Dwarf Fortress

Dwarf Fortress

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Growable Metals
   
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Mar 8 @ 2:40pm
Dec 15 @ 1:27pm
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Growable Metals

Description
Adds growable metals to the game, allowing for (an easier) source of renewable metal. Either select the seeds at embark time, or harvest them in cavern layers. Plant the seeds as a normal underground crop, and mill the produced crop into a metal powder at a quern or millstone, which can then be smelted to produce ingots. Some metals can also be made into cloth like adamantine. You can find the extract job at a crafts shop, and you can then weave the metal thread into cloth at a loom. Then, you can produce metal clothing or bags at a forge.
24 Comments
Daedalus  [author] Dec 7 @ 11:51am 
Midnight Starburst, there is currently a behavior where bags in barrels can't be used. If you set your stockpiles holding metal dust to have 0 barrels, it should work again. Looking into the vanilla metals not working, maybe this broke in an update
Daedalus  [author] Dec 7 @ 11:50am 
doug righteous - since there's really no way to tell the users what material properties a material has, those properties have to be inferred by usage i.e. what can it be made into. But also, the value is an agglomerate of how "good" all the material values are and what it can be used for. So a higher value metal will generally be better than a lower value one. For example, metals with lower density, higher strength, higher sharpness, higher melting point (can be made into anvil / fire safe) all contribute to a higher value.

I wish these properties were visible, even for vanilla materials. The fact we have to go to a wiki to see if iron is better than copper is a bit of a shame. Maybe tarn will get around to it, if its a priority to him.
Midnight StarBurst Oct 28 @ 4:19pm 
After some testing, the vanilla parts dont work at all for me. setting them to true doesnt work, but setting the new ones to false does work.
Midnight StarBurst Oct 28 @ 3:38pm 
Im also getting an issue where enabling vanilla metals doesnt add them, even when I create a new world
Midnight StarBurst Oct 26 @ 2:37pm 
I have bags of the metal powder, but it says I dont have any at the magma smelter?
doug righteous Oct 15 @ 4:16am 
love the idea and its a great solution for really crappy rng maps. i just really need a bit more transparency tbh. really hard to determine what type of equivalents my guys are using
Daedalus  [author] Mar 17 @ 11:53am 
BTW @Preevyet in case you missed it, check the changelogs, the most recent update should have what you're looking for, just set the flags as appropriate in the installed mod's init.lua file
Preevyet Mar 17 @ 2:46am 
Thank you for the clarification. Awesome mod and a great example of the potential dwarf fortress modding has. :steamthumbsup:
Daedalus  [author] Mar 16 @ 1:09pm 
@Preevyet and Strat: The generated metals use randomized values to determine densities, strength, edged weapon potential, etc. Physical strength and edged weapon effectiveness are then summed and the material value is calculated from those. So while not visible (I'd love for them to be but don't see a way) you can approximate how "useful" they are based on those values. Whether they can then be used to construct various objects follows from the physical properties (for instance, a high melting point > 12000U allows for anvils to be created). I'm working on a companion mod which would add the vanilla metals in as well.
Preevyet Mar 16 @ 8:29am 
I must admit some confusion regarding the mod. The growable metals are not vanilla metals, but purely modded in varieties.

What are these modded metals based on? What can they be used for? Can they be used to craft all of the same things that the base games metals can. Weapons, armour, etc.

If you do feel up to it, I for one would love an alternate version which just uses the base game metals.