Good afternoon.
As some of the more enduring board members may recall, I worked extensively on a mod I called the MMO (Metals and Minerals Overhaul). This project built upon work done by other modders, most notably Sean Mirrsen and Deon, and all imported (stolen) work is credited in detail. It got as far as a .9 beta release (old thread:
http://www.bay12forums.com/smf/index.php?topic=33340.0)before the DF10 version overturned the raws mushroom-cart, and I had to start again.
I'm already working on an update/replacement compatible with the new system, though of course work is slow due to constraints on my free time. I won't have to completely throw out everything I did before, but there will be pretty extensive changes necessary to adapt the original work to the new system.
I'm not going to detail all the changes again, since it'll be substantially the same this go-around. There are a few elements I'm not going to bother with (like sand), since some of Toady's improvements rendered a few of my changes irrelevant, and there's no reason to complicate things with unnecessary tinkering.
Basically, the MMO does the following:
- Clean up the metals processing reactions, bringing them a bit closer to real-world functionality (with an exception or two)
- Add a double-handful (not a wagon-load) of new metals, ores, and gems to the world
- Add a waste-production system to the ore refining process
- Alter the display of soil/rock layers, ores, and harvested minerals to a more consistent and useful system
- Use a custom tileset to perform the above, and extend some of the organizational improvements to other display elements
- Document ALL changes to original system in detail, and include in download package
Right now I'm tinkering with the tileset. I did a LOT of cleanup on the tiles I used, created a few, and adjusted quite a few more. With some of the changes in recent builds (still waiting for the .20 bugfix!) I think I can squeeze in a few more useful tiles. Most of what I had before is salvageable, I think, so that work's not wasted.
Then, I need to do a couple of things, some of which will require some research;
- Try to figure out some of the materials engineering behind the new metals defs, codify that into a calculating spreadsheet, and then use that to generate new numbers to approximate the values used in the old MMO
- Update all the necessary changes to the new system, making sure to take advantage of the latest features and capabilities
- Think about a custom workshop or two for some of the reactions
- Investigate compiling the raws changes into a auto-update program (uristmod?)
- Get the whole mess done and tested, and hopefully finish it this time around
There are a number of new tools available that should make this a lot easier for me than it was before, so hopefully I won't run out of time before I run out of steam.
Rochndil, who always seems to be doing DF-modding at tax-time...