Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5

Author Topic: No iron  (Read 4467 times)

_DivideByZero_

  • Bay Watcher
  • Not to be confused with infinity
    • View Profile
Re: No iron
« Reply #15 on: May 29, 2011, 08:50:15 pm »

I'm having a mixed bag. There defantly is something odd going on with world gen though, seems like tetrhedrite appears anywhere, and everywhere, regardless of stone type. 

That's because tetrahedrite appears only in ALL_STONE environments.
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

Ilikor

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #16 on: May 29, 2011, 09:20:34 pm »

Gen a world with low volcanism and a little bit lower than normal frequency settings, with that kind of world, I've been getting iron in almost every embark.
Logged

xeivous

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #17 on: May 29, 2011, 10:02:33 pm »

you could always just use cotton candy when you find it...

or bone or silver or something. Not like you're gonna run out of migrants to stuff into military duty...
Logged

Sarda

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #18 on: May 29, 2011, 10:04:28 pm »

Cotton candy runs the risk of the circus. Bone is shit and only good for bolts, since you can easily spam them and use carcasses to make more. Silver is shit for anything that doesn't have a decent blunt attack.
Logged
You'll have to provide warm, moist kittens at the end of each test chamber.
Dwarf Fortress:
Where 9% of your town is casualties, is good.

xeivous

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #19 on: May 29, 2011, 10:05:29 pm »

Cotton candy runs the risk of the circus. Bone is shit and only good for bolts, since you can easily spam them and use carcasses to make more. Silver is shit for anything that doesn't have a decent blunt attack.
I made a point about always having more migrants to utilize....
Logged

Sarda

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #20 on: May 29, 2011, 10:06:47 pm »

Nnnnnnnnope, not always. Iirc, they stop coming after a long, long time and when: Your fortress has crumbled to its end.

And migrants are damn useless.
Logged
You'll have to provide warm, moist kittens at the end of each test chamber.
Dwarf Fortress:
Where 9% of your town is casualties, is good.

Sallen

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #21 on: May 29, 2011, 10:12:04 pm »

In the two forts I have started with 0.31.25 I have yet to find any iron. In fact the only metal I have found is gold. Enough to buy the happiness of 100 bed-less, plump-helmet-fed dwarves. 4 of my 5 artifacts are made of gold. Golden well, golden statues, golden chains in my prison.

Goblins and caravans bring all kinds of metals though, so they have to be somewhere. Or are their weapons and wares just randomly generated?

Sarda

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #22 on: May 29, 2011, 10:13:33 pm »

Random. Got any gold artifact maces/hammers/shields?
Logged
You'll have to provide warm, moist kittens at the end of each test chamber.
Dwarf Fortress:
Where 9% of your town is casualties, is good.

Sallen

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #23 on: May 29, 2011, 10:19:28 pm »

Nope, just a gold axe :(

But since gold is the only metal available for melting in my fort I still have hope.

sneakey pete

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #24 on: May 29, 2011, 10:33:52 pm »

Gen a world with Frequent minerals.

Problem solved. If you do that, I will give you a clownite battleaxe for every embark you find that DOESN'T have any iron.

How many battleaxes do you have? also, how does one go about revealing the map thesedays? I have many candidates :p
Logged
Magma is overrated.

Rallan

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #25 on: May 29, 2011, 11:14:46 pm »

Gen a world with Frequent minerals.

Problem solved. If you do that, I will give you a clownite battleaxe for every embark you find that DOESN'T have any iron.

Or if you're using the more complicated worldgen, set Mineral Scarcity to 100 (the lowest it'll go). It'll be just like the mineral bonanza you got when the 2010 version was first released all over again. On most maps the only metals you won't have will be a few of the crappy non-weapon ores that you never use for anything except making alloys to meet noble demands.
Logged

Elone

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #26 on: May 30, 2011, 02:19:01 am »

Mineral scarcity to about 1000. Most agree that this is the most comfortable value. I have made some tests, by the way.

You hit a jackpot if you find magnetite on your map. But how do you encounter this lucky find?

First, you want to embark in some forest area (but try to avoid aquifiers). Perhaps you will want to use Perfect World to create a map that has a plenty of such areas; they generally are sedimentary.

Use the site finder, of course, to discover shallow metals in these embark locations.

Once you embark, the first thing you do is hit k and look around for stone pebbles and boulders. Whatever material you see here, is what you will hit below your soil layer.

If you hit dolomite, calcite, limestone, chalk, then you're on the good path, you've found a sedimentary layer where magnetite can appear, embedded into one of these flux layers. A definite plus is that you also get pretty much unlimited flux for steelmaking.

Usually one type of stones will dominantly appear in large veins in any of these flux layers. Magnetite is not guaranteed, so dig around, and if you hit (say) a large vein of rhyolite, you're out of luck - those veins could all have been magnetite, with some luck. Dont try another fort right next to the first one, as it's likely to have the same stone vein. Perhaps you always get this same stone vein in a single closeup embark screen.

Alternately, as soon as you embark, run DF prospector from the DFhack toolset. It is not AS cheaty as DF reveal, but if your idea of fun is having iron in your map, then getting to the fun part will be much less tedious with this tool. Remember, this is a singleplayer game and you only have to worry about your own fun.

Oh and yeah, on a 3x3 embark, I found 30.000 magnetite tiles. After digging a single vein out, I have had enough to train up some of my smiths all the way up. Good luck striking this in your maps.

That said... I wonder, how much of all this is wrong? =P
Logged
▼ It's all their fault. ▼

EllisMaestr

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #27 on: May 30, 2011, 06:40:32 am »

Edit the raws, and make microcline an iron ore. After worldgen, not before. If you don't want to cheat that much, do it with a less common mineral, or just turn that mineral scarcity waaaaay down.
Logged

hitto

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #28 on: May 30, 2011, 06:45:28 am »

I set the world with lots of minerals and still managed to hit an all-metamorphic 6x6 embark.
No iron ores and not one sliver of flux.

Okay, so I had enough gems to gem window my entire aboveground, as well as about five cotton tubes spanning 50 z-levels, but nevertheless.

STEEL!
Logged

celem

  • Bay Watcher
    • View Profile
Re: No iron
« Reply #29 on: May 30, 2011, 06:53:24 am »

If its steel you really want  (and who is honestly happy with iron edged weapons) then the least 'cheaty' way to help yourself out is to give gobbos steel in the raws.  Or spawn a new race with access to it.  Then its just another goblinite product but at least you still gotta earn it.
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.
Pages: 1 [2] 3 4 5