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Author Topic: Giving materials a fixed temperature?  (Read 906 times)

VolcanoQueen

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Giving materials a fixed temperature?
« on: July 22, 2017, 11:29:51 pm »

I kind of want to add enchanted items/materials (and magic in general) into my game. I know that there are mods out there that I could use, but I want to try and do this myself to try and get better at modding. I want dorfs/elves/etc. to be able to enchant regular vanilla materials to, for example, give the material a fixed temperature. Does anyone have advice on how to do this?

Putnam

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Re: Giving materials a fixed temperature?
« Reply #1 on: July 23, 2017, 05:24:45 am »

it's going to have to be on an entirely new material with MAT_FIXED_TEMP added, which you would then produce in an interaction

KittyTac

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Re: Giving materials a fixed temperature?
« Reply #2 on: July 23, 2017, 11:04:16 pm »

it's going to have to be on an entirely new material with MAT_FIXED_TEMP added, which you would then produce in an interaction

Nope, that doesn't work. Even if you set it to 50000, even if you drop it on grass, it does nothing.
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milo christiansen

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Re: Giving materials a fixed temperature?
« Reply #3 on: July 25, 2017, 04:04:01 pm »

MAT_FIXED_TEMP only works on new items created after the tag was added to the material. Obviously I don't know if you started a new for after making changes orif you tweaked the material on an existing fort, but this issue has bitten people before...

Also MAT_FIXED_TEMP is kinda weird, so it may just not be transmitting heat properly...
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Dunamisdeos

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Re: Giving materials a fixed temperature?
« Reply #4 on: July 25, 2017, 06:18:18 pm »

It is worth noting that a material temp of 50000 will melt quite nearly anything that holds it.
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KittyTac

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Re: Giving materials a fixed temperature?
« Reply #5 on: July 25, 2017, 09:35:12 pm »

It is worth noting that a material temp of 50000 will melt quite nearly anything that holds it.

This is why I made it for my draconian race. It *does* work in corner cases, like if you take a dip in water, it'll occassionally make bursts of steam.
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Dunamisdeos

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Re: Giving materials a fixed temperature?
« Reply #6 on: July 26, 2017, 02:31:21 pm »

It is worth noting that a material temp of 50000 will melt quite nearly anything that holds it.

This is why I made it for my draconian race. It *does* work in corner cases, like if you take a dip in water, it'll occassionally make bursts of steam.

Make a human hold it, see if he melts. If he does, its some kind of problem with transferring the temp to terrain/grass/trees etc.

Alternatively, test it by lodging it INTO a human, see if he catches fire.
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Max™

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Re: Giving materials a fixed temperature?
« Reply #7 on: July 26, 2017, 08:12:27 pm »



There was grass there... it caught fire after the test subject started to ignite. Then I got the idea to scoop them up into my axe with my modded advfort setup to see if they would be hurt by it while inside the container, they seemed to be holding out fine so I made another dwarf to have them grab the multi-dwarf-containing-axe which weighed like 940 Urists so my speed hit 0.099 and this happened:

^Those three were inside of the axe I just picked up which had fixed temp:50000 urists.

Upon scooping her up into another item I was left with this:
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KittyTac

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Re: Giving materials a fixed temperature?
« Reply #8 on: July 26, 2017, 08:21:36 pm »

It is worth noting that a material temp of 50000 will melt quite nearly anything that holds it.

This is why I made it for my draconian race. It *does* work in corner cases, like if you take a dip in water, it'll occassionally make bursts of steam.

Make a human hold it, see if he melts. If he does, its some kind of problem with transferring the temp to terrain/grass/trees etc.

Alternatively, test it by lodging it INTO a human, see if he catches fire.

I tried. Refuses to work. http://imgur.com/a/iMSyj

EDIT: If you press ctrl+a after the human has the sword, then assume control again, you're on fire. Huh.
« Last Edit: July 26, 2017, 08:52:12 pm by KittyTac »
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Max™

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Re: Giving materials a fixed temperature?
« Reply #9 on: July 26, 2017, 08:55:21 pm »

Incidentally, I stuck those 50k urist blood thorn axes into dwarves and let go so they stayed there, then walked off and waited, sure enough the dorf caught on fire, and of course I got the whole telebloodburst bug as a fun side effect.
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