~~Periodic Elements~~
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~Introduction~
Well, none of you know me. Or, maybe this is years in the future, and if you are reading this, by now you DO know me.
I'm toying with creating this mod, because of an idea I had, after returning to Terraria after a short, 5-6 month hiatus. Primarily this was due to my learning that tAPI is now working with 1.2.4.1, and Mirai is getting her NE mods back in the game. After digging through the Released mods, and installing some, I found a few things that made me pause. Mainly this was the inclusion of Steel in different mods, with different ways to create it.
This, in turn, led to my speculating on a mod that would provide a baseline of sorts for different metals. Such as Steel, Bronze, Brass, etc. To create a universal standard, which all other mods could then draw resources from. Imagine, if you will, a newbie who wished to use a metal alloy in the game, that was not currently present in a mod or the vanilla game, so he decides to mod it. With my Periodic Elements mod, he would have the basis for creating Bronze within his world, which leaves his workload somewhat reduced. He can put my mod as a Base requirement for using his, and then his mod could utilize the Bronze that mine creates.
This spiraled, in my discussion thread, to a somewhat larger endeavor. To create as much of the Periodic Table of elements, as I possibly could. My hope is that this mod will become a standard for all those that use tAPI to mod the game. Why is this important, you might ask?
Well, first, and not that this is a huge problem, it is so all of these elements can have a fixed rate and value within the game. Anyone wishing to use Hydrogen, for whatever reason, could use this mod to acquire it for their recipes. Or maybe I'm just crazy and it's a silly idea. I haven't yet gotten enough feedback to know which is the case. I'm hoping, however, that this will be the first in a series of Universal mods, that add a lot of basic content, that can be used as building blocks for more things. So far the ideas that come to mind are different types of stone (Marble, Granite, etc), and different types of wood (Elm, Oak, Pine).
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~Disclaimer~
This mod is fully available to any other Modder for use with their mod. If you see an element within that you wish to use to build new items with, by all means. Just contact me about it, which is only a formality. My only real wish in this is to generate ever more content for Terraria, to expand on the already great stuff we have now. I will make a full list of all items created by this mod, so that they can in turn be used in recipes for any mods that use this as a Base, farther down this page.
As far as updates. If the time comes with tAPI is updated, but my mod is no longer functional, for whatever reason, I hereby authorize any other Modder the right to update it to the new version of tAPI, under the condition that I have vanished from the forums for a period of time longer than one month. So long as you keep my name associated with the mod. I don't want the mod to fall by the wayside, simply because I am no longer capable of either getting online, or working on the project.
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~Installation and Requirements~
--Requirements
1. tAPI r14a
--Compatibility
This mod should be compatible with most. I'm not certain why there would be incompatibilities, but if there are any, I will have them listed here.
--Installation
To install, place the .tapi file in your tAPI\Mods\Local folder, just as you would any other.
--Options
At present, there are no plans for Options you can change within the mod. However, I may put in some at a later time, that alter some features, such as making something more plentiful within the world.
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~Download~
As the mod is currently alpha, there are no downloads available.
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~Plans~
I'm breaking my plans into Phases, for now at least. To give some idea on where I'm going, and what needs to be done still. I'll try and update the Thread Title with the current phase, as we advance.
Phase One
This is largely the planning phase. Sorting out my notes and figuring out all the stuff I need. Such as new Crafting Stations, items that need to be a part of the world generation, and basic components of the mod.Phase Two
In this second phase, I'll be working to sprite, or obtain help from a skilled spriter, to craft the most basic components of the mod.Phase Three
In this phase, I'll be adding the gaseous elements to the mod. This includes spriting the base versions of each.Phase Four
In the fourth phase, I'll move on to the basic versions of the solid elements.Phase Five
With this phase, I will be adding the liquid elements, as well as liquid versions of some of the previously released elements.Phase Six
With the sixth phase and beyond, I'm unsure of where I'll be at that time. In all likelihood, I will begin with making combination elements, as well as powder and liquid forms of the raw elements.~~~~~~~~~~
~New Content~
At present, the mod has no real content. However, these are ideas I have for differing items. These items are subject to a change in name before the mod is released. These are just ideas.
Atmospheric Distillation System Mk. 1 (A.D.S. I)
Recipe: Glass, Wire, Metal Tubes, Fire (torches or some sort of Fire-based item)
(Note: This is a working theory, on the assumption I can find help with creating an item like the Extractinator.)
This station is fed Sealed Tubes, and in return you receive a vacuum tube filled with some of the more common gases found within the atmosphere.
Items Received: Nitrogen Tube(60%), Oxygen Tube(35%), Argon Tube(5%)
Additionally, if you use Bottled Water, you can receive either Hydrogen Tube(75% chance), or Oxygen Tube(25% chance)
Atmospheric Distillation System Mk. 2 (A.D.S. II)
Recipe: Glass, Wire, Metal Tubes(hardmode ore), Fire (possibly something else to make it more advanced than the Mk. 1)
This station is exactly like the A.D.S. I, however it is more advanced, and so you can get harder to find gases from the atmosphere.
Items Received: Argon Tube(40%), Carbon Dioxide Tube(30%), Neon Tube(20%), Helium Tube(6%), Methane Tube(4%)
Laboratory
Recipe: Unknown
This station is where most of the chemical work will be done.
