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Author Topic: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support  (Read 6418 times)

Urist McGoombaBrother

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More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« 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)


« Last Edit: January 31, 2016, 12:57:34 pm by Urist McGoombaBrother »
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Re: More Stone, Metals, Gem Mod
« Reply #1 on: January 10, 2015, 08:34:25 pm »

Looks interesting.

  • How common is titanite?
  • Did you reduce the size of bauxite clusters? If not, did you reduce the value of aluminum to compensate for it now being everywhere?
  • Is mercury toxic?
  • 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?
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Re: More Stone, Metals, Gem Mod
« Reply #2 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.

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Re: More Stone, Metals, Gem Mod
« Reply #3 on: January 11, 2015, 12:28:18 am »

Seems interesting enough. PTW
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Re: More Stone, Metals, Gem Mod
« Reply #4 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.
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Re: More Stone, Metals, Gem Mod
« Reply #5 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.
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Re: More Stone, Metals, Gem Mod
« Reply #6 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 :).
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Re: More Stone, Metals, Gem Mod
« Reply #7 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.
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Urist McGoombaBrother

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Re: More Stone, Metals, Gem Mod
« Reply #8 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?

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Re: More Stone, Metals, Gem Mod
« Reply #9 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.
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Re: More Stone, Metals, Gem Mod
« Reply #10 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?
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Re: More Stone, Metals, Gem Mod
« Reply #11 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?
« Last Edit: January 15, 2015, 04:07:38 pm by Urist McGoombaBrother »
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Re: More Stone, Metals, Gem Mod
« Reply #12 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 :-\.
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Re: More Stone, Metals, Gem Mod
« Reply #13 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.

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No problem :)
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Re: More Stone, Metals, Gem Mod
« Reply #14 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"
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