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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Urist McGoombaBrother on January 10, 2015, 04:22:23 pm

Title: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Urist McGoombaBrother on January 10, 2015, 04:22:23 pm
UMcGB presents

+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+
|M|o|r|e| |S|t|o|n|e|,| |M|e|t|a|l|s|,| |G|e|m| |M|o|d|
+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+



My first mod so far. Following features:

* over 170 new ore, stone, metals and gems
* nearly 200 new reactions
* ores now also yield slag, which can either be processed into slag glaze or sand
* two new buildings
* stonesense support

Nearly all of them exist in reality as well. Many hours were spent researching everything with google/wikipedia to keep things somehow accurate (when info was available). However, I am no geologist. So, when some things appear odd to you, please let me know. I am furthermore open to suggestions. Want to see some other specific materials? Just drop me a line, ideally with some sort of source regarding the data.

Credit goes to

* everybody in the forums for helping me out regarding my questions and supporting this project
* Catten for providing the raws to some materials and reactions as well as the forge
* NW_Kohaku for inspiring me with his expanded glazes mod. Altough mine works a little bit different, his mod helped me to understand the glazing system (http://www.bay12forums.com/smf/index.php?topic=81976.0)
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them


>>>>>>>IMPORTANT INFO<<<<<<<

There are two different versions available:


=====Phoebus Version=====
(http://dffd.wimbli.com/file.php?id=10415)

Tiles for materials are selected to make sense with Phoebus Tile-Set. I tried to keep as much new content as possible in separate files to make merging with existing mods easier. In case you haven't installed any other mods, simply copy paste everything into your Dwarf Fortress/Raw/Objects folder, create a new world and you are good to go. When you installed other mods, following steps need to be taken care of:

a) Delete all stones and materials in the files "inorganic_stone_mineral.txt" and "inorganic_other.txt" marked as " -------[material name] removed-------". They are now included as amended version in seperate files. Otherwise you will have them listed twice, which might cause trouble. I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those minerals manually.

b) Delete all reactions in the files "reaction_smelter.txt" and "reaction_other.txt" marked as "  -------reaction [reaction name] removed-------". I have amended them and included the new version in a seperate file. As with the minerals I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those reactions manually.

c) Many new reactions and two buildings were added. To enable it's use, the permissions need to be added to your "entity_default.txt". In case you use the vanilla Phoebus version, there is again a already amended file included. Otherwisere you will have to merge it manually with yours. There is an info-file included containing a list of all the required permissions at the end.

d) To activate the mod, a new world must be generated. Works with DF v42.X


=====Vanilla Version=====
(http://dffd.wimbli.com/file.php?id=10460)

As requested. Tiles are selected to make somehow sense with Vanilla Dwarf Fortress. All changes are directly implemented into the vanilla-files. When you have the Vanilla-Version of DF v42 installed, you can simply overwrite them and are ready to go. Otherwise you will have to merge them manually with your existing mods. In both cases the generation of a new world is required.

Unless you installed some mods amending the vanilla stonesense files, you can simply overwrite yours. Otherwise you have to merge them manually.


=====Older DF Versions=====
A quick note, when you want to use this mod on older Versions of Dwarf Fortress: The changes from DF V34.X and v40.X to DF v42.X were minimal in respect to the files inorganic_stone_gem.txt, inorganic_stone_layer.txt and inorganic_stone_mineral.txt. So for just adding the new materials, you can basically copy paste the related mod files. But you have to especially take care about the reactions and materials added for the paper industry. That might require some fiddling around.

Have fun. :-)






Spoiler: >>>>>>>CONTENT<<<<<<< (click to show/hide)


Title: Re: More Stone, Metals, Gem Mod
Post by: Button on January 10, 2015, 08:34:25 pm
Looks interesting.

Title: Re: More Stone, Metals, Gem Mod
Post by: Urist McGoombaBrother on January 11, 2015, 12:17:55 am
  • How common is titanite?

Titanite has a 50 per-cent change to appar as Ilmenite, as according to Wikipedia, it consists of 50 per-cent iron and 50 per-cent titanium. Can be found in Gabbro(V), Diorite (V), Magnetite (V), Rutile (S). Rutile (40 per-cent iron, 60 per-cent Titanium) can be found in All Metamorphic(S), Granite(S). And Titanite (100 % Titanium) can be found in All Igneous Intrusive (V), Gneiss (V), Schist (V), Skarn (S).

So when you are lucky it can be fairly frequent. But from what I found out, also in nature, the ore is quite common. It's the complex production process, which makes Titanium so expensive.


  • Did you reduce the size of bauxite clusters? If not, did you reduce the value of aluminum to compensate for it now being everywhere?

I kept the intitial frequency (All Sedimentary(L)). Good point. Will change it to Vein-Size.


  • Is mercury toxic?

No. How to make to? Any suggestions of how to use mercury. In Middle Ages they used mercury as medical treatment for e.g. syphilis. Of course only with very limited success. Currently it melts away as soon as extracted from Cinnabar due to the low melting point and then fills the smelter. How can I change it, so that dwarfs fill the molten mercury into buckets?

  • I assume that titanium and the new steels are usable as weapons/armor. Are any of the other new metals usable as well, or are they all decorative?

You are assuming correctly. Titanium and Cobalt/Niobium/Vanadium Steel can be used for weapons/armor. Cobalt, Niobium, Vanadium itself and Argentan are for decorative items only.
Title: Re: More Stone, Metals, Gem Mod
Post by: Magnumcannon on January 11, 2015, 12:28:18 am
Seems interesting enough. PTW
Title: Re: More Stone, Metals, Gem Mod
Post by: Button on January 11, 2015, 10:01:03 am
  • Is mercury toxic?