Calcinator
Recipe: Unknown
This station is used with solid elements, to apply high temperatures, without exposing them to oxygen/air.
Mortar and Pestle
Recipe: Unknown
This station is used to grind solid elements into a Powder form, which can then be used in other mixtures.
Recipe: Glass, Wire, Metal Tubes, Fire (torches or some sort of Fire-based item)
(Note: This is a working theory, on the assumption I can find help with creating an item like the Extractinator.)
This station is fed Sealed Tubes, and in return you receive a vacuum tube filled with some of the more common gases found within the atmosphere.
Items Received: Nitrogen Tube(60%), Oxygen Tube(35%), Argon Tube(5%)
Additionally, if you use Bottled Water, you can receive either Hydrogen Tube(75% chance), or Oxygen Tube(25% chance)
Atmospheric Distillation System Mk. 2 (A.D.S. II)
Recipe: Glass, Wire, Metal Tubes(hardmode ore), Fire (possibly something else to make it more advanced than the Mk. 1)
This station is exactly like the A.D.S. I, however it is more advanced, and so you can get harder to find gases from the atmosphere.
Items Received: Argon Tube(40%), Carbon Dioxide Tube(30%), Neon Tube(20%), Helium Tube(6%), Methane Tube(4%)
Laboratory
Recipe: Unknown
This station is where most of the chemical work will be done.
Calcinator
Recipe: Unknown
This station is used with solid elements, to apply high temperatures, without exposing them to oxygen/air.
Mortar and Pestle
Recipe: Unknown
This station is used to grind solid elements into a Powder form, which can then be used in other mixtures.
Sealed Tube
Recipe: 1x Glass @ Glass Kiln (makes two)
This tube, which I may rename to vacuum tube, is used to hold all of the gases created by this mod. I'm using a similar recipe to Bottles, because the size would be about the same, and because of the manner in obtaining the gas.
Glass Beaker
Recipe: 1x Glass @ Glass Kiln (makes one)
This is for holding various liquids introduced by the mod. There may be other versions of this, depending on the types of liquid brought in.
Lead Box
Recipe: 2x Lead Bar @ Anvil
This is something I'm toying with, to be used with elements that give off harmful radiation. Or possibly a set of equipment to wear, that would protect you from it. I'm not sure yet.
Recipe: 1x Glass @ Glass Kiln (makes two)
This tube, which I may rename to vacuum tube, is used to hold all of the gases created by this mod. I'm using a similar recipe to Bottles, because the size would be about the same, and because of the manner in obtaining the gas.
Glass Beaker
Recipe: 1x Glass @ Glass Kiln (makes one)
This is for holding various liquids introduced by the mod. There may be other versions of this, depending on the types of liquid brought in.
Lead Box
Recipe: 2x Lead Bar @ Anvil
This is something I'm toying with, to be used with elements that give off harmful radiation. Or possibly a set of equipment to wear, that would protect you from it. I'm not sure yet.
Sodium Chloride
Option 1: This is spawned during World Generation. It would be a whitish crystalline formation, harvested in a similar manner as Mushrooms on the surface. An item to separate it into Sodium and Chlorine Gas, would be an Electrolysis Vat.
Option 2: Using a bottle at the Ocean to created Bottled Sea Water, which is fed into an Evaporator to leech out the water, leaving salt crystals. These would then be used in the Vat listed in option 1.
Other options I'm considering for the future, depending on how far this mod goes, would be to ability to take chemicals and craft buckets of Acid. This could then be used to create pools of acid, or acid traps. But for that I'd need more knowledge, and help with adding new liquids to the game.
Option 1: This is spawned during World Generation. It would be a whitish crystalline formation, harvested in a similar manner as Mushrooms on the surface. An item to separate it into Sodium and Chlorine Gas, would be an Electrolysis Vat.
Option 2: Using a bottle at the Ocean to created Bottled Sea Water, which is fed into an Evaporator to leech out the water, leaving salt crystals. These would then be used in the Vat listed in option 1.
Other options I'm considering for the future, depending on how far this mod goes, would be to ability to take chemicals and craft buckets of Acid. This could then be used to create pools of acid, or acid traps. But for that I'd need more knowledge, and help with adding new liquids to the game.
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~Changelog~
- December 29th, 2014: Version (0.00) ----- A plan is formulated. A thread is begun. My character's world takeover...imminent.
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For those with more scientific knowledge than I do, I'm sure questions will arise as to some of the practices I will
employ within this mod. In general, while I'm attempting to be realistic, I am also attempting to simplify
some of these processes, in order to retain a sense of FUN within the game.
Please keep that in mind before you comment or ask about something.
In a number of cases, I will more than likely "fudge" the numbers a little, to make it functional and fun.
I guess I should say that none of this should be practiced in reality.
For those with more scientific knowledge than I do, I'm sure questions will arise as to some of the practices I will
employ within this mod. In general, while I'm attempting to be realistic, I am also attempting to simplify
some of these processes, in order to retain a sense of FUN within the game.
Please keep that in mind before you comment or ask about something.
In a number of cases, I will more than likely "fudge" the numbers a little, to make it functional and fun.
I guess I should say that none of this should be practiced in reality.
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