Good evening, ladies and gentlemen. Here is my offering based on the wonderful new adventure mode reactions Toady's gifted us with. To quote the readme:
Wanderer's Friend - an Adventure mode crafting mod.
------
This mod allows extensive crafting to be conducted in Adventure mode, using material produced by butchering your kills. It includes weapons, armour, various tools, ammunition and craft items like crowns, earrings and figurines.
The mod also includes limited potion-brewing in Adventure mode, with a more complex system intended in the future.
It also incorporates a material mod that allows for production of scale/hide, fur, feather, chitin, wool and dried gut thread in both Fortress and Adventure mode. This component is optional due to bugs with the current version of Dwarf Fortress's Adventure mode.
There are quite a few large issues with it currently, but they aren't really avoidable or able to be worked around, so I see no point in delaying posting this mod. They're listed in the readme, under Known Issues.
You can find the mod here. (http://dffd.wimbli.com/file.php?id=2665)
To get a better idea of what this mod adds, here is a list of all the reactions:
(http://dl.dropbox.com/u/16913760/wandererlist.jpg)
Scraper - used to tan fur and hides, clean chitin, and dry gut.
Carving knife - used to carve items from bone, wood or tooth/ivory.
Axe - used to harvest wood.
Needle - used to sew and repair leather goods.
Whetstone - used to hone weapons.
Comb - used to comb fleeces.
Mortar and pestle - used to grind up alchemical reagents.
Hammer - used for reinforcing armour with metal.
Campfire - used for producing coke and melting down metal armour and weapons.
Alembic - used for alchemy, but not yet!
Large bone weapons - two units of bone, a unit of wood and a unit of leather.
Spearheads and arrowheads - for stone, two rocks. For bone or tooth, 1 unit of material and a carving knife.
Trophies, earrings, etc - 1 unit of a useable material like bone or tooth, and a carving knife.
Backpacks, waterskins, quivers, leather clothing - 1 tanned hide, 1 unit of thread and a needle.
Bone armour - 1 unit of bone and a carving knife.
Shields - 1 tanned hide, 1 unit of thread, 1 unit of material and a needle.
Arrowheads and spearheads - For bone or tooth, 1 unit of material and a carving knife. For stone, two rocks.
Spears, bolts and arrows - 1 unit of material like wood or bone, 1 bundle of arrowheads or a spearhead, and a carving knife.
Bowstrings - 1 unit of thread, produces 2 bowstrings due to a bug.
Crossbows or bows - 1 unit of material, 1 bowstring and a carving knife.
Repairing leather gear - One needle, 1 unit of thread and a piece of gear.
Honing weapons - 1 whetstone and 1 weapon.
Reinforced armour - the original item and some metal.
Potions - alchemical essence and a flask. The exact combinations are up to you to work out.
Further items will be added as bugs are resolved, ideas flow and suggestions are made.
Still going through stuff, but I noticed that my chalk carving knife doesn't cut, it bruises and breaks bones...
it'll be the edge thing. i dont know if it's moddable. i havnt had a look recently.
EDIT: yes the edge is too blunt.
try changing it to this:
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:1000:strike:strikes:pommel:1000]
This should make it much more sharp. but needs testing.
it is much sharper
pics: (warning. large)
(http://i30.tinypic.com/2lu8jcz.png)(http://i25.tinypic.com/2rqojtu.png)(http://i30.tinypic.com/2mdrl06.png)
the Knife raws can be found in Item_wanderer.
in conclusion it makes them much sharper. the metal version obviosly more powerful.
the test was done with 2 humans with no skills and no armour. 5 times.
EDIT 2:
it seems that the stone versions aren't sharp enough to cause any major damage. and have a habit of being deflected off leather clothes.
Yeah, genning a new world worked. I just copied the older creature variations file into the save's raw directory and it loads now too.
These are the differences in the files I'm using, one of which comes from tanmod86 and the other from wanderer02; I never updated to the tanmod subdir that came with wanderer01 because I thought it was the same as what I had already, maybe you made the changes then?
