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|M|o|r|e| |S|t|o|n|e|,| |M|e|t|a|l|s|,| |G|e|m| |M|o|d|
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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. :-)
=====AMENDMENTS FROM V3.0 to V4.0=====
ported to DF V42.05
Slag Invasion - many different types of Slag and Slag Glaze introduced
removed standard glazing reactions and added tons of new glazing reactions to the kiln
you can glaze clay/stone jugs, statues, pots and crafts multiple times and improve them with multiple bands of glazing
new building slag recycler to extract some metal from slag
a few new stones and gems
=====AMENDMENTS FROM V2.1 to V3.0=====
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 and Magma 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.
=====AMENDMENTS FROM V2.0 to V2.1=====
fix regarding reactions of the various pig irons
=====AMENDMENTS FROM V1.1 to V2.0=====
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. Check content below for exact formulas.
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
=====AMENDMENTS FROM V1.0 to V1.1=====
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.
=====new Ores=====
Arsenopyrite (Arsenic 50%, Iron 50%)
Chalcopyrite (Iron 50%, Copper 50%)
Columbite (Iron 100%, Niobium 25%)
Goethite (Iron 100%)
Pentlandite (Iron 50%, Nickel 50%)
Tantalite (Iron 100%, Niobium 25%)
Tennantite (Copper 60%, Arsenic 20%, Iron 20%)
Titanite (Titanium Clinker 100%)
Vanadinite (Vanadium 100%, Lead 50%)
=====amended to Ore (Other Stone in Vanilla)=====
Bauxite (Aluminum 50%, Iron 50%)
Cinnabar (Mercury 100%)
Cobaltite (Cobalt 100%)
Ilmenite (Iron 50%, Titanium Clinker 50%)
Rutile (Iron 40%, Titanium Clinker 60%)
=====new Pure Metals=====
Arsenic - toxic
Cobalt
Manganese - extracted from pyrolusite, braunite and psilomelane by use of aluminum (aluminothermic reaction)
Mercury - toxic, only purpose for now is extracting into vials and selling
Niobium
Titanium Clinker - only used for Titanium Tetrachloride production
Vanadium
=====new Alloys=====
5 Argentan (3 Copper + 1 Nickel + 1 Zinc)
8 Arsenic Bronze (1 Tetrahedrite + 1 Tennantite or 1 Malachite + 1 Arsenopyrite)
4 Paktong Bronze (3 Arsenic Bronze + 1 Nickel Silver)
4 White Gold (3 Gold + 1 Nickel Silver + 1 Borax Flux)
4 Cobalt Pig iron + Slag (4 Iron + 1 Cobalt + flux stone + fuel), only used for Cobalt Steel Production
4 Manganese Pig iron + Slag (4 Iron + 1 Manganese + flux stone + fuel), only used for Manganese Steel Production
4 Nickel Pig iron + Slag (4 Iron + 1 Nickel + flux stone + fuel), only used for Nickel Steel Production
4 Niobium Pig iron + Slag (4 Iron + 1 Niobium + flux stone + fuel), only used for Niobium Steel Production
4 Vanadium Pig iron + Slag (4 Iron + 1 Vanadium + flux stone + fuel), only used for Vanadium Steel Production
4 Dark Iron + Slag (1 Magnetite + 1 Limonite + fuel)
1 Dark Pig Iron + Slag (2 Dark Iron + 1 Clay + 1 Wood + fuel)
2 Cobalt Steel + Slag (1 Iron + 1 Cobalt Pig iron + flux stone + fuel) - same quality as steel, blue colour
2 Manganese Steel + Slag (1 Iron + 1 Manganese Pig iron + flux stone + fuel) - same quality as steel, light magenta colour
2 Nickel Steel + Slag (1 Iron + 1 Nickel Pig iron + flux stone + fuel) - same quality as steel, light gray colour
2 Niobium Steel + Slag (1 Iron + 1 Niobium Pig iron + flux stone + fuel) - same quality as steel, light red colour
2 Vanadium Steel + Slag (1 Iron + 1 Vanadium Pig iron + flux stone + fuel) - same quality as steel, dark red colour
