Metallurgy: Difference between revisions

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{{Incomplete}}{{ModuleInfobox|creator=Bloo, Sparks, SpecialBuilder32|type=Base|name=Metallurgy|icon=Metallurgy.png|versions=1.15}}
{{ModuleInfobox|creator=Bloo, Sparks, SpecialBuilder32|type=Base|name=Metallurgy|icon=Metallurgy.png|versions=1.15}}


This module adds the ability to create custom armor enchantments.  
This module adds the ability to create custom armor enchantments.  
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=== Custom Ores ===
=== Custom Ores ===
Custom ores can be found within different types of stone. To uncover custom ores, stone must be blown up with TNT. After the blast, a few lumps of metal will drop in the blown up area. The following ores can be found in each of the listed types of stone below.
Custom ores can be found within different types of stone. To uncover custom ores, stone must be blown up with TNT. After the blast, a few lumps of metal will drop in the blown up area. The following ores can be found in each of the listed types of stone below.
[[File:Blast ore.gif|none|frame|Blowing up stone for metal lumps|alt=]]


{| class="wikitable"
{| class="wikitable"
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=== Molds and Casting ===
=== Molds and Casting ===
Molds are used to create Obsidian Casts. A mold can be created by dropping one obsidian and one clay ball onto a sand block.
Molds are used to create Obsidian Casts. A mold can be created by dropping one obsidian and one clay ball onto a sand block.
[[File:Create mold.gif|none|frame|Creating a mold|alt=]]


To start casting metals, the mold must first be heated by placing lava over it. However, if a mold is heated for too long, it will break and drop as a magma block. When a mold is overheated, it will ignite a 3x3 area around it and the sand will be replaced with a small amount of lava.
To start casting metals, the mold must first be heated by placing lava over it. However, if a mold is heated for too long, it will break and drop as a magma block. When a mold is overheated, it will ignite a 3x3 area around it and the sand will be replaced with a small amount of lava.
[[File:Overheat mold.gif|none|frame|Overheating a mold|alt=]]


Over time, a mold will cool down if it's not being heated by lava. When it cools down completely, the obsidian will drop as an item, or as an Obsidian Cast if there is metal inside it.
Over time, a mold will cool down if it's not being heated by lava. When it cools down completely, the obsidian will drop as an item, or as an Obsidian Cast if there is metal inside it.


When the mold is heated and glowing red, metals can be added. When the mold cools down, it'll eventually stop accepting metals. The mold must be reheated to continue adding metals. A total of 23 custom ores are required to create a proper obsidian cast. If an incorrect number of metals are added, the obsidian band will be created with a Mundane Band which is completely useless.  
When the mold is heated and glowing red, metals can be added. When the mold cools down, it'll eventually stop accepting metals. The mold must be reheated to continue adding metals. A total of 23 custom ores are required to create a proper obsidian cast. If an incorrect number of metals are added, the obsidian band will be created with a Mundane Band which is completely useless.  
[[File:Add metal to mold.gif|none|frame|Adding metal to a mold|alt=]]


==== Obsidian Casts ====
==== Obsidian Casts ====
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=== Shamirs ===
[[File:Create obsidian cast.gif|none|frame|Creating an Obsidian Cast (Aluminium Band)|alt=]]
An obsidian cast with a metal band will contain a shamir. A shamir is essentially a custom enchantment which appears on a newly cast band. Each shamir can only be put onto specific items. For a list of shamirs, see the [[Metallurgy#Expansion Packs (Shamir Abilities) | Expansion Packs]] section below. When an expansion pack is installed, those shamirs have an equal chance of be created on their corresponding metal band. By default, there are 13 shamirs.


==== Metal Properties ====
=== Metal Properties ===
Each of the six metals hold a specific property. The six metals are split into two groups with two metals having opposing properties and their alloy acting as the balance between the two. Each shamir will have a property relating to their metal property. Below is a list of each metal property.  
Each of the six metals hold a specific property. The six metals are split into two groups with two metals having opposing properties and their alloy acting as the balance between the two. Each shamir will have a property relating to their metal property. Below is a list of each metal property.  


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=== Attaching and Detaching Bands ===
In order for a shamir to be active, it must be put onto an item. Whilst on the band, the properties are contained and does not do anything. Shamirs can only be placed on certain items, similar to how vanilla enchantments are limited to certain items. See the [[Metallurgy#Expansion Packs (Shamir Abilities) | Expansion Packs]] section below for a list of items that each shamir can attach onto.


