as a product, and a reaction then makes a object with that product's type and sub-type.

i thought that would still allow me to make ceramics out of peat, but they'd be made of the peat material :\

Ah? Ceramics are made out of whatever the 'FIRED_MAT' is because that's what the ceramic reactions look at. If you want to use peat for ceramics you need to add "[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]" to it's entry in inorganic_stone_soil.txt. If that's not what your asking, then I'm lost and confused on what you want.
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Dude_Jebawe

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Re: scared by scarcity? try bog iron!
« Reply #12 on: February 18, 2011, 05:31:55 pm »

I'm reasonably sure Askot Bokbondeler wants to use the ceramics system to extract iron from peat. Am I right?
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Panthera Leo

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Re: scared by scarcity? try bog iron!
« Reply #13 on: February 18, 2011, 06:12:08 pm »

I'm reasonably sure Askot Bokbondeler wants to use the ceramics system to extract iron from peat. Am I right?

If that is the question I keep making a fool of my self for? :P To use peat as one would use sand to get boulders and then melt those boulders into iron? I'm not sure what the trigger is for being able to harvest sand or clay is (I suspect it's the [SOIL] tag without the [AQUIFER] tag), but I can tell you how to tag a material and use any material so tag in a reaction.

Part one: Thus far... the syntax

As I understand it, if you want to get make something of 'Material A', but it not be 'Material A' you need to use the 'MATERIAL_REACTION_PRODUCT' tag. As I understand it, the syntax for that tag is:

[MATERIAL_REACTION_PRODUCT:<Name>:<Material Type>:<Material Sub-Type>]

Name: Name is a unique name given by the user.
Material Type & Material Sub-Type: These are the same as in any reaction. The wiki cover that. :)

To actually make something? You need two things in reactions. First, after the reaction's relevant reagent? You need to add:

[HAS_MATERIAL_REACTION_PRODUCT:<Name>]

Name: Name is the unique name you gave the above for MATERIAL_REACTION_PRODUCT.

You need to note the reagent's given name also. Second, for the product part of a reaction? Normally this would read:

[PRODUCT:<quantity>:<item token>:<item subtype>:<material token>:<material subtype>]

Instead in should read:

[PRODUCT:<quantity>:<item token>:<item subtype>:GET_MATERIAL_FROM_REAGENT:<reagent name>:<The MATERIAL_REACTION_PRODUCT's name>]

Quantity, item token, and item subtype are covered by the wiki. 'GET_MATERIAL_FROM_REAGENT' must appear as is.

Reagent name: This is the name given to a reagent in reaction.
The MATERIAL_REACTION_PRODUCT's name: Is just that, whatever you gave the the product's name as.

Part Two: Confusing programmer speak...
(Kind of helps that I think in C/C++ class inheritance structures. :P ) A simple(ish) example of this? Clay ...

In inorganic_stone_soil.txt, there is the clay entry:
Code: [Select]
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:0][TILE:178]
[SOIL]
[SOLID_DENSITY:1600]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]

Ignore all that save for the last line, Clay declares it has 'MATERIAL_REACTION_PRODUCT'. It names this product 'FIRED_MAT', and names 'FIRED_MAT' as INORGANIC:CERAMIC_EARTHENWARE. The ceramic brick reaction in reaction_other.txt:

Code: [Select]
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]

The reagent 'clay' is declared. Just after that, [HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT] is add. Meaning , I think, that whatever else this reagent is, it must list a [HAS_MATERIAL_REACTION_PRODUCT] named 'FIRED_MAT'. The product then pulls the material type and sub-type from the [HAS_MATERIAL_REACTION_PRODUCT] named 'FIRED_MAT' inside the reagent 'clay'.

More clear? less clear? Not the question asked?

Edit: In your case, if I understand? 'FIRED_MAT' (or whatever you name it as) would be INORGANIC:IRON, and the the reaction's product would be:

[PRODUCT:100:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT][PRODUCT_DIMENSION:150]
« Last Edit: February 18, 2011, 06:25:09 pm by Panthera Leo »
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janglur

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Re: scared by scarcity? try bog iron!
« Reply #14 on: February 18, 2011, 09:32:13 pm »

I added Geothite as small soil layer and clay layer deposits like bismuthinite.  I did this after generating 20 consecutive worlds with absolutely no civ access to iron.
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