1 Wootz Steel (1 Dark Pig Iron + fuel), same quality as steel, alternate production method when no flux available, but wasting more iron, dark gray colour
5 Damascus Steel (2 Wootz Steel + 1 Steel + 1 Oil + 1 Borax Flux + fuel), slightly superior than steel, light cyan colour
5 Royal Steel (1 Cobalt Steel + 1 Manganese Steel + 1 Nickel Steel + 1 Niobium Steel + 1 Vanadium Steel + Borax Flux + fuel) - slightly superior than steel, cyan colour
1 Titanium Tetrachloride + Slag (1 Titanium Clinker + 1 Chlorite + fuel), only used for Titanium production
1 Titanium + Slag (1 Titanium Tetrachloride + 1 Magnesia + fuel)- superior than steel, not as tough as adamantine, green colour)
=====new Stone Layer=====
Feldspar (Igneous Intrusive)
=====new Stone, Other=====
Amphibolite
Albite
Ankerite
Anorthosite
Anthracite (can be used for fuel production)
Aplite
Aragonite (Flux, Calcium Carbonate)
Baddeleyite
Baryte
Blueschist
Braunite
Carbonatite
Chlorite (Flux)
Chlorite Schist
Corundum
Diabase (Dolerite)
Dunite
Eclogite
Flint
Garnet-Mica Schist
Granulite
Greenschist
Greisen
Hornfels
Howlite
Kyanite
Labradorite
Lamprophyre
Lepidolite
Magnesite
Muscovite
Nepheline
Nepheline Syenite (Porcelain)
Norite
Pegmatite
Petalite
Plagioclase
Psilomelane
Pyroxene
Pyrrhotite
Rhodizite
Rhodochrosite
Scheelite
Skarn
Sodalite
Spodumene
Syenite
Thorite
Tonalite
Travertine (Flux, Calcium Carbonate)
Trona
Wehrlite
Whiteschist
Wollastonite
Wulfenite
Zeolite
=====new Gems=====
amazonite
azurite
black star diopside
blue euclase
blue lace agate
celestine
chrome diopside
chrysanthemum stone
clear euclase
crazy lace agate
dalmatian jasper
dumortierite
fancy jasper
fluorite
fossil agate
green euclase
hawkeye
leopard skin jasper
mahogany obsidian
mookaite jasper
nebulae stromatolite
orbicular jasper
prehnite
rainbow obsidian
rutilated quarz
silver leaf agate
snowflake obsidian
tashmarine diopside
tourmalinated quartz
tree agate
violane diopside
zebra jasper
violet tourmaline
yellow tourmaline
orange tourmaline
brown tourmaline
sugilite
xenotime
angelite
taaffeite
musgravite
painite
jeremejevite
orange diamond
pink diamond
purple diamond
brown diamond
steel gray diamond
white diamond
star emerald
=====new Other Materials=====
Magnesia (does not occur naturally, yielded by processing Magnesite or Periclase)
Borax Flux (needed for certain reactions, yielded from Borax, stored in Bags)
Iron Slag (side product of various reactions)
Slag (all slags are side products of various ore smelting reactions)
Cobalt Slag
Copper Slag
Gold Slag
Iron Slag
Lead Slag
Manganese Slag
Nickel Slag
Niobium Slag
Silver Slag
Tin Slag
Titanium Slag
Vanadium Slag
Zinc Slag
Slag Glaze (all types of slag glaze are used for ceramics)
Cobalt Slag Glaze
Copper Slag Glaze
Gold Slag Glaze
Iron Slag Glaze
Lead Slag Glaze
Manganese Slag Glaze
Nickel Slag Glaze
Niobium Slag Glaze
Silver Slag Glaze
Tin Slag Glaze
Titanium Slag Glaze
Vanadium Slag Glaze
Zinc Slag Glaze
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.
Columbite (Iron 100%, Niobium 25%)
Tantalite (Iron 100%, Niobium 25%)
Titanite (Titanium 100%)
Vanadinite (Vanadium 100%, Lead 50%)
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.
Argentan (3 Copper + 1 Nickel + 1 Zinc)
Cobalt Steel (5 Steel + 1 Cobalt) - same quality as steel, light blue colour
Niob Steel (5 Steel + 1 Niobium) - same quality as steel, light red colour
Vanadium Steel (5 Steel + 1 Vanadium) - same quality as steel, dark red colour
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).