To transfer the band off the obsidian cast and onto an item, place an anvil with a downwards facing piston two blocks above it, leaving an air gap between the anvil and piston. Throw the obsidian cast and a valid item onto the anvil, then power the piston. The piston will remove the metal band from the obsidian and the item will gain the shamir properties. Only one Shamir can be placed on an item. If the item already has a shamir, the process of attaching another band will fail.
=== Shamirs ===
 
An obsidian cast with a metal band will contain a shamir. A shamir is essentially a custom enchantment which appears on a newly cast band. Each shamir can only be put onto specific items. By default, there are 13 shamirs, shown below. Additionally, [[Metallurgy#Expansion Packs (Shamir Abilities) | expansion packs]] can add other shamirs. Shamirs on the same metal will each have an equal chance of appearing with that metal when a cast is created. For more information about each shamir, click on its name to go to the shamir's page.
To transfer an item's shamir back to a cast, drop the item and a piece of obsidian (doesn't have to be an empty cast) on to the anvil, and power the piston again. The piston will transfer the shamir from the item onto the obsidian.
 
=== Advancements ===
{| class="wikitable"
|+
!Advancement
!Description
!Requirement
|-
|How Ad-ore-able
|Blast open some rock and find the metal within
|Blow up one of one of the supported stone types and get an ore
|-
|Firebender
|Create a mold and add some metal
|Create a mold and add some metal
|-
|Blame Me for the Mess
|Destroy a mold containing metal
|Destroy a mold containing metal
|}
 
== Expansion Packs (Shamir Abilities) ==
Metallurgy is designed with expansions and comes default with several shamirs as listed below. Expansion packs add new functionality that work with the base system. This module supports additional expansion packs and additional packs can be created and submitted to GM4, such as the [[Metallurgy#Moneo Shamir|Moneo Shamir]]. Below is a list of shamirs and their abilities. To find what each shamir does in more detail, click the corresponding name in the table below.


=== Default Expansions ===
==== Default Expansions ====
{| class="wikitable"
{| class="wikitable"
! style="width: 15%" | Metal Band
! style="width: 15%" | Metal Band
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|Cannot be placed onto an axe; items will only convert if in a stack of 64
|Cannot be placed onto an axe; items will only convert if in a stack of 64
|}
|}
=== Attaching and Detaching Bands ===
In order for a shamir to be active, it must be put onto an item. Whilst on the band, the properties are contained and does not do anything. Shamirs can only be placed on certain items, similar to how vanilla enchantments are limited to certain items.
To transfer the band off the obsidian cast and onto an item, place an anvil with a downwards facing piston two blocks above it, leaving an air gap between the anvil and piston. Throw the obsidian cast and a valid item onto the anvil, then power the piston. The piston will remove the metal band from the obsidian and the item will gain the shamir properties. Only one Shamir can be placed on an item. If the item already has a shamir, the process of attaching another band will fail.
[[File:Attach shamir band.gif|none|frame|Attaching the Defuse shamir onto a chestplate|alt=]]
To transfer an item's shamir back to a cast, drop the item and a piece of obsidian (doesn't have to be an empty cast) on to the anvil, and power the piston again. The piston will transfer the shamir from the item onto the obsidian.
[[File:Detach shamir band.gif|none|frame|Dettaching a shamir from a chestplate|alt=]]
=== Advancements ===
{| class="wikitable"
|+
!Advancement
!Description
!Requirement
|-
|How Ad-ore-able
|Blast open some rock and find the metal within
|Blow up one of one of the supported stone types and get an ore
|-
|Firebender
|Create a mold and add some metal
|Create a mold and add some metal
|-
|Blame Me for the Mess
|Destroy a mold containing metal
|Destroy a mold containing metal
|}
== Expansion Packs ==
Additional expansion packs add new shamirs that work with the base system. Additional expansion packs can be created and submitted to GM4, such as those listed below. To find what each shamir does in more detail, click the corresponding name in the table below. When an expansion pack is installed, the shamir will have an equal chance as the other shamirs on the same band of being selected. For more information about each shamir, click on its name to go to the shamir's page.


=== Other Expansions ===
=== Other Expansions ===
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