Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should we add fantasy metals to this mod?

Yes, but only a few or just some stereotypical fantasy metals
Yes, lots of them!
No.

Pages: [1] 2 3

Author Topic: Comprehensive Metal Mod Project [POLL]  (Read 2383 times)

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Comprehensive Metal Mod Project [POLL]
« on: September 07, 2014, 09:38:35 pm »

I don't know if anyone has done this before, but would the DF community be interested in a mod that implemented a variety of metals and their ores? This would ideally be a group project, unlike my Elf Mode project that no one wanted to actually sign on for. I figure that we'll dredge up a list of metals and alloys that the community would like added to the game, then get people to find accurate material properties for each. To help out, you'd just state what metal you wanted to work on. Even if you're not a modder, suggestions are welcome.


Current list of metals:
-Aluminum bronze - Taken by King Murdoc
-Uranium (not radioactive for now, unless we give it a syndrome on contact.)
-Mithril (superior to steel, inferior to divine/candy?)
« Last Edit: September 07, 2014, 10:55:41 pm by KingMurdoc »
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #1 on: September 07, 2014, 09:46:26 pm »

I'm in! I already have one metal to toss in, and am working on two more. Current metal is Burning Steel, a steel and dragon bone alloy, equal to divine metals, but heavier. I'm also working on Colossus Bronze, a bronze-steel alloy better than divine metals, but worse than adamantine, and REALLY heavy, as heavy as platinum, meaning fully colossus bronze armed hammer guards would be viable, while you put your adamantine and burning steel into the guys who need to be faster, and one more metal, not sure what it'll be, just I know it'll involve iron. I'm in!
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: Comprehensive Metal Mod Project [POLL]
« Reply #2 on: September 07, 2014, 09:56:38 pm »

I was thinking more along the lines of real metals, but I'll add a poll.
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

cyberTripping

  • Bay Watcher
  • JPEG Artifactoid
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #3 on: September 07, 2014, 10:54:06 pm »

Hwoops, clicked wrong option. Meant to put only a few, clicked lots. Is there any way to retract votes? (This is why you don't vote while low on sleep, kids)
Logged
Everything's in the news today

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: Comprehensive Metal Mod Project [POLL]
« Reply #4 on: September 07, 2014, 10:55:10 pm »

No, but I'm sure we can remember this.
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

Wannabehero

  • Bay Watcher
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #5 on: September 08, 2014, 10:44:40 am »

I always mod aluminum bronze into my current version of DF, because it is a beautiful metal IRL, and actually gives a reason to search/trade for aluminum.

Speaking of bronzes, I also like to included leaded bronzes (slightly weaker than normal bronze, but consume lead for an actually useful purpose) and gray bronze (gunmetal bronze/brass).  Can post the raws for you later if you like.

Big fan of adding cobalt in, for cobalt alloys (cobalt steels and bronzes), and decoratives as well.  Fun fact: Cobalt is named for kobolds (germanic folklore).

I've always envisioned Mithril as being titanium alloy, but you can keep the fantasy element to it if you like, its your mod :)
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #6 on: September 08, 2014, 11:17:04 am »

Real-world metals are always worth including, so long as they were achievable using Dwarf technology.

I would also like to see a nice set of fantasy materials, but not the fifty-ninth version of mithril. And avoid eog, galvorn, ithildin, etc. as well.  Something that is "generic" to Dwarf Fortress and not under someone's copyright.

The most obvious place to start would be to make materials related to Spheres, with more variability than the current divine metals.  Some, perhaps most, would be something other than metal.