White gold - 75% gold, 25% nickel silver, requires borax flux (see below). Same material properties and uses as silver but much more dense (16.7 vs. 10.5). White gold blunt weapons sit about halfway between silver and platinum. Whitish color. Material value 25 (worse than pure gold, but better than the sum of its parts).
Nickel iron - 75% iron, 25% nickel. Requires 1 flux stone. Markedly better than iron for both blunt and edge, but much inferior to steel. Slightly more dense than iron, which also helps for blunt weapons. Material value 15. Bluish color.
Arsenical bronze - copper alloyed with small amounts of Antimony and Arsenic. Smelted directly from Tetrahedrite and Tennantite ores (sources of Antimony and Arsenic, respectively). Significantly better than iron, comparable but slightly inferior to dark iron (below). Surprisingly hard to make because the two ores don't usually appear in the same embark. Material value 12. Green-colored. Since you already figured out how to make mercury poisonous, you would also want to add a toxic interaction to arsenical bronze smelting, where repeated exposure causes progressive nerve damage to limbs that culminates in lameness and/or inability to grasp. The metal itself is harmless once smelted, though.
Paktong - 75% arsenical bronze, 25% nickel silver. The strongest known copper alloy, and doesn't need flux. Markedly better than nickel iron for both blunt and edge, but still inferior to steel. Material value 20, greenish-white color. Good luck finding all four base metals on the same embark, though.
Royal steel - 50% normal steel, 40% nickel iron, and 10% manganese (see below). Requires flux, on top of that already used for the pig iron and nickel iron reaction inputs. An exceptionally tough high-alloy steel. Slightly heavier than steel, and significantly better for blunt. Makes the best plate armor in the game (candy is actually terrible because it's too light). Material value 40, royal blue color. Difficult to manufacture because of the extra flux required, and because Manganese is a royal pain to make.
Dark iron - iron with trace nickel and vanadium content. Smelted directly from limonite and magnetite (respectively providing Ni and Vn). Only produces 4 bars instead of 8, but the slag can sometimes be re-smelted to recover normal iron. Hard to make because the two ores very seldom appear in the same embark. Material value 12, dark gray color. Similar overall quality to nickel iron, but with better edge and worse blunt. Also a precursor to Wootz Steel.
Dark pig iron - first half of the crucible steel reaction, made from dark iron and wood ("charcoal will not do"). Requires clay but no flux. 50% loss due to lack of flux (this is true in real life).
Wootz steel - second half of the crucible steel reaction, made by roasting dark pig iron in a kiln. Produces a low-alloy steel. Same material properties and value as normal steel, but a precursor to Damascus Steel.
Damascus steel - not really an alloy, it Wootz steel that has been through the extensive folding, tempering, and annealing are required to bring out the latent properties of Wootz to produce an exceptionally strong low-alloy steel (Ni+Vn from dark iron, carbon nanotubes from wood-based alloying process). Must use charcoal fuel (magma is too hot) and consumes borax flux. Requires a jug of oil for a soft quench (should really be oil-on-water for a medium-hard quench, but there's no easy way to require a bucket of water in a reaction). The result is a metal with a significantly better edge than steel (only candy is better), and a 40% reduction in the amount of material required to achieve a given toughness (simulated by making it less dense). 3 bars input Makes amazing edge weapons and mail armor, but lousy plate. Material value 40, color somewhere between royal steel and candy. A pain to make because it involves so many steps, and because there is a small net loss of material even after reprocessing dark iron slag and the final density reduction.
Adjusted mineral frequencies to be somewhat reasonable. By default, materials than can appear in lots of places are significantly more abundant than those occurring in more specialized locations (e.g. general sedimentary ores crowd out ores that can only appear in rock salt). A typical vanilla world has unimaginably vast quantities of sphalerite and galena, and vast quantities of gold and tetrahedrite (3-5x more gold in the world than silver... something is broken). Also, hematite no longer appears in in igneous intrusive layers, but both hematite and limonite occasionally appear in soil layers (hematite only in certain sands; limonite in any soil type). Borax clusters can appear anywhere gypsum can, rather than just veins in rock salt. Even then, it's still one of the rarest materials in the game, though---a medium-sized world will probably have fewer than 3 borax clusters in total.
