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Author Topic: Tordeks big thread of mods and random questions  (Read 1897 times)

!!tordek!!

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Tordeks big thread of mods and random questions
« on: November 28, 2010, 02:35:29 pm »

Hi everyone, decided that rather than spam up the forums with a new thread every week I'm going to keep everything related to modding I do in this thread. At the moment I'm working on creating some new metals to put in the game
Code: [Select]
[INORGANIC:PALLADIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:palladium]
[STATE_NAME_ADJ:LIQUID:molten palladium]
[STATE_NAME_ADJ:GAS:boiling palladium]
[DISPLAY_COLOR:7:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:130]
[MELTING_POINT:12798] 1
[BOILING_POINT:15333] 1
[SOLID_DENSITY:12023] 1
[LIQUID_DENSITY:10380] 1
[MOLAR_MASS:195084]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:700000]
[IMPACT_STRAIN_AT_YIELD:152]
[COMPRESSIVE_YIELD:250000]
[COMPRESSIVE_FRACTURE:600000]
[COMPRESSIVE_STRAIN_AT_YIELD:152] 230
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:60] 168
[TORSION_YIELD:100000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:164]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:200000]
[SHEAR_STRAIN_AT_YIELD:164] 61
[BENDING_YIELD:80000]
[BENDING_FRACTURE:150000]
[BENDING_STRAIN_AT_YIELD:60]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]

[INORGANIC:COBALT]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cobalt]
[STATE_NAME_ADJ:LIQUID:molten cobalt]
[STATE_NAME_ADJ:GAS:boiling cobalt]
[DISPLAY_COLOR:1:7:1]
[MATERIAL_VALUE:3]
[SPEC_HEAT:130]
[MELTING_POINT:12691] 1
[BOILING_POINT:15269] 1
[SOLID_DENSITY:8900] 1
[LIQUID_DENSITY:7750] 1
[MOLAR_MASS:65380]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:525000]
[IMPACT_STRAIN_AT_YIELD:250]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:525000]
[COMPRESSIVE_STRAIN_AT_YIELD:250] 70
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:150000]
[TENSILE_STRAIN_AT_YIELD:46] 108
[TORSION_YIELD:50000]
[TORSION_FRACTURE:150000]
[TORSION_STRAIN_AT_YIELD:116]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:150000]
[SHEAR_STRAIN_AT_YIELD:116] 43
[BENDING_YIELD:50000]
[BENDING_FRACTURE:150000]
[BENDING_STRAIN_AT_YIELD:46]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]

[INORGANIC:WHITE_GOLD]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME:SOLID:white gold]
[STATE_NAME:SOLID_POWDER:white gold dust]
[STATE_ADJ:ALL_SOLID:white gold]
[STATE_NAME_ADJ:LIQUID:molten white gold]
[STATE_NAME_ADJ:GAS:boiling white gold]
[DISPLAY_COLOR:7:6:1]
[MATERIAL_VALUE:25]
[SPEC_HEAT:129]
[MELTING_POINT:11915]
[BOILING_POINT:15141]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]

I put 1's beside the numbers I know are correct, but the rest are just ballpark figures or numbers taken from a similar metal. If anyone can give me the correct numbers or better yet, show me how to find them It'd be appreciated.

here's the reactions. Cobalt one isn't working right now, not sure what I did wrong but I think it's something to do with the product
Code: [Select]
[REACTION:COBALT_TO_DYE]
[NAME:make dye from cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:COBALT]
[PRODUCT:100:3:BAG:NO_SUBTYPE:COBALT_DYE:COBALT_DYE][PRODUCT_DIMENSION:150]
[BAG]
[FUEL]
[SKILL:SMELT]

[REACTION:WHITE_GOLD_MAKING]
[NAME:make white gold bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:GOLD]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PALLADIUM]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:WHITE_GOLD][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

the product, dyeing clothing with cobalt probably wouldn't be too healthy, but it'll be a good way to get rid of all those soap maker  immigrants that keep arriving at my fortress if I go and make a syndrome or two to go with it.
anyhow, problems likely in the product line in the reaction or in the actual product below
Code: [Select]

[INORGANIC:COBALT_DYE]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cobalt dye]
[STATE_COLOR:ALL_SOLID:COBALT]
[DISPLAY_COLOR:1:7:1]
[MATERIAL_VALUE:30]
[POWDER_DYE:COBALT]
[PREFIX:NONE]
Logged

Knight Otu

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Re: Tordeks big thread of mods and random questions
« Reply #1 on: November 28, 2010, 02:58:33 pm »

Code: [Select]
[REACTION:COBALT_TO_DYE]
[NAME:make dye from cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BAR:NONE:METAL:COBALT]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:COBALT_DYE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[FUEL]
[SKILL:SMELT]
That should work.
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nordak

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Re: Tordeks big thread of mods and random questions
« Reply #2 on: November 28, 2010, 03:07:51 pm »

Try referencing to Deon's Genesis mod
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!!tordek!!

