Having been inspired by Deon's Genesis Mod and aided by Shaostoul's Guide, I made some time off work to try my hand at modding. Unfortunately, pressure is mounting for me to get back to RL issues so I don't have time to fully flesh out my ideas, but I thought I'd share them in case the community does cool things with them before whenever it is I get more time:
Necromantic Alloys (i.e. Metallurgy using Meat!)
When I saw how to make cheat reactions to get free meat products, I wondered if I could make meat the reagent in reactions. Turns out, you can:
[REACTION:SPLEENSTEEL_MAKING]
[NAME:make spleensteel bars]
[BUILDING:SMELTER:CUSTOM_S]
[REAGENT:A:1:MEAT:CREATURE_MAT:WARTHOG:SPLEEN] (doesn't actually care about species)
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPLEENSTEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
The game doesn't seem to care what species that spleen comes from. I've tested with (prepared) cow spleens and (prepared) cat spleens and they go in just fine. Of course, there's no way to tell your dwarves not to eat those spleens without careful micromanagement, which just encourages the butchery (or the import deal) to be carried out just before the spleensteel is made.
With this in mind, my train of thought then went to giving each race a unique super-material that only they can produce which rivals or outperforms normal steel. This was what I brainstormed:
Dwarves: make spleensteel (steel + spleen)
Goblins: make necromium (iron + brain)
Humans: make exohunger (bronze + stomach)
Dwarves: make wrathheart (spleensteel + necromium + exohunger + heart)
Where the material properties would be balanced to achieve:
Adamantine > Wrathheart > Spleensteel = Exohunger > Steel = Necromium
Thus encouraging you to salvage goblinite and somehow obtain humanite (trade, war or starting in human villages) to form the ultimate (after adamantine) metal. Of course, the humans and goblins' reactions can be cheat reactions with no reagents since dwarves will never see them, but may as well add them for completeness' sake. What of the elves?
Evanescent Plant Fibres (i.e. plants you cannot grow)
I wanted to make some plant fibre that only elves can bring. Given that cloth is defined relative to a plant, I thought of this:
[PLANT:STALK_RHODODENDRON]
[NAME:rhododendron][NAME_PLURAL:rhododendron][ADJ:rhododendron]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[MELTING_POINT:9000][BOILING_POINT:9001] (Yes that's below absolute zero)
[STATE_COLOR:GAS:PINK]
[STATE_NAME:GAS:fae dust]
[STATE_ADJ:GAS:fae dust]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:231][PICKED_COLOR:7:0:0]
[GROWDUR:3][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:rhododendron seed:rhododendron seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:10]
[PREFSTRING:evanescence]
[WET][GOOD][BIOME:NOT_FREEZING]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
Aside: I got the name from an RPG game that was itself making a reference. Turns out, "Rhododendron" is an actual name in botany - for a whole genus.
So the thread, cloth and products made with this cloth are ordinary (but valueable) and the seeds are normal too, but as soon as you try to grow any... *poof* it disappears into fae dust. Maybe the thread/cloth can have its material properties boosted to make it better than normal cloth, but cloth by itself is not as useful as metalcloth (based on adamantine). So the elves got their own reaction too:
... (other tags) ...
[REAGENT:A:1:PLANT:NO_SUBTYPE:PLANT_MAT:STALK_RHODODENDRON:PLANT]
[PRODUCT:100:5:THREAD:NO_SUBTYPE:METAL:RHODODENDRIUM]
... (other tags) ...
I haven't tested this last reaction, but seeing as it's one for only the elves, it wouldn't matter if it's a cheat reaction. The elves (or a subrace of them) would have to be modded to use metal for this to work. The idea being this "Rhododendrium" would be [ITEMS_SOFT][WAFER] to give elves access to the ultimate (before adamantine) clothes and maybe weapons that stand a chance in combat. It also means dwarves can salvage this elfium by melting items after killing them when they siege.
As I said at the start of the post, I don't have any time in the foreseeable future to understand and then work with the material properties tags to get the desired balance, test if the trade and siege supplies of these racial unique metals work as intended and generally polish it up so it can be used in mods. Here's hoping it inspires something for other modders.