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Author Topic: Expanded Glazes Mod  (Read 19005 times)

darkflagrance

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Re: Expanded Glazes Mod
« Reply #45 on: April 19, 2011, 06:52:31 pm »

Lacquered, red-bladed swords coming right up!

I've got to figure out how your mod works.
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narhiril

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Re: Expanded Glazes Mod
« Reply #46 on: April 19, 2011, 07:01:56 pm »

Lacquered, red-bladed swords coming right up!

I've got to figure out how your mod works.

Downloaded for the same reason ;)

The fact that I like the idea here and plan to play with it is overshadowed by the ideas I have for using the tokens in my own work.

darkflagrance

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Re: Expanded Glazes Mod
« Reply #47 on: April 19, 2011, 08:50:05 pm »

I have a concern:

In your version of the dwarf entity, you commented out the culling of several symbols. This leads to very different dwarven names than normal, a change that might not be desired by some users of this mod:

   CULL_SYMBOL:ALL:DOMESTIC *****
   [CULL_SYMBOL:ALL:SUBORDINATE]
   CULL_SYMBOL:ALL:EVIL  *****
   CULL_SYMBOL:ALL:UNTOWARD   *****
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Jeoshua

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Re: Expanded Glazes Mod
« Reply #48 on: April 19, 2011, 08:59:38 pm »

I didn't notice those.  I always make sure [CULL_SYMBOL:ALL:DOMESTIC] is in every entity file, to prevent names like "The Empire of Kitchens"
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NW_Kohaku

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Re: Expanded Glazes Mod
« Reply #49 on: April 19, 2011, 09:11:44 pm »

I like the glazes... but I have one BIG gripe about this mod.

Why have you changed the Dwarven religion to include such elements as Depravity and Evil.  This is a mod about GLAZES, not deviant behavior.

Sorry, this was a mistake. 

I altered the entity_standard for a joke at a point after completing the regular mod.  Then I went and made a change to the glazes mod (update to version 1.2) that required I update the entity_standard, and forgot I had made these changes.

The ***** thing was just to make it easy for me to search for those things I changed, and put them back.  (You might also notice I made a bunch of appointable noble positions that were jokes, as well, like "Dungeon Master", "Dungeon Keeper", "Dungeon Lord", "Dungeon Lady", "Dungeon Person Of Authority", and "Dungeon Subletter".)

I put up a version 1.3, which has the entity_standard reverted.
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NW_Kohaku

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Re: Expanded Glazes Mod
« Reply #50 on: April 19, 2011, 09:14:01 pm »

Lacquered, red-bladed swords coming right up!

I've got to figure out how your mod works.

Technically, you generally enamel a sword, since glazing and enameling are functionally the same thing (a thin layer of colored glass) placed on different objects (ceramics and metal, respectively). 

Lacquer, meanwhile, is a particular kind of varnish, and is used on wood.
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InsanityPrelude

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Re: Expanded Glazes Mod
« Reply #51 on: April 21, 2011, 08:43:03 pm »

I played around a bit and managed to glaze multiple objects at once, if that's useful to anyone. Figured since crafts are made in batches, they might as well be glazed in batches too.

Here are the reactions for multiglazing crafts:

Spoiler (click to show/hide)

And just for the heck of it, I slapped reactions together to glaze bricks and hives, since it bugged me that the vanilla raws let you make clay ones but not glaze them. The letters used are kind of random, I've been meaning to go through and set it up so there's no overlaps.

Spoiler (click to show/hide)
« Last Edit: April 21, 2011, 09:13:24 pm by InsanityPrelude »
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darkflagrance

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Re: Expanded Glazes Mod
« Reply #52 on: April 21, 2011, 10:46:46 pm »

Lacquered, red-bladed swords coming right up!

I've got to figure out how your mod works.

Technically, you generally enamel a sword, since glazing and enameling are functionally the same thing (a thin layer of colored glass) placed on different objects (ceramics and metal, respectively). 

Lacquer, meanwhile, is a particular kind of varnish, and is used on wood.

I was thinking of lacquering the "hilts", so to speak...but really, I was inspired by Caves of Qud, which has lacquered bronze swords and other lacquered bladed weapons (whatever that means, it just sounds cool).
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Eagleon

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Re: Expanded Glazes Mod
« Reply #53 on: April 22, 2011, 12:56:13 am »

There's this
http://en.wikipedia.org/wiki/Salt_glaze_pottery
Would be a sensible use for halite, instead of having salt statues and mechanisms lying around. A cheap brown glaze, maybe?
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NW_Kohaku

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Re: Expanded Glazes Mod
« Reply #54 on: April 22, 2011, 01:06:39 am »

There's this
http://en.wikipedia.org/wiki/Salt_glaze_pottery
Would be a sensible use for halite, instead of having salt statues and mechanisms lying around. A cheap brown glaze, maybe?

Yes, I looked at that, but decided against it.

The thing is, the salt isn't a pigment in that, it is a replacement for the standard glass "coating", which you can then color with the regular pigments.

In actual ceramics, you are using things like microcline as a flux and silicates to form glass as a coating that creates the actual vitreous enamel. 

The problem is, the salt is a replacement for the glass we aren't even modeling in this reaction at all right now.
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Kogut

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Re: Expanded Glazes Mod
« Reply #55 on: April 22, 2011, 09:13:52 am »

Interesting work, I will find diff program for windows just to use this mod.
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Jeoshua

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Re: Expanded Glazes Mod
« Reply #56 on: April 22, 2011, 09:19:24 am »

While Salt glazes may technically be replacement mineral stuff, do we really need to model it that deeply?

Couldn't you just call it a glaze? And couldn't you use paint or glaze or laquer or whatever you want to color different things, and use the same underlying mechanic?

I mean, theres realism, then theres just micromanaged obsession ;)
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InsanityPrelude

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Re: Expanded Glazes Mod
« Reply #57 on: April 22, 2011, 12:48:44 pm »

I'd suggest adding celadon and tenmoku glazes just because they're relatively famous (well, enough to have their own wikipedia articles anyway) but apparently those are both iron-based and there's already a glaze assigned to iron here.
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NW_Kohaku

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Re: Expanded Glazes Mod
« Reply #58 on: April 22, 2011, 06:04:51 pm »

I'd suggest adding celadon and tenmoku glazes just because they're relatively famous (well, enough to have their own wikipedia articles anyway) but apparently those are both iron-based and there's already a glaze assigned to iron here.

There's a lot of things like "American Stoneware", which is really just the name for a group of American potters who all used the same cobalt mines for their cobalt-glazed stoneware.  It's basically like a brand name, or a particular style of artwork. 

When you get right down to it, all I can really do is make up a new material called "rust red iron glaze", and then apply that as a decoration on top of an existing item.  I could make up some sort of "Celadon" version of this same reaction with iron ore specifically, and make a different kind of glaze material come out, instead... but what would be different about the glazing reaction?  Unless I required the use of some sort of specially-constructed alternate form of kiln, it would just be punching a different kind of glazing order.
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"And no Frankenstein-esque body part stitching?"
"Not yet"

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InsanityPrelude

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Re: Expanded Glazes Mod
« Reply #59 on: April 22, 2011, 10:21:52 pm »

They're different colors than rust red is what I was getting at. I think you can get more than one color out of copper glazes too? It's no big deal though.
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