Added anthracite coal to metamorphic layers. It produces 13 coke at a smelter (12 w/o magma). The quantity very closely matches the carbon content of anthracite vs. bituminous and lignite coal. The other two coal were each modded to produce 1 ash in addition to coke, again reflective of their real-life ash content.
All flux-using reactions changed to produce a slag stone, which is usable as building material or a low-value glaze (filling the role of green glass for glazes). Mostly, though, it's just a (realistic) pain in the neck once workshops start to fill up with the stuff.
Manganese can be smelted in the presence of pure aluminum (producing a bauxite stone as slag). It's useless as a material (similar to pig iron), and makes for a very expensive reaction (burns native aluminum nuggets), but it's a key ingredient for royal steel.
Borax can be baked at a kiln to produce 8 bars of borax flux, which is used to make specialized alloys (white gold and Damascus steel).
Sylvite can be baked at a kiln to produce 8 bars of potash. It's a very rare stone (almost as rare as borax), but very nice to have when available.
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.
[INORGANIC:ARSENIC]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:arsenic]
[STATE_NAME_ADJ:LIQUID:molten arsenic]
[STATE_NAME_ADJ:GAS:boiling arsenic]
[DISPLAY_COLOR:6:12:1]
[TILE:6:12:1]
[MATERIAL_VALUE:20]
[SPEC_HEAT:329]
[IGNITE_POINT:NONE]
[MELTING_POINT:11471]
[BOILING_POINT:12000]
[ITEMS_WEAPON][ITEMS_AMMO][ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]
[SOLID_DENSITY:5727]
[LIQUID_DENSITY:5220]
[MOLAR_MASS:74922]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:175000]
[IMPACT_STRAIN_AT_YIELD:921]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:175000]
[COMPRESSIVE_STRAIN_AT_YIELD:921]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:29]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:77]
[SHEAR_YIELD:20000]
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:77]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:29]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:PUMPKIN]
[SYNDROME]
[SYN_NAME:arsenic poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_DIZZINESS:PROB:20: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_SWELLING:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_NECROSIS:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_IMPAIR_FUNCTION:PROB:20:START:1000:PEAK:2500:END:5000]
[SYNDROME]
[SYN_NAME:serious arsenic poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_INGESTED]
[CE_ADD_TAG:CRAZED:PROB:50:START:100:PEAK:250:END:1000]
[CE_DIZZINESS:PROB:50:START:100:PEAK:250:END:1000]
[CE_NAUSEA:PROB:50:START:100:PEAK:250:END:1000]
[CE_FEVER:PROB:50:START:100:PEAK:250:END:1000]
[CE_VOMIT_BLOOD:PROB:100:START:100:PEAK:250:END:1000]
[CE_SWELLING:PROB:50:START:100:PEAK:250:END:1000]
[CE_NECROSIS:PROB:50:START:100:PEAK:250:END:1000]
[CE_IMPAIR_FUNCTION:PROB:50:START:100:PEAK:250:END:1000]
[CE_UNCONSCIOUSNESS:PROB:50:START:200]
[INORGANIC:MERCURY]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mercury]
[STATE_NAME_ADJ:LIQUID:molten mercury]
[STATE_NAME_ADJ:GAS:boiling mercury]
[DISPLAY_COLOR:7:7:1]
[TILE:7:7:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:140]
[IGNITE_POINT:NONE]
[MELTING_POINT:9930]
[BOILING_POINT:10642]
[SOLID_DENSITY:13534]
[LIQUID_DENSITY:13534]
[MOLAR_MASS:200590]
[STATE_COLOR:ALL_SOLID:SILVER]
[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]
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.
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.
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.
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.
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.
[REACTION:SLAG_GLAZE_JUG_IMPROVEMENT]
[NAME:add bands of slag to clay/stone jug]
[BUILDING:KILN:CUSTOM_1] number is placeholder
[REAGENT:glaze:150:POWDER_MISC:NONE:INORGANIC:SLAG_GLAZE]
[REAGENT:glaze container:1:NONE:NONE:NONE:NONE][CONTAINS:glaze][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[REACTION_CLASS:CAN_GLAZE]
[EMPTY]
[PRESERVE_REAGENT]
[IMPROVEMENT:100:jug:BANDS:GET_MATERIAL_FROM_REAGENT:glaze:NONE]
[FUEL]
[SKILL:GLAZING]