--- TanMod86/raws/c_variation_tanmod.txt 2010-06-24 15:07:10.362304600 -0400
+++ wanderer02/required/c_variation_tanmod.txt 2010-07-12 01:50:04.000000000 -0400
@@ -2,17 +2,15 @@
[OBJECT:CREATURE_VARIATION]
- [CREATURE_VARIATION:TANNABLE_GUT]
- [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
- [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
- [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
-
[CREATURE_VARIATION:FURRED]
//Remove/add materials
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[CV_NEW_TAG:REMOVE_MATERIAL:SKIN]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FUR:CLEANED_FUR_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:FURRY_SKIN:FURRY_SKIN_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:SKIN]
@@ -26,6 +24,9 @@
[CV_NEW_TAG:REMOVE_MATERIAL:SKIN]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FUR:CLEANED_FUR_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:FURRY_SKIN:FURRY_SKIN_NOLEATHER_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:SKIN]
@@ -38,6 +39,9 @@
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[CV_NEW_TAG:REMOVE_MATERIAL:HAIR]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:WOOL:WOOL_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:HAIR]
@@ -51,6 +55,9 @@
[CV_NEW_TAG:REMOVE_MATERIAL:HAIR]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:FEATHER:TANMOD_FEATHER_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FEATHER:CLEANED_FEATHER_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:HAIR]
@@ -66,6 +73,9 @@
[CV_NEW_TAG:REMOVE_MATERIAL:LEATHER]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:SCALE:TANMOD_SCALE_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:HIDE:HIDE_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:HAIR]
@@ -78,5 +88,8 @@
[CV_NEW_TAG:REMOVE_MATERIAL:CHITIN]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CHITIN:TANMOD_CHITIN_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:TREATED_CHITIN:TREATED_CHITIN_TEMPLATE]
+ [CV_NEW_TAG:REMOVE_MATERIAL:GUT]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:GUT:THREAD_GUT_TEMPLATE]
+ [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:DRIED_GUT:DRIED_GUT_TEMPLATE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:CHITIN_TISSUES]
[CV_NEW_TAG:BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
\ No newline at end of file
I can't say I really understand what's going on aside from it having something to do with gut? :D
Are you accepting additional reactions? Here's some more weapons, armor pieces, and some clothes I added for myself:
[REACTION:MAKE_SWORD_2H_BONE_ADV]
[NAME:craft bone 2h sword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:MAKE_LONG_SWORD_BONE_ADV]
[NAME:craft bone longsword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_HAMMER_ADV]
[NAME:craft bone hammer]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_GREAT_AXE_BONE_ADV]
[NAME:craft bone great axe]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_GREAT:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
[NAME:craft bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CRAFT_BONE_HIGH_BOOTS_ADV]
[NAME:craft bone boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CLOTHING_PRODUCTION_ADV]
[NAME:+-- Clothing production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:SEW_CLOTH_PANTS_ADV]
[NAME:sew cloth pants]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:CRAFT_LEATHER_THONG_ADV]
[NAME:sew leather thong]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_THONG:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_CLOTH_SHIRT_ADV]
[NAME:sew cloth shirt]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:CRAFT_LEATHER_SHOES_ADV]
[NAME:sew leather gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_SHOE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
Edit: Hrmm... can you mod different creatures to have different bone properties using the templates, or do you have to make a new bone material for each 'tier' of stronger bones? That way if I get a Hydra Bone Sword, it'll hurt more than a Goat Bone Sword....
Edit2: Ah hah! I can make different BODY_DETAIL_PLAN templates that contain different bone material for the different tiers of bone strength. Unless there's an easier way that anyone knows of...
Edit3: Success! Groundhogs now have bones the strength of steel, which a weapon made of said bone can kill someone in full iron armor. The regular hoary marmot bone sword I tried didn't touch an iron clad human at all. Huzzah!
It's as easy as making a new bone material and adding [USE_MATERIAL_TEMPLATE:BONE:SUPER_BONE_TEMPLATE] to the creature entry.
Woohoo! I did it thanks to Uristmod... All of my creatures now have different bones strengths depending on size (<40000 normal bones, 40000-100000 copper bones, 100000-999999 iron bones, 1000000+ bronze bones, hydra steel bones, dragons adamantine bones). I also removed the [CAN_LEARN] tag from all creatures so I can butcher stuff that isn't a civ (minotaurs, giants, trolls, etc).
This goes great with the Wanderer mod because I now have a reason to fight harder stuff. I also have my own dead civ that I can use a Play Now! adventurer with that is size 650,000 to wear the bugged large armor.