No. How to make to? Any suggestions of how to use mercury. In Middle Ages they used mercury as medical treatment for e.g. syphilis. Of course only with very limited success. Currently it melts away as soon as extracted from Cinnabar due to the low melting point and then fills the smelter. How can I change it, so that dwarfs fill the molten mercury into buckets?

http://dwarffortresswiki.org/index.php/DF2014:Syndrome

Add a syndrome to the material definition of mercury. As an example - off the top of my head, without confirming what I think I know about mercury poisoning - you might do this:

[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:PROB:10:START:100]

As for filling into a bucket, you can do this using the [PRODUCT_TO_CONTAINER] token. See the vanilla brewing reaction for an example, and replace the barrel in the brewing reaction for a bucket.
Title: Re: More Stone, Metals, Gem Mod
Post by: Dirst on January 11, 2015, 02:46:10 pm
Very interesting, and nice work.

  • Is mercury toxic?

No. How to make to? Any suggestions of how to use mercury. In Middle Ages they used mercury as medical treatment for e.g. syphilis. Of course only with very limited success. Currently it melts away as soon as extracted from Cinnabar due to the low melting point and then fills the smelter. How can I change it, so that dwarfs fill the molten mercury into buckets?

http://dwarffortresswiki.org/index.php/DF2014:Syndrome

Add a syndrome to the material definition of mercury. As an example - off the top of my head, without confirming what I think I know about mercury poisoning - you might do this:

[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:PROB:10:START:100]

As for filling into a bucket, you can do this using the [PRODUCT_TO_CONTAINER] token. See the vanilla brewing reaction for an example, and replace the barrel in the brewing reaction for a bucket.
The only problem is that the vanilla smelt reaction will still be there.  Hopefully it'd be enough to add a note to avoid the vanilla smelt reaction for cinnabar.

Once you have mercury in a bucket (I think a glass vial or iron flask would be more appropriate), what to do with it?  It can be alloyed into amalgam, but game-wise that's about as useless as the original mercury.  I think it should just have a relatively high value for its material and be a trade good like golden salve.  If you want a challenge, maybe figure out how to make a 1x1 "quicksilver pool mirror" building that doesn't really do anything other than increase the value of a room.
Title: Re: More Stone, Metals, Gem Mod
Post by: Button on January 11, 2015, 06:53:18 pm
The only problem is that the vanilla smelt reaction will still be there.  Hopefully it'd be enough to add a note to avoid the vanilla smelt reaction for cinnabar.

There's no vanilla smelt reaction for cinnabar :).
Title: Re: More Stone, Metals, Gem Mod
Post by: Meph on January 11, 2015, 06:56:31 pm
But vanilla adds a hardcoded reaction to the smelter for every inorganic that has ORE:something in it. His cinnabar to mercury will automatically turn up in the smelter.

Solution is simple, just make it no ore, and extract the mercury only in a custom reaction. Done.
Title: Re: More Stone, Metals, Gem Mod
Post by: Urist McGoombaBrother on January 15, 2015, 06:28:53 am
Thx for your suggestions of how to make mercury poisoned. Will adding following code to the metal work:?

Code: [Select]
[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[CE_ADD_TAG:CRAZED:PROB:10:START:100:PEAK:1000:END:2000]
[CE_DIZZINESS:PROB:20:START:100:PEAK:1000:END:2000]
[CE_NAUSEA:PROB:5:START:100:PEAK:1000:END:2000]
[CE_FEVER:PROB:5:START:100:PEAK:1000:END:2000]

Also mercury is much more dangerous, when the gas is inhaled than simply touching it. Can there be set different syndromes of poisoning for touching and for inhaling the same material?
Title: Re: More Stone, Metals, Gem Mod
Post by: Dirst on January 15, 2015, 10:39:55 am
Also mercury is much more dangerous, when the gas is inhaled than simply touching it. Can there be set different syndromes of poisoning for touching and for inhaling the same material?
You could make two different syndromes, "mercury poisoning" with SYN_CONTACT and "serious mercury poisoning" with SYN_INHALED.

Of course, if you are in the presence of mercury vapor in DF, you're probably on fire and have other things to worry about.
Title: Re: More Stone, Metals, Gem Mod
Post by: Button on January 15, 2015, 11:03:52 am
Of course, if you are in the presence of mercury vapor in DF, you're probably on fire and have other things to worry about.

May I sig this?
Title: Re: More Stone, Metals, Gem Mod
Post by: Urist McGoombaBrother on January 15, 2015, 04:04:47 pm
You could make two different syndromes, "mercury poisoning" with SYN_CONTACT and "serious mercury poisoning" with SYN_INHALED.

So I could make it this way?

Code: [Select]
...data about mercury...
[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:PROB:10:START:1000:PEAK:2500:END:5000]
[CE_DIZZINESS:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_NAUSEA:PROB:5:START:1000:PEAK:2500:END:5000]
[CE_FEVER:PROB:5:START:1000:PEAK:2500:END:5000]
[SYNDROME]
[SYN_NAME:serious mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_ADD_TAG:CRAZED:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_DIZZINESS:PROB:40:START:1000:PEAK:2500:END:5000]
[CE_NAUSEA:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_FEVER:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_UNCONSCIOUSNESS:PROB:10:START:2000]

How often is the probability measured? Let's say a dwarf is standing for 100 time units in a puddle of molten quicksilver. How often will be the dice rolled and he has a 10 per-cent chance to get crazed for being in contact with it?
When there is no end date defined for unconsciousness, does it mean the dwarf can fall into koma in this case?
Title: Re: More Stone, Metals, Gem Mod
Post by: Button on January 16, 2015, 11:35:47 am
When there is no end date defined for unconsciousness, does it mean the dwarf can fall into koma in this case?

