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Author Topic: >>>>Zero's Metalworking and More v1.2<<<<  (Read 4055 times)

_DivideByZero_

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>>>>Zero's Metalworking and More v1.2<<<<
« on: July 07, 2011, 03:56:26 pm »

Zero's Metalworking and More

v1.2

-----

>>>>DOWNLOAD PHOEBUS<<<<
>>>>DOWNLOAD ASCII<<<<
>Aluminum Making Fix<

The download includes:

-Zero's Metalworking and More
-Pheobus' Graphics pack
-Warlord's Bonfire Mod
-Some Parts of Deon's Genesis (Display Case and Potted Plant)
-Lofn's Black Lung Mod
-A decoration reaction made by/inspired by silverskull39

Installation:

1.) Download DF.
2.) Download latest version of Zero's Metalworking and More.
3.) Delete your raw folder.
4.) Extract contents of the mod folder into DF, overwriting anything.
5.) Profit!

-----

FEATURES IN-DEPTH:

New Metals:

Cobalt: A rather strong metal superior to iron but inferior to steel produced by smelting Cobaltite or by mixing Limestone, Brimstone, and Rock Salt together. Traditional smelting has a chance of releasing poisonous arsenic fumes, which are rather deadly and lead to a bloody cough ending in total lung dysfunction, hence the name "Cobalt," similar to the German word for Goblin.

Chrome: Referred to as Chromium in the raws, Chrome is a shiny and valuable (Value of 13) metal which can be fashioned into furniture, but not weapons.

Dwarven Steel: Essentially the new 'steel.' Unlike regular Steel, which must now be forged at the smelter with a high chance of failure, Dwarven Steel is produced in crucibles utilizing flux and coal. Basically, if you could make Steel in vanilla, you can make this. Otherwise, you can make regular human Steel, which is not as sharp.

Rusty Iron: Iron, but it's rusty and dull. It can be de-rusted at the Ironworks, but only goblins, orcs and sometimes humans show up with it.

Titanium: Of course! It is inferior to steel and is relatively weak for the difficulty in manufacturing it (it is refined through the Kroll process--see below), but it can be made into several notable alloys.

Wolfram: Also known as Tungsten, this metal is extremely strong, relatively easy to refine, but extremely rare and expensive. It defeats almost any other metal, though, and only loses out to Black Wolfram, an alloy of itself. Adamant Steel and Adamantine don't really count against it, considering they are secret metals.

Wrought Iron: Raw iron. It is barely weapons-grade, but you should really spend a bit of fuel to harden it first.

New Alloys:

Adamant Steel: An alloy of steel and the legendary Adamantine. It bears the same strength of Adamantine, and has a value of 100, still out-doing any metal out there other than Adamantine. You get 4 bars of the stuff per Adamantine bar.

Black Steel: An alloy of Titanium and Aluminum. It bears immense strength, and beats out steel but alas, it fails to defeat the mighty Wolfram.

Black Wolfram: The ultimate fictional alloy, made from Wolfram and Titanium. It is similar to wolfram, but is much, much harder.

Cobalt Steel: Another fictional alloy of Cobalt and Steel that has a very sharp edge (+25%), but doesn't quite resist as much force as stainless steel.

Stainless Steel: A highly valuable alloy of steel and chrome known for its beauty, resilience to wear, and its strength.

Red Steel: Technically Titanium Carbide, this metal is made at the smelter from Titanium, Coal, and Clay. It is remarkably sharp, light, and effective for weapons, and will cut anything below wolfram, but being extremely hard yet brittle it is unusable for armor and cannot be forged. Think of it as merely a blade for a soon-to-exist weapon.

White Copper: An alloy of Copper and Nickel. I used the same values as bronze for its strength.

Modified Metals:

*Material values have been shifted around a bit, as well as sharpness.

Adamantine: Used structural values for carbon nanotubes.

Black Bronze: Now a weapon metal comparable to normal bronze.

Rose Gold: Now a weapon metal comparable to copper.

New Metalworking Systems:

This mod adds in quite a few workshops used specifically for the production of metals. The primary three new workshop chains are for Titanium, Wolfram, and Aluminum (which is now processed from bauxite as well as found in native form). See forum thread for more info.

Spoiler: Titanium Refining (click to show/hide)
Spoiler: Wolfram Refining (click to show/hide)
Spoiler: Aluminum Refining (click to show/hide)

New Creatures:

Dwarven Domestic Animals:

Sword Spiders: Vicious spiders which don't die of old age and lay numerous eggs. They are equipped with two sword-like appendages on their cephalothorax called swords. These swords are used for combat and can penetrate almost anything natural, thus making them ideal for training.

Spikehead Beetle: Beetles with protective shells. They are domesticated for their fighting capabilities and are trainable. They are also supposed to provide drinkable saliva (don't ask) but I haven't gotten that to work. Try milking them.