material_template_bones.txt
material_template_bones
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:BONE_SILVER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:3]
[SPEC_HEAT:444]
[MELTING_POINT:11620] german wiki
[BOILING_POINT:15243]
[SOLID_DENSITY:8650]
[LIQUID_DENSITY:7810]
[MOLAR_MASS:58693]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:388]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:388] 180
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:160000]
[TENSILE_STRAIN_AT_YIELD:10] 200
[TORSION_YIELD:20000]
[TORSION_FRACTURE:160000]
[TORSION_STRAIN_AT_YIELD:26]
[SHEAR_YIELD:20000]
[SHEAR_FRACTURE:160000]
[SHEAR_STRAIN_AT_YIELD:26] 76
[BENDING_YIELD:20000]
[BENDING_FRACTURE:160000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:10000]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:BONE_COPPER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:2]
[SPEC_HEAT:385]
[MELTING_POINT:11952]
[BOILING_POINT:14611]
[SOLID_DENSITY:8930]
[LIQUID_DENSITY:8020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:245000]
[IMPACT_FRACTURE:770000]
[IMPACT_STRAIN_AT_YIELD:175]
[COMPRESSIVE_YIELD:245000]
[COMPRESSIVE_FRACTURE:770000]
[COMPRESSIVE_STRAIN_AT_YIELD:175] 140
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:220000]
[TENSILE_STRAIN_AT_YIELD:58] 120
[TORSION_YIELD:70000]
[TORSION_FRACTURE:220000]
[TORSION_STRAIN_AT_YIELD:145]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:220000]
[SHEAR_STRAIN_AT_YIELD:145] 48
[BENDING_YIELD:70000]
[BENDING_FRACTURE:220000]
[BENDING_STRAIN_AT_YIELD:58]
[MAX_EDGE:10000]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:BONE_IRON_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:BONE_BRONZE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:15]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000] cortical bone
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:BONE_STEEL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:BONE_ADAMANTINE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
bone_strength.changes for Uristmod:
?[MATERIAL_TEMPLATE:BONE_TEMPLATE]
-[STATE_NAME:SOLID:bone]
-[STATE_ADJ:SOLID:bone]
+[STATE_NAME:SOLID:brittle bone]
+[STATE_ADJ:SOLID:brittle bone]
?[CREATURE:DRAGON]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_ADAMANTINE_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:CAVE_DRAGON]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_ADAMANTINE_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:HYDRA]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_STEEL_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:MINOTAUR]
-[CAN_LEARN]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_BRONZE_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
-[CAN_LEARN]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:.......]
![MEGABEAST]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_BRONZE_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![SEMIMEGABEAST]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_IRON_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:4....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:5....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:6....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:7....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:8....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
?[CREATURE:.*?]
?[BODY_SIZE:.*:.*:9....]
![BODY_SIZE:.*:.*:......]
![BODY_SIZE:.*:.*:.......]
![BODY_SIZE:.*:.*:........]
![COMMON_DOMESTIC]
![REMOVE_MATERIAL:BONE]
![INTELLIGENT]
+[USE_MATERIAL_TEMPLATE:BONE:BONE_COPPER_TEMPLATE]
+[REMOVE_MATERIAL:BONE]
Hrm, I went a little crazy with this. I took out the [USE_BODY_MATERIAL] tags for bone crafting that I thought could use a skull for (dragon skull breastplate, wolf skull helm, etc), and added in repair/hone for all of the armor and weapons. That way, I could say kill a dragon, make a -dragon bone longsword-, then use the hone on it with some new bones to upgrade it to a +dragon bone longsword+ once my bone carving skill gets higher.
Feel free to use/cannibalize as needed.
Full reaction_wanderer raw:
reaction_wanderer
[OBJECT:REACTION]
adventure mode reactions
[REACTION:MATERIAL_PRODUCTION_ADV]
[NAME:+-- Material production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:FORAGE_WOOD_ADV]
[NAME:gather wood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_AXE_SIMPLE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:PINE:WOOD]
[SKILL:WOODCUTTING]
adventure mode tool production reactions.
