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User Name Group Member Since File Listings Comments
DikbutDaGrate Regular User Jul 22, 2021, 04:20:42 pm 6 6
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# Title Added/Updated Downloads
Per Day
File Rating Views File Size Comments
1  Bugfixing a mod, don't worry about it Apr 13, 2022 0.05 4 Unrated 33 2.53 MB 0
2  The Tales of Runlance - Year 1510 Jan 05, 2022 0.06 11 Unrated 69 10.12 MB 0
3  Flying Dragons Mod Jan 03, 2022 0.24 43 Unrated 232 23.6 KB 2
4  Titanium_Electrolysis Vanilla Raw Mod Sep 21, 2021 0.11 32 Unrated 246 19.2 KB 1
5  Warale the Ageless Elder - Mischiefsteels 219 Dikb Jul 27, 2021 0.06 21 Unrated 181 76.07 MB 0
6  Warale the Ageless Elder - Mischiefsteels 218 Dikb Jul 22, 2021 0.05 17 Unrated 145 75.37 MB 0
IP: logged
 Re: Ironworks (v 1.1)  » posted under Ironworks on Jun 09, 2022, 08:13:30 pm
Oh jeez, I didn't even see the date when this was first uploaded.

Sorry about that.
IP: logged
 Ironworks (v 1.1)  » posted under Ironworks on Jun 07, 2022, 06:05:57 pm
"Ilmenite is now an ore of iron."

It's also an ore of titanium, which can only be removed through a specially tailored process.
Iron itself isn't whats extracted from ilmenite in the initial smelting process, rather its pig iron and a titanium rich slag.

The top portion of this handy figure helps to illustrate the process of smelting ilmenite as it pertains to the production of pig iron, in the absence of any hydrolysis implementation in Dwarf Fortress, which would allow for the further refinement of titanium. Note the lime. The impurities in ilmenite are a little bit of a hassle to deal with, if you're just looking to get iron out of it. You really do need a fluxing agent, otherwise the impurities are going to prevent you from making steel.


If you're going for accuracy, you should use lime in this reaction, which is otherwise known as quicklime. Quicklime is already a substance featured in game, and you could certainly be forgiven if you've forgotten about it!

I also see you removed flux from pig iron reactions? Hmm... I think it depends I think on the type of iron ore you're tossing into a blast furnace to make pig iron, but in general, the different fluxes that are used in removing the impurities from pig iron / steel I think are kind of important, but again, I think this depends on what you're producing pig iron from, exactly. Which leads me to believe I should ask the question: Why isn't pig iron being produced directly from iron ore? I don't think theres much in the way of historical example of refining iron from its ores, then converting it into pig iron to convert into steel. Typically its just ore -> pig iron at hot temperatures; Or iron ore -> iron. I don't really understand the model being used in base game, the production chain doesn't add anything to gameplay inherently, other than more time being spent at a furnace, which I guess in a way necessities more carbon being added, which almost makes sense, maybe?

Does the blast furnace requirement power to operate? It seems like the sort of thing that should require power to operate.

Cool mod btw, downloading it now.
comment last edited by DikbutDaGrate on Jun 07, 2022, 06:32:30 pm
IP: logged
 Lizardmen Empires [47.05] (v 1.0)  » posted under Lizardmen Empires [47.05] on May 17, 2022, 01:57:59 pm
Did you write all of language_WH2LE_LIZARDMEN.txt yourself?

Thats impressive.
IP: logged
 Body file for "After Man" (v [47.05])  » posted under Body file for "After Man" mod on May 17, 2022, 01:51:39 pm
You should delete some of these duplicates you hosted.
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 Re: Flying Dragons Mod (v 1.0)  » posted under Flying Dragons Mod on Apr 13, 2022, 12:59:44 pm
Rake wrote:

Heh, I know right? If forgotten beasts can fly and breathe fire, as can clowns, it feels like dragons should have been given that ability by now.
Also, if Hydras can come in red and gold colored scales, I think its only appropriate that dragons come in some variety of color as well.
IP: logged
 Titanium_Electrolysis Vanilla Raw M (v 1.0)  » posted under Titanium_Electrolysis Vanilla Raw Mod on Sep 22, 2021, 01:44:53 am
I was mulling over what was left out of the mod, and one of those being related to the physical properties of titanium tetrachloride, an intermediate product of titanium.
Its a quirky substance, and as opposed to lets say pig iron, which is worse iron on its way to being better iron, TiCl (tickle) is... a liquid? Yeah, it's a liquid at room temperature, but it's also a metal. So, you should theoretically, be able to smith it? Maybe?

I mean, it should theoretically have physical properties pertaining to shear and tensile strength, but seeing as how its a liquid at room temp, it doesn't seem to have any hard data available on the net that supports any numbers in particular to throw in for its hard data.

But the idea here is, what if you froze it? What if it the environment was so incredibly cold that it just solidified. In an earlier draft on the mod, I was actually able to use titanium tetrachloride weapons and armor in arena mode. I changed it so that wouldn't happen anymore. But, hypothetically here, let's just say hypothetically, what if it was a surprisingly strong material, how would anyone know? You'd have to play on an advanced settings world, that would have to facilitate an environment that was just so terrifyingly scary cold, that it would be able to freeze the material.

If I ever decide to make a vaguely-fictional material mod, I think I might throw something like this in. A liquid alloy that only works if the environment is cold enough / you freeze it. It'd make for a neat gimmick material.

Apologies if this looks like a pretty random tangent addendum post by the author. (Because it is)

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