A different direction would be to follow StangnantSoul's lead and introduce a bit of alchemy into the game.  Dragon bone has one property that can be exploited, wormy tendrils have another, etc.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #7 on: September 08, 2014, 12:56:59 pm »

A friend of mine made adamantium be in the game: basically he made a weaker version of adamantine, but it was one part adamantine mixed with two parts steel. What resulted was basically a dark blue, stronger, lighter steel, less numerous than steel, more numerous than adamantine. In arena, it always lost to adamantine and the divine metals, but beat steel. I could recreate his adamantium, because he decided he didn't like it and deleted it. If anyone wants me to do so, I could.
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #8 on: September 09, 2014, 01:43:19 am »

Code: [Select]
[INORGANIC:ALUMINUM_BRONZE]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE
    [STATE_NAME_ADJ:ALL_SOLID:aluminum bronze]
    [STATE_NAME_ADJ:LIQUID:molten aluminum bronze]
    [STATE_NAME_ADJ:GAS:boiling aluminum bronze]
    [DISPLAY_COLOR:0:7:1]
    [BUILD_COLOR:0:7:1]
    [MATERIAL_VALUE:20]
    [SPEC_HEAT:419]
    [MELTING_POINT:11868]
    [BOILING_POINT:14468]
    [SOLID_DENSITY:745]
    [LIQUID_DENSITY:1690]
    [MOLAR_MASS:30012]
    [IMPACT_YIELD:1890000]
    [IMPACT_FRACTURE:3780000]
    [IMPACT_STRAIN_AT_YIELD:2700]
    [COMPRESSIVE_YIELD:1890000]
    [COMPRESSIVE_FRACTURE:3780000]
    [COMPRESSIVE_STRAIN_AT_YIELD:2700] bulk modulus 70 GPa
    [TENSILE_YIELD:540000]
    [TENSILE_FRACTURE:1080000]
    [TENSILE_STRAIN_AT_YIELD:469] young's modulus 115 GPa
    [TORSION_YIELD:540000]
    [TORSION_FRACTURE:1080000]
    [TORSION_STRAIN_AT_YIELD:469]
    [SHEAR_YIELD:540000]
    [SHEAR_FRACTURE:1080000]
    [SHEAR_STRAIN_AT_YIELD:1227] shear modulus 44 GPa
    [BENDING_YIELD:540000]
    [BENDING_FRACTURE:1080000]
    [BENDING_STRAIN_AT_YIELD:1227]
    [MAX_EDGE:10000]
    [STATE_COLOR:ALL:SILVER]

scamtank

  • Bay Watcher
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #9 on: September 09, 2014, 02:08:43 am »

Here's one that's been grinding my gears: the fact that fine silver bullion is the stuff that's used for weapons and functional objects while the harder and more practical sterling silver is left a cheap curiosity.

Even their practical stats are the same. Just quick comparison at comparing the two on SubsTech well demonstrates that they shouldn't be. The challenge is just translating the science stats into raws language.

Also, putting all the martial pressure on the alloy instead would get rid of the "starving kobold pickpocket swinging around a solid silver machete" phenomenon. You could just keep the reaction from any "poor" civs.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #10 on: September 09, 2014, 02:11:45 am »

The challenge is just translating the science stats into raws language.

That is exactly how I made my aluminium bronze up there.

http://www.bay12forums.com/smf/index.php?topic=140645.0

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: Comprehensive Metal Mod Project [POLL]
« Reply #11 on: September 09, 2014, 03:38:28 pm »

Awesome. That'll make this much easier.

Anyone care to poke around and find metals that are in existing ores but aren't in-game?
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #12 on: September 09, 2014, 05:19:06 pm »

There have been quite a few mods which do such things that you might want to take a look at ... Putnam's Materials Plus, and Orichalcum DF are the ones that come immediately to mind, I'm sure there have been others too.

http://dffd.wimbli.com/file.php?id=7579

http://www.bay12forums.com/smf/index.php?topic=139059.0
« Last Edit: September 09, 2014, 05:24:30 pm by smakemupagus »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #13 on: September 09, 2014, 05:41:08 pm »

Materials Plus is all wrong now that I've learned how the materials actually work, though.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Comprehensive Metal Mod Project [POLL]
« Reply #14 on: September 09, 2014, 05:42:38 pm »

Materials Plus is all wrong now that I've learned how the materials actually work, though.

oops!!  sorry about that.
Pages: [1] 2 3