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Author Topic: Glass raws  (Read 7875 times)

thijser

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Glass raws
« on: August 19, 2010, 03:53:30 am »

I'm wondering how glass is as a weapon and I want the raws. However when I look in the raws I can't find glass. So does anybody know what the raws of glass are?
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JAFANZ

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Re: Glass raws
« Reply #1 on: August 19, 2010, 04:04:45 am »

IIRC Glass is currently hardcoded, not in the Raws.

Obsidian OTOH is twice as sharp as Steel, is in the "inorganic_stone_layer.txt" raw, & won't become visible on your economic stones list until you change it's sharpness to <10k (I did this in overall raws, & once I've done my 1st save on a new fortress, change it back for that save).
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thijser

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Re: Glass raws
« Reply #2 on: August 19, 2010, 06:03:50 am »

I know obsidion is very sharp but I'm very limited in useage of metals and obsidion.
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kaijyuu

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Re: Glass raws
« Reply #3 on: August 19, 2010, 07:18:19 am »

Unless you want a theoretically infinite supply of large serrated disks, you shouldn't bother with glass as a weapon.
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Quietust

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Re: Glass raws
« Reply #4 on: August 19, 2010, 08:46:44 am »

Through a bit of memory hacking (technically tracing through the code that initializes the hardcoded materials), I've been able to determine this much for green glass:

Code: [Select]
[INORGANIC:GLASS_GREEN]
[STATE_NAME_ADJ:ALL_SOLID:green glass]
[STATE_NAME:SOLID_POWDER:ground green glass]
[STATE_NAME_ADJ:LIQUID:molten green glass]
[STATE_NAME_ADJ:GAS:boiling green glass]
[DISPLAY_COLOR:0:2:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:700]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[SOLID_DENSITY:2600]
[LIQUID_DENSITY:2240]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:0]

I'm not quite sure about the various STRAIN_AT_YIELD values being 0 (seems to use the same for most of the hardcoded materials), but best I can tell, that's what it's using. I have no idea what it's using for MAX_EDGE - it doesn't seem to set it, and I don't know what the default value is.
« Last Edit: August 19, 2010, 08:48:44 am by Quietust »
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3

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Re: Glass raws
« Reply #5 on: August 19, 2010, 08:49:01 am »

So it's not any better than skin, besides potentially higher MAX_EDGE? Seems to be the way with most things right now.
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Snook

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Re: Glass raws
« Reply #6 on: August 19, 2010, 08:50:33 am »

Unless you want a theoretically infinite supply of large serrated disks, you shouldn't bother with glass as a weapon.

And suddenly I know how I will defend my fort.
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Alastar

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Re: Glass raws
« Reply #7 on: August 19, 2010, 12:13:21 pm »

Thanks for sharing this, I was quite curious. This... sounds even worse as a weapon material than I expected and should be quite useless even if it has a high max_edge (which it should have).

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Hyndis

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Re: Glass raws
« Reply #8 on: August 19, 2010, 12:39:47 pm »

Unless you want a theoretically infinite supply of large serrated disks, you shouldn't bother with glass as a weapon.

And suddenly I know how I will defend my fort.

Glass is much less potent than steel but assuming you have access to sand and fuel (magma or trees) you can make as many glass discs as you want. Quantity over quality. Enough of them will slice anything to pieces.
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Hamster Man

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Re: Glass raws
« Reply #9 on: August 19, 2010, 12:53:15 pm »

Since discs strike 3 times, and you can fit 10 in a trap, just a small 3x1 has the potential to hit an enemy 90 times. It won't penetrate armor at all, but armor doesn't cover everything, so there's at least a decent chance to slice off fingers or nose. It should be pretty effective against wildlife, though.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

Snook

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Re: Glass raws
« Reply #10 on: August 19, 2010, 02:15:51 pm »

Well I have sand and magma, and so I was just gonna make hundreds of discs and have a sort of meat grinder effect.
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Quietust

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Re: Glass raws
« Reply #11 on: August 19, 2010, 02:32:53 pm »

Okay, this is interesting. I've just grabbed a few memory snapshots of all 3 glass material definitions, and MAX_EDGE is random for glass - one run got 102/1/93 for the 3 glass types, and another run got 0/2/507. Specifically, the value is never being initialized, so it's getting set to whatever happened to be in memory at the time, meaning in a particular gameplay session glass can be as sharp as Adamantine or as dull as cheese or anywhere in between (though usually being ridiculously dull).
« Last Edit: August 19, 2010, 02:36:25 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Sphalerite

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Re: Glass raws
« Reply #12 on: August 19, 2010, 02:39:25 pm »

So, glass MAX_EDGE is the missingno of Dwarf Fortress?  We must learn how to reliably exploit this.
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Quietust

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Re: Glass raws
« Reply #13 on: August 19, 2010, 02:50:40 pm »

This assumes that MAX_EDGE is actually used during combat - other information suggests that only the YIELD, FRACTURE, and STRAIN_AT_YIELD values are used.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Hamster Man

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Re: Glass raws
« Reply #14 on: August 20, 2010, 11:51:25 pm »

Hmm... large, serrated cheese discs.

This demands testing.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.
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