Yes.

Do note that a dwarf in a coma won't die of thirst or starvation - if rescued, they'll lay in the hospital until they die of age.

I don't know the answer to your probability question, sorry :-\.
Title: Re: More Stone, Metals, Gem Mod
Post by: Dirst on January 16, 2015, 12:22:36 pm
Of course, if you are in the presence of mercury vapor in DF, you're probably on fire and have other things to worry about.

May I sig this?
No problem :)
Title: Re: More Stone, Metals, Gem Mod
Post by: Dirst on January 16, 2015, 12:28:39 pm
When there is no end date defined for unconsciousness, does it mean the dwarf can fall into koma in this case?

Yes.

Do note that a dwarf in a coma won't die of thirst or starvation - if rescued, they'll lay in the hospital until they die of age.

I don't know the answer to your probability question, sorry :-\.
I'm not sure about the probability either, but I think I recall that it's each time the creature gets a fresh contamination (enters a contaminated tile, gets splattered, etc.).  So standing in a puddle for a long time wouldn't increase your chances.

If you're using DFHack, you can also add a reaction-trigger to the mercury-smelting reaction so that someone performing the smelt reaction is always considered exposed.  Put this in onload.init:

modtools/reaction-trigger -reactionName MERCURY_MAKING -syndrome "mercury poisoning"
Title: Re: More Stone, Metals, Gem Mod
Post by: Urist McGoombaBrother on January 17, 2015, 12:45:24 am
Ok. Thx for your feedback. Then I will try it with the code four postings above this one.

If you're using DFHack, you can also add a reaction-trigger to the mercury-smelting reaction so that someone performing the smelt reaction is always considered exposed.  Put this in onload.init:
modtools/reaction-trigger -reactionName MERCURY_MAKING -syndrome "mercury poisoning"

Does always considered exposed mean, whenever he is smelting the ore, he will suffer the syndromes at a 100 % probability?
Title: Re: More Stone, Metals, Gem Mod V1.1
Post by: Urist McGoombaBrother on January 17, 2015, 08:18:31 am
V1.1 released (Minor Update)

Mercury is now toxic (at least I hope so) and filled into vials after extracting.
Fixed an error in the code of titanium.
Bauxite occurs as vein instead of large cluster to avoid aluminum overload.
Title: Re: More Stone, Metals, Gem Mod
Post by: Dirst on January 19, 2015, 03:16:35 pm
Ok. Thx for your feedback. Then I will try it with the code four postings above this one.

If you're using DFHack, you can also add a reaction-trigger to the mercury-smelting reaction so that someone performing the smelt reaction is always considered exposed.  Put this in onload.init:
modtools/reaction-trigger -reactionName MERCURY_MAKING -syndrome "mercury poisoning"

Does always considered exposed mean, whenever he is smelting the ore, he will suffer the syndromes at a 100 % probability?
Yes, by "exposed" I meant that the worker would always be infected with the syndrome at the end of the reaction.  With <100% probability of each symptom, however, that doesn't mean the worker will always get hurt.  A syndrome vanishes if it has no active symptoms on the creature, so you probably wouldn't notice the harmless runs of the reaction.
Title: Re: More Stone, Metals, Gem Mod V1.1
Post by: catten on January 29, 2015, 12:52:03 pm
More Stone, Metals, Gem Mod V1.1

My first mod so far. I added a total of about 100 new ore, stone, metals and gems to create more variety. All of them exist in reality as well.

new Stone Layer:
Feldspar (Igneous Intrusive)
Nice.

Quote
Spoiler: New Ores: (click to show/hide)
You might also consider adding Tennantite (Copper 100%, Iron 25%). It would replace Tetrahedrite in igneous layers, and compete with it in metamorphic layers. Overall, there's roughly one Tennantite vein for every 3 Tetrahedrite.

Quote
Spoiler: new Alloys (click to show/hide)
I like the idea of different colors of steel, just for variety if nothing else.

FYI: Argentan is supposed to be in the game already as "Nickel Silver" but Toady (accidentally?) swapped the ratios for Cu and Ni...

I've modded several other alloys into my game and would be happy to give you the raws for any you find interesting enough to add (no point posting a competing "moar metal mod"). The alloys I chose were designed to round out weapons and armor a bit, especially edge vs. blunt (so you can have metals that are better at one but worse at the other).

Spoiler: Catten's alloys (click to show/hide)

Spoiler: Misc. tweaks (click to show/hide)
Title: Re: More Stone, Metals, Gem Mod V1.1
Post by: mineforce on January 29, 2015, 06:58:22 pm
More Stone, Metals, Gem Mod V1.1


My first mod so far. I added a total of about 100 new ore, stone, metals and gems to create more variety. All of them exist in reality as well.

Many hours were spent researching everything with google/wikipedia to keep things somehow accurate (when info was available). However, I am no geologist. So, when some things appear odd to you, please let me know. I am furthermore open to suggestions. Want to see some other specific materials? Just drop me a line, ideally with some sort of source regarding the data.

Big thx to everybody in the forums for helping me out regarding my questions, and to ToadyOne and ThreeToe for creating such a great game.


Important Info:

There are two different versions available:

1) Phoebus Version (http://dffd.wimbli.com/file.php?id=10415): Tiles for materials are selected to make sense with Phoebus Tile-Set. I tried to keep as much new content as possible in separate files to make merging with existing mods easier. Following steps need to be taken care of:

a) Delete following stones in your file "inorganic_stone_mineral.txt": Bauxite, Cinnabar, Cobaltite, Ilmenite, Rutile. They are now ores and included as amended version in a seperate file. Otherwise you will have them listed twice, which might cause trouble.

b) There is a file called "entity_default_XXXmanually add reactions_realXXX.txt". As the name indicates, it includes the reaction-permissions for the new alloys. Simply add them to your file "entity_default.txt".

c) To activate the mod, a new world must be generated. Works with DF34.X and DF40.X. Not sure about others. But as long as those materials aren't included, you should be fine.