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Re: Tordeks big thread of mods and random questions
« Reply #3 on: November 28, 2010, 09:11:03 pm »

hurrah! cobalt is working now. I'm now building a warpick weapon, which were famous for smashing through a knights armour like it was tissue paper, causing a fairly small wound and then getting stuck inside the enemy and being nearly impossible to pull back out. I've made it so that the weapon will lodge inside an enemy with nearly any solid hit, but I want it to sometimes get stuck and taking longer than just one turn to pull it back out. I doubt that's possible, but I might as well check eh?
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inEQUALITY

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Re: Tordeks big thread of mods and random questions
« Reply #4 on: November 28, 2010, 09:47:51 pm »

Unfortunately, you're right. Can't make something that's easy to get stuck in hard to pull out, thanks to 'I' commands and the like. It's just how it's coded. It's a good idea for a suggestion in future releases though.
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!!tordek!!

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Re: Tordeks big thread of mods and random questions
« Reply #5 on: December 02, 2010, 11:05:06 am »

new plants! First one is because I thought we could use some vodka in dorf fort, second I hope to use in some sort of medicine related reaction in the same way sphagnum moss was used back in the middle-ages and all the way to world war 1. Although I have no idea how I would go about doing this

Code: [Select]
[PLANT:TUBER_BEIGE]
[NAME:beige tuber][NAME_PLURAL:beige tubers][ADJ:beige tuber]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PICKED_TILE:232][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:3]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven vodka]
[STATE_NAME_ADJ:LIQUID:dwarven vodka]
[STATE_NAME_ADJ:GAS:boiling dwarven vodka]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:7:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:beige tuber seed:beige tuber seeds:7:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:232]
[DEAD_SHRUB_TILE:232]
[SHRUB_COLOR:0:0:1]
[DEAD_SHRUB_COLOR:0:0:0]


[PLANT:CAVE_MOSS]
[NAME:cave moss][NAME_PLURAL:cave moss][ADJ:cave moss]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:6:0:0]
[GROWDUR:300][VALUE:1]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cave moss spawn:cave moss spawn:6:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:softness]
[WET]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:46]
[DEAD_SHRUB_TILE:15]
[SHRUB_COLOR:6:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
« Last Edit: December 02, 2010, 11:06:47 am by !!tordek!! »
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!!tordek!!

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Re: Tordeks big thread of mods and random questions
« Reply #6 on: December 02, 2010, 12:11:27 pm »

I don't seem to be gaining any skill with striker when I use this weapon, did I goof up the tokens somehow or is it just impossible to have a weapon that uses striker?

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_KNUCKLES]
[NAME:knuckles:knuckles]
[SIZE:200]
[SKILL:STRIKER]
[TWO_HANDED:0]
[MINIMUM_SIZE:6000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:20:200:punch:punches:NO_SUB:2000]
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Halconnen

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Re: Tordeks big thread of mods and random questions
« Reply #7 on: December 02, 2010, 01:42:23 pm »

I think, from the top of my head, the tokens for Striker and Kicker are actually GRASP_STRIKE and STANCE_STRIKE or something of the sort respectively.
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!!tordek!!

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Re: Tordeks big thread of mods and random questions
« Reply #8 on: December 02, 2010, 02:01:50 pm »

experience is working now, thanks Halconnen :)
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Aramco

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Re: Tordeks big thread of mods and random questions
« Reply #9 on: December 02, 2010, 03:28:10 pm »

Those are some nice mods you have there.

Also, this is isn't immediately necessary, but you should at some point put all the new mods in the first post. (So people can find them easier.)

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!!tordek!!

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Re: Tordeks big thread of mods and random questions
« Reply #10 on: December 02, 2010, 06:43:53 pm »

ok, once the thread gets to 2 or 3 pages in length I'll edit the 1st post to keep everything from getting messy. Also, I forgot to post the stone needed for actually being able to mine palladium
Code: [Select]
[INORGANIC:NATIVE_PALLADIUM]
[STONE_NAME:palladium nuggets]
[ENVIRONMENT_SPEC:COOPERITE:VEIN:100]
[ENVIRONMENT_SPEC:POLARITE:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:PALLADIUM:100]
[STATE_NAME_ADJ:ALL_SOLID:native palladium]
[STATE_NAME_ADJ:LIQUID:molten native palladium]
[STATE_NAME_ADJ:GAS:boiling native palladium]
[DISPLAY_COLOR:7:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:130]
[MELTING_POINT:12798]
[BOILING_POINT:15333]
[SOLID_DENSITY:12023]
[LIQUID_DENSITY:10380]
[MOLAR_MASS:195084]
[IMPACT_YIELD:350000]
[IMPACT_FRACTURE:700000]
[IMPACT_STRAIN_AT_YIELD:152]
[COMPRESSIVE_YIELD:350000]
[COMPRESSIVE_FRACTURE:700000]
[COMPRESSIVE_STRAIN_AT_YIELD:152] 230
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:200000]
[TENSILE_STRAIN_AT_YIELD:60] 168
[TORSION_YIELD:100000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:164]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:200000]
[SHEAR_STRAIN_AT_YIELD:164] 61
[BENDING_YIELD:100000]
[BENDING_FRACTURE:200000]
[BENDING_STRAIN_AT_YIELD:60]
[MAX_EDGE:1000]
[ITEMS_HARD]
[IS_STONE]

[INORGANIC:COOPERITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cooperite][DISPLAY_COLOR:0:7:1][TILE:177]
[SEDIMENTARY]
[IS_STONE]
[MELTING_POINT:12160]

[INORGANIC:POLARITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:polarite][DISPLAY_COLOR:0:6:1][TILE:'%']
[IGNEOUS_INTRUSIVE]
[SEDIMENTARY]
[MELTING_POINT:12160]
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