[REACTION:TOOL_PRODUCTION_ADV]
[NAME:+-- Tool production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:MAKE_STONE_SCRAPER_ADV]
[NAME:knap stone scraper]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SCRAPER_STONE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_STONE_KNIFE_ADV]
[NAME:knap stone carving knife]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_STONE_AXE_ADV]
[NAME:knap stone axe]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_SIMPLE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_STONE_NEEDLE_ADV]
[NAME:knap stone needle]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOY:ITEM_TOY_NEEDLE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_WHETSTONE_ADV]
[NAME:knap whetstone]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOY:ITEM_TOY_WHETSTONE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_BONE_NEEDLE_ADV]
[NAME:carve bone needle]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_NEEDLE:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CARVE_COMB_BONE_ADV]
[NAME:carve bone comb]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_COMB:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_COMB_TOOTH_ADV]
[NAME:carve tooth comb]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_COMB:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:WEAPON_PRODUCTION_ADV]
[NAME:+-- Weapon and ammo production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:MAKE_STONE_SPEARHEAD_ADV]
[NAME:knap stone spearhead]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOY:ITEM_TOY_SPEARHEAD:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[REACTION:MAKE_TOOTH_SPEARHEAD_ADV]
[NAME:carve tooth spearhead]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_SPEARHEAD:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_SPEARHEAD_ADV]
[NAME:carve bone spearhead]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_SPEARHEAD:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:MAKE_SPEAR_WOODEN_ADV]
[NAME:craft wooden spear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_SPEARHEAD:NONE:NONE]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:WOODCRAFT]
[REACTION:MAKE_SPEAR_BONE_ADV]
[NAME:craft bone spear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_SPEARHEAD:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_CROSSBOW_ADV]
[NAME:carve bone crossbow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_BOW_ADV]
[NAME:carve bone bow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_WOODEN_CROSSBOW_ADV]
[NAME:carve wooden crossbow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:WOODCRAFT]
[REACTION:CARVE_WOODEN_BOW_ADV]
[NAME:carve wooden bow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:WOODCRAFT]
[REACTION:CRAFT_BOWSTRING_ADV]
[NAME:weave a bowstring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:15000:THREAD:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_TOY_BOWSTRING:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:15000]
[SKILL:WEAVING]
[REACTION:CARVE_BONE_BOLTS_ADV]
[NAME:craft bone bolts]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:C:1:TOY:ITEM_TOY_ARROWHEADS:NONE:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:C:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_ARROWS_ADV]
[NAME:craft bone arrows]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:C:1:TOY:ITEM_TOY_ARROWHEADS:NONE:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:C:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CARVE_WOODEN_BOLTS_ADV]
[NAME:craft wooden bolts]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[REAGENT:C:1:TOY:ITEM_TOY_ARROWHEADS:NONE:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:C:NONE][FORCE_EDGE]
[SKILL:BONECARVE]
[REACTION:CARVE_WOODEN_ARROWS_ADV]
[NAME:craft wooden arrows]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[REAGENT:C:1:TOY:ITEM_TOY_ARROWHEADS:NONE:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:C:NONE][FORCE_EDGE]
[SKILL:WOODCRAFT]
[REACTION:WEAPON_MAINT_ADV]
[NAME:+-- Weapon Maintenence --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:HONE_SPEAR_ADV]
[NAME:hone spear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_WHETSTONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_SPEAR:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:HONE_SWORD_2H_BONE_ADV]
[NAME:hone bone 2h sword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_WHETSTONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_SWORD_2H:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:HONE_LONG_SWORD_BONE_ADV]
[NAME:hone bone longsword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_WHETSTONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_SWORD_LONG:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:HONE_BONE_HAMMER_ADV]
[NAME:hone bone hammer]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_WHETSTONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:HONE_GREAT_AXE_BONE_ADV]
[NAME:hone bone great axe]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_WHETSTONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_AXE_GREAT:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_GREAT:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:REPAIR_BONE_CROSSBOW_ADV]
[NAME:repair bone crossbow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:WEAPON:ITEM_WEAPON_CROSSBOW:NONE:NONE]
[REAGENT:D:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:BONECARVE]
[REACTION:REPAIR_BONE_BOW_ADV]
[NAME:repair bone bow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_BOWSTRING:NONE:NONE]
[REAGENT:C:1:WEAPON:ITEM_WEAPON_BOW:NONE:NONE]
[REAGENT:D:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:C:NONE]
[SKILL:BONECARVE]
[REACTION:ARMOR_PRODUCTION_ADV]
[NAME:+-- Armor production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:SEW_LEATHER_CLOAK_ADV]
[NAME:sew leather cloak]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:C:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CLOAK:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_ARMOR_ADV]
[NAME:craft leather armor]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:C:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_CAP_ADV]
[NAME:sew leather cap]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_GLOVES_ADV]
[NAME:sew leather gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_BONE_HELM_ADV]
[NAME:craft bone helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
[NAME:craft bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CRAFT_BONE_GAUNTLETS_GLOVES_ADV]
[NAME:craft bone gauntlets]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CRAFT_BONE_HIGH_BOOTS_ADV]
[NAME:craft bone boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:ARMOR_REPAIR_ADV]
[NAME:+-- Armor repair --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:REPAIR_LEATHER_CLOAK_ADV]