2) Vanilla Version as requested (http://dffd.wimbli.com/file.php?id=10460): Tiles are selected to make somehow sense with Vanilla DF2014 (and also DF2012). All changes are implemented in the vanilla-files. When you have the Vanilla-Version of DF v34 or DF v40 installed, you can simply overwrite them. Otherwise you will have to merge them manually with your existing mods. In both cases the generation of a new world is required.

Have fun. :-)


Content:


Spoiler: New Ores: (click to show/hide)




Spoiler: new Pure Metals: (click to show/hide)


Spoiler: new Alloys (click to show/hide)


Spoiler: new Stone Layer: (click to show/hide)


Spoiler: new Stone, Other: (click to show/hide)


Spoiler: new Gems: (click to show/hide)

Looks good, but I just genned a large north America map D:

Looks like I'll have to go back into world gen.
Title: Re: More Stone, Metals, Gem Mod V2.0 - Now with Stonesense Support
Post by: Urist McGoombaBrother on February 01, 2015, 05:29:32 am
Major Update to V2.0 released

now supports Stonesense
new way to produce Titanium. Previously Titanium was way too easy to produce. Now you first need to smelt the providing ores into Titanium Clinker, then create Titanium Tetrachloride (needs Chlorite) and finally you get Titanium (needs Magnesia) to resemble the Kroll Process.
new way to produce the various Steel Alloys (Nickel Steel is new), now more closely related to standard steel production
a few new stones
adapted colouring for some materials


FYI: Argentan is supposed to be in the game already as "Nickel Silver" but Toady (accidentally?) swapped the ratios for Cu and Ni...

Yeah. Argentan has the ratio "3 Copper + 1 Nickel + 1 Zinc", Nickel Silver has the ratio "2 Nickel + 1 Copper + 1 Zinc". So I guess the existing of both can be justified. XD

Quote
I've modded several other alloys into my game and would be happy to give you the raws for any you find interesting enough to add (no point posting a competing "moar metal mod"). The alloys I chose were designed to round out weapons and armor a bit, especially edge vs. blunt (so you can have metals that are better at one but worse at the other).

That will be awesome. I am definitely interested in your raws. Especially the distinctions regarding weapon quality sounds interesting. That's something definitely missing in this mod so far (except Titanite) due to my lack of experience with weaponry. Please upload your files somewhere, so I can check them. Many thx for your kind offer. :-)

Quote
You might also consider adding Tennantite (Copper 100%, Iron 25%). It would replace Tetrahedrite in igneous layers, and compete with it in metamorphic layers. Overall, there's roughly one Tennantite vein for every 3 Tetrahedrite.

Sure. Chances are good to make it in within the next update.

Looks good, but I just genned a large north America map D:

How fitting. I just genned a South America Map. XD

http://i.imgur.com/5yfn4rd.png

Title: Re: More Stone, Metals, Gem Mod V2.0 - Now with Stonesense Support
Post by: catten on February 01, 2015, 09:27:23 pm
new way to produce Titanium. Previously Titanium was way too easy to produce. Now you first need to smelt the providing ores into Titanium Clinker, then create Titanium Tetrachloride (needs Chlorite) and finally you get Titanium (needs Magnesia) to resemble the Kroll Process.
Can't decide if titanium smelting is too advanced for even dwarves, but it will be interesting to see how it balances out as the mod matures.

Quote
FYI: Argentan is supposed to be in the game already as "Nickel Silver" but Toady (accidentally?) swapped the ratios for Cu and Ni...

Yeah. Argentan has the ratio "3 Copper + 1 Nickel + 1 Zinc", Nickel Silver has the ratio "2 Nickel + 1 Copper + 1 Zinc". So I guess the existing of both can be justified. XD
I originally planned to correct the broken ratio in Nickel Silver, to use "2 Cu + 1 Ni + 1 Zn" but then I realized the current form is actually useful. It makes a remarkably accurate match to the ratios of metals needed in real life when making Paktong Bronze and White Gold, for example. So it stayed.

Quote
Quote
I've modded several other alloys into my game and would be happy to give you the raws for any you find interesting enough to add (no point posting a competing "moar metal mod"). The alloys I chose were designed to round out weapons and armor a bit, especially edge vs. blunt (so you can have metals that are better at one but worse at the other).

That will be awesome. I am definitely interested in your raws. Especially the distinctions regarding weapon quality sounds interesting. That's something definitely missing in this mod so far (except Titanite) due to my lack of experience with weaponry. Please upload your files somewhere, so I can check them. Many thx for your kind offer. :-)
Try this (http://dffd.bay12games.com/file.php?id=10532).

Here's my current understanding of how material properties factor into weapons and combat:

Edge attacks use SHEAR_YIELD and SHEAR_FRACTURE, respectively, as lower and upper bound of their strength. Bigger is better for both. It's not clear that SHEAR_STRAIN_AT_YIELD has any impact, and if it does, whether larger or smaller is better (in theory smaller is better, but I've seen contradictory outcomes in arena mode tests when I varied it). Armor defending against edge attacks uses exactly the same, which is why a sword or axe can almost never penetrate armor made of the same material.