Rockcutter Ant: A large and industrious species of ant. There are four castes, including small workers, large soldiers, male drones and female queens. They don't really excel at much but the workers hunt vermin and the soldiers can be trained for war.

Giant Cave Bee: An underground grazer that loves to eat moss and fungus, and produces edible honey when milked. It is the only creature in the world that can actually yield a drinkable material (mead) besides beehive critters. Their stinger causes pain and swelling just like their minuscule brethren's.

Pack Beetle: A massive carnivorous beetle. It is used as a trade animal, and the males are extra-tough. They provide excellent amounts of meat but they grow slowly, being unable to graze.

Giant Cave Snail: Another grazer adapted for pulling heavy loads. It can be milked for cookable slime and is used for pulling wagons and as an armored mount.

Hair Worm: The hair work is a disgusting creature noted for its eyestalks and its thick fur. It is nothing like a real worm but is more akin to a boneless snake. Its fur can be sheared.

Nether Worm: While not actually a domesticated animal, this creature is a voracious species of hair worm with body parts that have a fixed cold temperature.

-New kinds of bees, including killer bees and the dreaded Zombee.
-Mountain and frost drakes with fire and ice breath, respectively. I'm planning to add more.
-Sandworms in deserts!
-Various new vermin, including fictional bog insects and non-fictional millipedes.
-A few new birds, including pigeons, eagles, and parakeets!
-Giant centipedes with huge numbers of legs can now be found underground. (Count 'em, 50 pairs! I wrote a java program to generate the raws :P Expect millipedes eventually.)

New Races:
Nords: Tundra and glacier dwellers who will gladly trade bearded axes and chain mail. They are limited to iron and bronze at best, but posess greater stature than ordinary men.
Vikings: Nords who have taken the path of pillaging small outposts. Maybe you're next! No horned helmets, yet.
Orcs: Large, strong, green monsters with steel-making abilities and huge stature.
Imperials: Pompous warriors that come bearing the flag of a foreign empire. Their overambitious nature deludes them into thinking they can conquer anyone. Including you.
Warlocks: Sorcerers with colorful and fun flavors of breath attacks, including lightning, flame, and acid. They, being wizards, are highly squishy, making it easy to perforate them from range.
Automata: Metal people of unknown origin that are here to wreak havok on impure mortals. They possess strength and speed, but have no ranged weapons.

New Trees:
-New trees include Elm, Spruce, Sycamore, Cedar, Fir, Tsuga, Ebony, Ironwood, and the nonexistent glacial Ice Stalk!
-Trees like Oak and Ironwood are much tougher than regular wood.

New Plants:
-Plains wheat has been added in addition to cranberries in the above-ground sector.
-Cave watermelons, frost thickets, and glow shrooms join the underground level.
-All plants now take much longer to grow. I would recommend only planting certain crops in the first season possible and not in the second, because they won't finish growing otherwise. EG cave watermelons in spring and never in summer.
-Certain trees, such as apple trees and cherry trees, can be processed into their respective fruits as well as blocks at the herbalist's workshop.

New Reactions:
-Glazing now needs rock powder made at the grinder and can use more than just cassiterite.
-Mineral dyes can be created at the grinder.
-Weapons and armor can now be encrusted at the craftsdwarf's shop.
-Clocks can be made!

New Weapons:
-Pistols and rifles can be made at the gunsmith's shop from certain materials (primarily steel). They use the blowgunner skill, now renamed to rifleman.
-Falchions, Rapiers, Claymores, Zweihanders, and many new sword additions.
-Double-sided battle axes, and bearded ones for the Nords.
-Glaives and Guisarmes utilize the spear and pike skills, and new types of maces and hammers increase variety.
-Halberds and bardiches use the lasher skill, which has been renamed to halberdier.

Code: [Select]
Changelog:
v1.2
-Added some new vermin
-Added ASCII version
v1.1
-Added Automatons as tier 4 siegers.
-Added magma-dwelling and blind cave species of carp.
-Added Unicorpions to roam the joyous deserts.
-Fixed a few bugs with the new minidragons (mountain, frost, and desert drakes).
-Red dragons, which occur as normal creatures, can now be tamed. Megabeast version still exists.
-Allowed plump helmets to be grown all year but retained the new season-long grow times.
-Added dire wolves as flavor creatures in wastelands.
-Reorganized files a bit... You must delete the raw folder before installing this.
-Included latest phoebus pack
v1.0
-First release.
« Last Edit: August 10, 2011, 10:12:47 pm by _DivideByZero_ »
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #1 on: July 08, 2011, 07:45:29 pm »

Umm... that was unexpected. Not one comment? Very well then, I shall make it my priority to add in unicorpions found in joyous deserts, after I'm done with Magicka, of course.
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IT 000

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #2 on: July 08, 2011, 08:43:39 pm »

It's a very nice mod, I haven't found a bug yet. Intricate metal working is always interesting.