Blunt attacks use IMPACT_YIELD and IMPACT_FRACTURE in exactly the same way edge attacks use SHEAR_*. However, blunt (attack and defense) also depend most on density, with IMPACT_* as a significant secondary issue. That's why Silver does so unreasonably well in spite of its terrible material properties. It's dense! This is also why Candy makes terrible plate armor and war hammers---both depend on mass to deal their damage, and light materials just can't deliver.

There's a Gnuplot script in the upload that plots SHEAR vs IMPACT ranges for all the materials I added/modded, to give a visual sense of how they compare. That was vastly easier for me to reason about than fiddling with a calculator. A fair amount of arena-mode testing---highly recommended if you want to fine-tune your metals---suggests that the metals I added behave pretty much as intended. The one annoyance is I don't think it's actually accurate for edge damage and defense to be using exactly the same properties. A sufficiently sharp edge should be able to penetrate a flat surface made of the same material IMO. But anyway, that's what different metals are for. The ideal non-Candy armor setup would be Damascus Steel mail shirt(s) over Royal Steel plate. The former stops almost any edge attack, while the latter excels at stopping blunt (including the blunt that failed edge attacks convert to).

The other material properties seem to have little or no impact on weapon/armor (supposedly they matter for wrestling when a creature is made of that material?).

Finally, note that all armors have the same thickness, so their weight depends only on density of the material. That's why I modeled Damascus Steel as 60% the density of normal steel---that's the only way I could find to model that you can use less material to get the same strength.

BTW, as you'll be able to find in the notes I included in the upload, Nickel is primarily a toughener. My intuition is that this would make it good for blunt but probably not so much edge. You'd want a hardener for edge. Nickel is also remarkably good for handling low temperatures. That doesn't matter right now, but some day it would be really cool if the game tracked the effect of temp on materials. So, e.g. hacking at an ice titan with your normal iron sword makes it shatter (or at least do poorly), while a nickel iron sword would penetrate just as well as ever.

One last note: even if you don't add new mineral/vein types, the relative abundance of materials is amazingly out of whack. The upload includes a dfhack script you can run to tally up how much of every mineral exists in a world (excludes layer stone and gems, but you could probably change that easily enough). I used it to tweak material frequencies to something reasonable. Much less sphalerite and gold, more copper ores, etc.

Good luck!
Title: Re: More Stone, Metals, Gem Mod V2.0 - Now with Stonesense Support
Post by: Urist McGoombaBrother on February 02, 2015, 03:56:51 pm
Many thx. That's a nice package. Following questions appeared so far:


Do you mind when I am implementing some changes into the materials/reactions?

e.g. Regarding manganese production:

1 Pyrosulite + 1 Native Aluminum yields 1 Manganese and 1 Bauxite => however, I modded Bauxite so it yields 50 % Aluminum and 50 % Iron. So the loss isn't that big. => To compensate that, I might amend it to 2 Pyrosulite + 2 Native Aluminum yields 1 Manganese, 1 Bauxite and 2 Iron Slag or something like that.


You used several times environment codes with frequency > 100 like with Tennantite:

[ENVIRONMENT:METAMORPHIC:VEIN:150]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:120]

Does this really work? According to the wiki, the frequence ranges only from 0 to 100.

http://dwarffortresswiki.org/index.php/DF2014:Inorganic_material_definition_token


May I ask, what's your source for frequency and environment locations of the minerals?


Dark Pig Iron uses following ingredient:

Code: [Select]
[REAGENT:B:1:BOULDER:NONE:NONE:NONE] "sealed in a clay crucible"
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]

What does fired_mat mean? Which boulders are taken for the reaction?


Nickel-Iron has nearly the same formula as Nickel Pig Iron, which I have already implemented so far. The big difference is that nickel pig iron can only be used for Nickel Steel production (same as Standard/Vanadium/Niobium/Cobalt Pig Iron). So more uniform will be Nickel Pig Iron. However you brought good arguments to make it actually useable. One of both needs to be cut out to avoid dupes. But for now I am not sure, which one.


I really like the idea of slag as waste product and that the higher quality iron slag can be recycled.


Quote
One last note: even if you don't add new mineral/vein types, the relative abundance of materials is amazingly out of whack. The upload includes a dfhack script you can run to tally up how much of every mineral exists in a world (excludes layer stone and gems, but you could probably change that easily enough). I used it to tweak material frequencies to something reasonable. Much less sphalerite and gold, more copper ores, etc.

What's the dfhack command to activate the script? And when to use it. Already in the world creation screen or at the embark screen?
Title: Re: More Stone, Metals, Gem Mod V2.0 - Now with Stonesense Support
Post by: catten on February 03, 2015, 01:53:26 am
Do you mind when I am implementing some changes into the materials/reactions?
Nope. Go to town. Even if I didn't like something you did, I would just change it back on the worlds I genned, so no big deal.

That said...
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1 Pyrosulite + 1 Native Aluminum yields 1 Manganese and 1 Bauxite => however, I modded Bauxite so it yields 50 % Aluminum and 50 % Iron. So the loss isn't that big. => To compensate that, I might amend it to 2 Pyrosulite + 2 Native Aluminum yields 1 Manganese, 1 Bauxite and 2 Iron Slag or something like that.
I thought it yielded 4 manganese bars and 1 bauxite stone?

Anyway, the "loss" is turning super-expensive Aluminum into pretty-cheap Manganese. Your proposed change doesn't really remove that.

Re iron: The Manganese smelting reaction basically uses pure Aluminum to "steal" oxygen from manganese dioxide, producing aluminum oxide and pure manganese. The bauxite stone is basically aluminum slag. There's really no iron involved here (neither native aluminum nor pyrolusite contains any), so maybe in your world---where bauxite contains significant iron---it would be better to make the reaction produce normal slag instead?

If you do make bauxite an iron ore, I would suggest changing it to yield 100% Al and 20% Fe (similar to how Tetrahedrite works). Then you'd expect about one bar of iron for every bauxite stone, in addition to the 4 normal Al bars you made. Or if Al-smelting is a multi-step thing, maybe have the first step produce an iron slag with 50% probability (and normal slag the other 50% of the time), like how Dark Iron works?

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You used several times environment codes with frequency > 100 like with Tennantite:

[ENVIRONMENT:METAMORPHIC:VEIN:150]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:120]

Does this really work? According to the wiki, the frequence ranges only from 0 to 100.

http://dwarffortresswiki.org/index.php/DF2014:Inorganic_material_definition_token

May I ask, what's your source for frequency and environment locations of the minerals?
Heh. That might explain some of the stranger results I saw while tweaking. I had the impression that larger numbers were more rare (like mineral frequency in world-gen). All the frequencies were hand-tuned by genning lots of worlds until the mineral balance seemed sane.

I can say with some certainty that numbers < 50 also act strangely, which doesn't help efforts to balance things.

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Dark Pig Iron uses following ingredient:

Code: [Select]
[REAGENT:B:1:BOULDER:NONE:NONE:NONE] "sealed in a clay crucible"
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]

What does fired_mat mean? Which boulders are taken for the reaction?
That's the magic incantation for Clay. There are 4-5 varieties of clay (see inorganic_stone_soil.txt), and reactions can identify them because they're tagged with the reaction class FIRED_MAT. Just be careful, porcelain-producing clays also have that tag, so you could make a very expensive crucible if you're not careful :)

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Nickel-Iron has nearly the same formula as Nickel Pig Iron, which I have already implemented so far. The big difference is that nickel pig iron can only be used for Nickel Steel production (same as Standard/Vanadium/Niobium/Cobalt Pig Iron). So more uniform will be Nickel Pig Iron. However you brought good arguments to make it actually useable. One of both needs to be cut out to avoid dupes. But for now I am not sure, which one.
Pig iron, aka cast iron, has high carbon content that makes it completely non-malleable. It's primarily useful as a way to introduce a controlled amount of carbon into steel (producing high-carbon steel, which is very strong but still malleable). I don't see any reason you couldn't have a nickel pig iron, but it's not clear you need it. The impression I got from my research is that good Nickel Steel has fairly low Ni content (3-9%) where nickel iron (= meteoric iron) would have more like 15-20% Ni content. So "1 Pig Iron + 1 Nickel Iron + 1 flux = 1 Nickel Steel" would seem very reasonable, with no need for a Nickel Pig Iron.

Note that nickel steel is largely used for cryogenic applications in real life, though, because it's not really stronger than normal steel---it just maintains its fairly normal properties at abnormally cold temps that would make almost any other metal/alloy weak and brittle. DF doesn't have temps anywhere near that cold, so I hadn't put a Nickel Steel alloy in my mod (Nickel Iron is much better than plain iron, so it did make the cut). Then again, my Royal Steel alloy actually has quite a bit of Nickel, in addition to the Manganese (the two supposedly complement each other nicely). So maybe Royal Steel and Nickel Steel should just merge in your mod.

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I really like the idea of slag as waste product and that the higher quality iron slag can be recycled.
It was kind of a "well, duh" moment for me also when I realized vanilla DF didn't have slag---I grew up in a town with a steel mill, and the giant slag heaps were a major feature of the installation.

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The upload includes a dfhack script you can run to tally up how much of every mineral exists in a world
What's the dfhack command to activate the script? And when to use it. Already in the world creation screen or at the embark screen?

Code: [Select]
[DFHack]# lua
[lua]# dfhack.run_script('devel/count-all-veins')
You can use it any time a map is accessible (which includes embark site selector and even active games), but the most convenient time is during world gen just after history starts unfolding. Year 1-5 is plenty. If you run sooner than that you could scan the map before all the minerals are placed, or analyze a region that ends up being rejected... which can really throw off the reported numbers.
Title: Re: More Stone, Metals, Gem Mod V2.0 - Now with Stonesense Support
Post by: Urist McGoombaBrother on February 03, 2015, 04:44:03 pm
Released a little Quick Fix from V2.0 to 2.1

Corrected formulas of Cobalt, Nickel, Niobium and Vanadium Pig Iron. Somehow I messed them completely up and didn't notice it while testing until now. Instead of 4 Iron + 1 Ingridient, you needed 4 Ingridient and no Iron. Stupid me.


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I thought it yielded 4 manganese bars and 1 bauxite stone?

Yes. 4 Bars are the equivalent of 1 boulder. Just resized everything to the same scale for my notes for easier comparison.


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There's really no iron involved here (neither native aluminum nor pyrolusite contains any), so maybe in your world---where bauxite contains significant iron---it would be better to make the reaction produce normal slag instead?

Not just in my world. XD According to wikipedia bauxite contains the two iron oxides goethite and haematite. (http://en.wikipedia.org/wiki/Bauxite) But looks like I have overestimated the amount of iron ore included. 80 % Aluminum, 20 % Iron might be a better balance.


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Pig iron, aka cast iron, has high carbon content that makes it completely non-malleable. It's primarily useful as a way to introduce a controlled amount of carbon into steel (producing high-carbon steel, which is very strong but still malleable). I don't see any reason you couldn't have a nickel pig iron, but it's not clear you need it. The impression I got from my research is that good Nickel Steel has fairly low Ni content (3-9%) where nickel iron (= meteoric iron) would have more like 15-20% Ni content. So "1 Pig Iron + 1 Nickel Iron + 1 flux = 1 Nickel Steel" would seem very reasonable, with no need for a Nickel Pig Iron.