I believe the that lack of comments can be attributed to the fact that it's a flavor mod. Not only are you competing against the dozens of other flavor mods, but you're competing against the big players like Genesis. Which has been around for years and has a developed fan base.

I would like to see this mod flourish, but in order to do so you either need to make it a mod that runs alongside popular mods such as Genesis and Fortress Defense. Or you must make your mod stand out more, give it something that no other mod has done before (easier said then done) Metals and more baddies won't cut it, Genesis and Fortress Defense has plenty of those. You really need a kicker.

That's my sage advice, good luck Zero.
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***CORROSION v2.14***
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Back from the Dead!

Urist Mcinternetuser

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #3 on: July 08, 2011, 10:27:51 pm »

This looks awesome. I'll try it out later once I finish my mod, or give up on it.
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Grimlocke

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #4 on: July 09, 2011, 10:05:32 am »

The metalworking part sounds interesting, it could balance out the slight overdose of decorative gold alloys I put into the game. Its also nice to see it is at least vaguely based on reality.

Downloading to take the parts that seem interesting.

EDIT: slight nitpick: you dont need to make a seperate reaction for magma buildings. Just add the magma building tag to the oroginal, and the magma building should ignore the [FUEL] tag.
« Last Edit: July 09, 2011, 10:07:37 am by Grimlocke »
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Sphalerite

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #5 on: July 09, 2011, 01:17:51 pm »

It's a pity there's no way to make a workshop require power to run.  Several of these workshops should require electricity, which isn't really possible to mod in either.

Does this require the use of a graphics pack?  I prefer to play without one.
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #6 on: July 09, 2011, 01:29:05 pm »

Unfortunately it does need a graphics pack as-is without some changes. The main reason for this is that I've restructured the minerals files and made them alphabetical and sorted, so if you want to make an ascii version, you'd have to go into the raws and fix every stone. I'll make an ascii version eventually, I suppose. It's nothing compared to cutting and pasting every rock to reorder them.

I'm planning to add in lemons and lemon-batteries, but that might just be ludicrous. Still, it's a viable opportunity for semi-lame alchemy.

Make Dwarven Battery A R
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Grimlocke

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #7 on: July 09, 2011, 06:53:15 pm »

It might be a bit less silly to simply require workshops to have some sort of primitive generator, batteries would just be ineffecient anyway.

Its a pity that we cant realy model lightning rods for some Frakenstein-esque metalurgy into the game, since we cant require workshops to be on the highest altitude within a certain area, or mod in some sort of verticle axle-like building to act as one.
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Dohon

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #8 on: July 10, 2011, 11:14:40 am »

I like all the new shiny metals. Downloading this one.
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NightS

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #9 on: July 10, 2011, 03:54:51 pm »

I think this mod would do really good if combined with corrosion... minus the fictional creatues maybe.
Anyways, awesome mod :D
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Black Rabbit

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #10 on: July 11, 2011, 12:14:57 am »

Hey, this looks really good!  Checking it out.

(Real quick typo I caught:)

Code: [Select]
reaction_alloys

[OBJECT:REACTION]

[REACTION:WORK_TIANIUM]

(Sigh, tried to bold the specific place of it, but apparently you can't bold within codebox.)
« Last Edit: July 11, 2011, 01:08:11 am by Black Rabbit »
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #11 on: July 11, 2011, 12:36:37 am »

What's a typo about it? Red steel is actually titanium carbide, which can be applied to a titanium blade using clay in a forge.
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Black Rabbit

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #12 on: July 11, 2011, 12:59:19 am »

Er, I'm sort of going off the assumption that WORK_TIANIUM was supposed to be WORK_TITANIUM.  If not, my bad.
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #13 on: July 11, 2011, 10:27:39 am »

Oh, whoops. Not that it's an issue since raw names aren't displayed. Thanks though. :)
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Godmouth

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #14 on: July 16, 2011, 04:32:46 am »

Ok so, I've downloaded this now, looks really interesting, but, for some reason I get an incredibly weird world.

Basically, there are no minerals on the embark screen. I embarked somewhere random, and a large amount of stone is just referred to as rock wall, with no name. Finally, there are little flashing tiles everywhere, like when things are on fire, but instead, when I put the cursor on the tiles, even in pause mode, the info looks like it's rapidly shifting through every single material in the game. Can't dig it either.

http://imageshack.us/photo/my-images/830/miscore2.png/
http://imageshack.us/photo/my-images/33/miscore3.png/
http://imageshack.us/photo/my-images/560/miscore.png/
http://imageshack.us/photo/my-images/854/rockwall.png/

EDIT:
No metals of any kind, except adamantine. Gems as normal.
Spoiler (click to show/hide)

Am I installing this in a horribly wrong way? Copying and overwriting the raw and data folders doesn't seem that hard. Or do you have to completely replace them?
« Last Edit: July 16, 2011, 05:07:11 am by Godmouth »
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