From what I have found out, the classic steel alloy creation is like first produce steel and as final step the various materials are added. So for Dwarf Fortress this could mean. First Steel and then mix a couple of steel bars with 1 bar extra material to create a few bars of a specific alloy. But the question is, what's the most interesting, but still somehow realistic way, from gaming perspective? When first creating steel and then adding the extra material, like I had in V1.0, the alloy production steps are always the same and only differ slightly at the end, which I think is a little boring. When creating pig whatever iron first, you have got one extra material for each alloy and then the final two steps differ. But maybe there are even more interesting ways. I especially like in your mod the four steps required for Damascus Steel (Dark Iron - Dark Pig Iron - Wootz Steel - Damascus Steel).


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It was kind of a "well, duh" moment for me also when I realized vanilla DF didn't have slag---I grew up in a town with a steel mill, and the giant slag heaps were a major feature of the installation.

Will also add slag to other reactions. Maybe it makes sense to create even more types of slag.


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[DFHack]# lua
[lua]# dfhack.run_script('devel/count-all-veins')

Thx. Worked. How to jump back from [lua]# to [DFHack]#?


Is there a specific way to create slag glaze and store it in a stockpile? It appears in the stockpile menu. But when selecting "glaze item" at the kiln, it takes directly the raw slag and after processing the earthenware jug or whatever is already glazed with slag glaze.
Title: Re: More Stone, Metals, Gem Mod V2.1 - Now with Stonesense Support
Post by: Urist McGoombaBrother on February 16, 2015, 01:12:28 pm
Major Update to V3.0 released

Introduces Slag as "Waste" Product, some of it can be recycled, the rest can be used for glazing or as additional building material
Steel Forge covering the various pig-iron and steel processes to declutter the main forge
many new Alloys, Stones, Ores, Gems and Reactions added

Big thx goes to catten for providing the raws to many of the new materials and reactions as well as the forge. I didn't amend the frequency of the metals. Due to the sheer amount of new materials, e.g. Gold automatically appears much less frequent.
Title: Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
Post by: Jordan~ on March 03, 2015, 07:25:45 am
For new gemstones, how about taaffeite, musgravite, painite and jeremejevite? All four are rarer and more valuable than diamond, and their value ascends in that order.

Taaffeite and musgravite both occur in carbonate rocks - limestone, aragonite, calcite and dolomite, principally - with mica, fluorite, spinel and tourmaline. Taaffeite has clear, red, green and purple colour variants, while musgravite has green, grey and purple colour variants.

Painite occurs in alluvial gem gravels (so soil, sand and clay layers) and varies in colour from red through orange to grey.

Jeremejevite occurs in certain forms of granite in association with albite, tourmaline, quartz and occasionally gypsum. It can be clear, white or faintly yellow or blue.
Title: Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
Post by: Urist McGoombaBrother on March 05, 2015, 12:46:53 am
Thx for your suggestions. Will make it in next update. As well as aragonite. :-)
Title: Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
Post by: Button on March 05, 2015, 10:22:03 am
Suggestion: somewhat rare clusters of meteoric iron (taenite, kamacite) in sedimentary, igneus extrusive, and possibly soil layers. These are iron/nickel ores and could provide a valuable source of iron on volcanic embarks.
Title: Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
Post by: Urist McGoombaBrother on March 07, 2015, 11:50:15 pm
Suggestion: somewhat rare clusters of meteoric iron (taenite, kamacite) in sedimentary, igneus extrusive, and possibly soil layers. These are iron/nickel ores and could provide a valuable source of iron on volcanic embarks.

Thx. Also those will make it in. I don't think you need to worry about lack of iron. XD

Not sure, if it is possible to define a soil layer as environment, but will try. Have only seen various stone so far. :-)
Title: Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
Post by: Jordan~ on March 08, 2015, 10:59:18 am
I think you can define soil as an environment - I seem to remember Kobold Camp doing that.
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Urist McGoombaBrother on January 31, 2016, 01:59:27 am
Major Update to V4.0 released

I personally call it slag invasion as it introduces different kinds of slags. They are yielded via various ore smelting and metal smelting processes. You can use slag for glazing your stone and clay items or improve them with multiple bands of slag glaze. But you can also simply mill all that slag glaze into sand for your glass industry. That can be especially useful, when you embark at an area without a natural sand depot. Take care to not run out of empty bags.

I added two new buildings, the slag recycler and magma slag recycler. When you have some higher tier slag e.g. gold or cobalt slag, you will be able to extract some pure gold or cobalt out of it, while the rest becomes lower tier standard slag. Flux is required for that process. And you need at least four of a kind.

Some more stones and gems were added. Travertine and Aragonite are good sources of flux and calcium carbonate. And finally I updated this mod for the current version of Dwarf Fortress v0.42.05. Altough most of it will work on DF V034.X and DF V40.X as well, chances are good there will be some troubles, when you try it to install it on those. So take care, when you attempt to do so.
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Button on February 01, 2016, 12:33:12 pm
Did you update mercury poisoning to use the new "stacking" syndrome options? :)
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Urist McGoombaBrother on February 03, 2016, 01:32:19 pm
Did you update mercury poisoning to use the new "stacking" syndrome options? :)

To be honest, I don't really understand the syndromes. I added syndromes to arsenic and mercury, but never had a dwarf suffering syndromes from them despite of creating arsenic thrones and tables. Either my syndrome definitions contain an error or the game doesn't considers the dwarfs being exposed to arsenic/mercury for whatever reason.

The goal is to have higher chance for suffering weaker syndromes like being crazed or becoming dizzy and a lower chance for more dangerous syndromes. When they stack, this will be a cool feature. So if you or someone else is able to assist fixing that issue, that will be great.

Spoiler: arsenic (click to show/hide)

Spoiler: mercury (click to show/hide)
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Niddhoger on February 03, 2016, 08:02:45 pm
Suggestion: You should remove "titanium slag" from reactions other than making titanium bars.  Basically, you can completely skip the "Titanium clinker+chlorite->Titanium tetrachloride+magnesia->Titanium bar chain" this way.   You just smelt a titanium-bearing ore on repeat until you accumulate 4 bits of slag, then combine them with flux to make titanium.  Either this, or make the slag from smelting titanium-bearing ore into "titanium clinker" slag.  It just seems odd that you would make the best non-candy metal require so many steps, then allow such an easy bypass.  Especially since you can then just use the "junk" clinker as a building material (for walls and workshops at least). 

Btw, is it intentional for glazers to put the same glaze on the same item over and over? I have pot and statue that just get "slag glaze" 10 times over instead of using different items.  IIRC, default behavior is to only have one unique decoration for each material present.  So you couldn't put 10 lead studs on the same barrel, but you could add 10 different materials to it.  I'm not worried so much about balance, but about my glazer never putting the same pot/statue/craft down.
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Urist McGoombaBrother on February 04, 2016, 03:00:23 pm
Congratulations. You just discovered the secret warp zone. I must have completely overseen that one. Thx for the heads up. Will be fixed within the next release.

No, that is not intentional. Not sure, if that can be fixed within the scope of this mod either. What I have done is to remove the token [NOT_IMPROVED] from the glazing reaction. That means now items can be improved multiple times by either glazing or encircling it with bands as often as you like. Previously items could only be improved once. But that token does not specify anything related to the priority which item is taken. The dwarfs seem to take whatever is closest/easiest reachable and apply the glaze on it. And as this item usually is yielded back to the closest empty space in the stockpile, they end up draging back and forth the same item over and over again. Maybe it is also somehow related to this behaviour (http://www.bay12games.com/dwarves/mantisbt/print_bug_page.php?bug_id=407). Just with the difference that the glazing job always refers to the same material instead of different ones like the general gem-encrusting-job. I am pretty excited about the soon to come update regarding job specifications. Maybe that solves that issue.
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Niddhoger on February 05, 2016, 03:38:24 pm
I tried to have a cycle of jobs on the kiln I wanted to galze at "glaze pot->glaze craft->collect clay" while having a system of stockpile links set up.  One stockpile takes from the other magma kiln making items, and the next was several floors up where my farms were (for brewing).  It sometimes works, but requires several free dwarves to tag each glazed pot for hauling before the glazer gets around to seeing the same one conveniently in his workshop again.  All the while my 500+ slag bar pile keeps getting higher and higher.

Now, there were already two kinds of glaze, ash and tin.  Were they also mutually exclusive? I have never tried to tin glaze stuff before, even if tin was my only metal copper is too cheap to obtain in goblinite and from caravans to waste like that.  Even if I had iron/steel, alloying bronze and using THAT to decorate something was always preferable.  Back on point, I was only using the "glaze"  reaction (as opposed to the BANDS of glaze).  I wasn't sure if a glaze band would allow a pot to hold liquid or not.  I can try fooling around with it some more.

Edit: But items can be improved by varieties of hte same source.  I can add circles of both cat AND dog bones to the same item, but I can't decorate it with two turkey bones.  I can stud something 10 times with 10 different metals, but they'd all be studs.  Can you copy the code for other decorations for glazing? It might wind up giving glazing quality levels, but that wouldn't be a huge problem.  I mean, DYEING has quality levels.  Maybe higher levels would be like painting a picture or putting designs on the item. 

Btw, the "bands" of copper slag were called "bands of opal copper glaze cabochons" or some such.  About 10+ on one pot... so it is treating the bands as gem decorations?
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Urist McGoombaBrother on February 06, 2016, 10:43:25 am
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All the while my 500+ slag bar pile keeps getting higher and higher.

How does this number compare to all the other metal you have around? Probably it makes sense to reduce to overall slag output a little bit.

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Now, there were already two kinds of glaze, ash and tin.  Were they also mutually exclusive?

Initially you could only glaze an unglazed item once, either with tin or ash. There was no way to apply multiple glazes nor any improvements like bands.

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I wasn't sure if a glaze band would allow a pot to hold liquid or not.

Tested it with the press liquid from rock nut paste into rock nut oil reaction. No, a band of glaze is not enough. It still will have the unglazed token and is unable to carry liquids. But you can apply the glazing after you applied a band improvement.

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Can you copy the code for other decorations for glazing?

I wish I would know how to. The gem encrusting reactions appear to be hardcoded. I could only find the glazing reactions within the raw files. Also according to following entry, the improvement token does not respect the Skill in any way (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4408), so no qualitiy levels for improvements. I can add some more improvements (COVERED; RINGS_HANGING; SPIKES - http://dwarffortresswiki.org/index.php/DF2014:Reaction#Improvements), when there is interest. But those will have the same issues as bands and normal glazing.

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Btw, the "bands" of copper slag were called "bands of opal copper glaze cabochons" or some such.  About 10+ on one pot... so it is treating the bands as gem decorations?

I noticed that too. Happens from time to time. Might be some hardcoded issue? This is the improvement reaction for all materials. There is nowhere mentioned anything about gems, cabochons or encrusting.

Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Sampistola on December 31, 2018, 09:49:56 am
You can update it for 0.44.12 please
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Darkgamma on February 01, 2019, 09:35:11 pm
You can update it for 0.44.12 please

Already works with 0.44.12, I've been playing it for some time now
Title: Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
Post by: Sampistola on May 01, 2021, 09:17:30 pm
will this mod have update? It would be great what new things will have with each update for 47.05