[NAME:repair leather cloak]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:ARMOR:ITEM_ARMOR_CLOAK:NONE:NONE]
[REAGENT:C:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:D:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CLOAK:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_LEATHER_ARMOR_ADV]
[NAME:repair leather armor]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:ARMOR:ITEM_ARMOR_LEATHER:NONE:NONE]
[REAGENT:C:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REAGENT:D:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_LEATHER_CAP_ADV]
[NAME:repair leather cap]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:HELM:ITEM_HELM_CAP:NONE:NONE]
[REAGENT:C:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:D:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_LEATHER_GLOVES_ADV]
[NAME:repair leather gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:2:GLOVES:ITEM_GLOVES_GLOVES:NONE:NONE]
[REAGENT:C:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:D:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_BONE_HELM_ADV]
[NAME:repair bone helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:REPAIR_BONE_BREASTPLATE_ADV]
[NAME:repair bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:ARMOR:ITEM_ARMOR_BREASTPLATE:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:REPAIR_BONE_GAUNTLETS_GLOVES_ADV]
[NAME:repair bone gauntlets]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:2:GLOVES:ITEM_GLOVES_GAUNTLETS:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:REPAIR_BONE_HIGH_BOOTS_ADV]
[NAME:repair bone boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:2:SHOES:ITEM_SHOES_BOOTS:NONE:NONE]
[REAGENT:C:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CLOTHING_PRODUCTION_ADV]
[NAME:+-- Clothing production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:SEW_CLOTH_PANTS_ADV]
[NAME:sew cloth pants]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:CRAFT_LEATHER_THONG_ADV]
[NAME:sew leather thong]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_THONG:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_CLOTH_SHIRT_ADV]
[NAME:sew cloth shirt]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE:NONE]
[REAGENT:B:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:CRAFT_LEATHER_SHOES_ADV]
[NAME:sew leather gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_SHOE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
crafting reactions
[REACTION:CRAFT_PRODUCTION_ADV]
[NAME:+-- Craft production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:CARVE_ARROWHEADS_STONE_ADV]
[NAME:knap stone arrowheads]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOY:ITEM_TOY_ARROWHEADS:GET_MATERIAL_FROM_REAGENT:tool stone:NONE]
[SKILL:STONECRAFT]
[REACTION:CARVE_ARROWHEADS_BONE_ADV]
[NAME:carve bone arrowheads]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_ARROWHEADS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_ARROWHEADS_TOOTH_ADV]
[NAME:carve tooth arrowheads]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_ARROWHEADS:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_TROPHY_ADV]
[NAME:carve bone trophy]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_TROPHY:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_EARRING_ADV]
[NAME:carve bone earring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_RING_ADV]
[NAME:carve bone ring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_FIGURINE_ADV]
[NAME:carve bone figurine]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_AMULET_ADV]
[NAME:carve bone amulet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_CROWN_ADV]
[NAME:carve bone crown]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_BONE_BRACELET_ADV]
[NAME:carve bone bracelet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_TROPHY_ADV]
[NAME:carve tooth trophy]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_TROPHY:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_EARRING_ADV]
[NAME:carve tooth earring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_RING_ADV]
[NAME:carve tooth ring]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_FIGURINE_ADV]
[NAME:carve tooth figurine]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_AMULET_ADV]
[NAME:carve tooth amulet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_CROWN_ADV]
[NAME:carve tooth crown]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:CARVE_TOOTH_BRACELET_ADV]
[NAME:carve tooth bracelet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:BONECARVE]
[REACTION:FURNITURE_PRODUCTION_ADV]
[NAME:+-- Furniture production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:CRAFT_BARREL_ADV]
[NAME:craft wooden barrel]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:BARREL:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CARPENTRY]
[REACTION:CRAFT_BUCKET_ADV]
[NAME:craft wooden bucket]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:BUCKET:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CARPENTRY]
[REACTION:GEAR_PRODUCTION_ADV]
[NAME:+-- Gear production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:CRAFT_LEATHER_BACKPACK_ADV]
[NAME:sew leather backpack]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_QUIVER_ADV]
[NAME:sew leather quiver]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_FLASK_ADV]
[NAME:sew leather waterskin]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_SHIELD_WOOD_ADV]
[NAME:craft leather and wood shield]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[REAGENT:D:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_LEATHER_SHIELD_BONE_ADV]
[NAME:craft leather and bone shield]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[REAGENT:D:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:CRAFT_BONE_SHIELD_ADV]
[NAME:craft bone shield]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[REAGENT:D:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:D:NONE]
[SKILL:BONECARVE]
[REACTION:MAINTENANCE_ADV]
[NAME:+-- Maintenance --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:REPAIR_BACKPACK_ADV]
[NAME:repair backpack]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:BACKPACK:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_QUIVER_ADV]
[NAME:repair quiver]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:QUIVER:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_WATERSKIN_ADV]
[NAME:repair waterskin]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:FLASK:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:REPAIR_SHIELD_ADV]
[NAME:repair leather shield]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SHIELD:ITEM_SHIELD_SHIELD:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
Bleh, triple post due to post size limits:
For anyone wanting to use adventure mode armor yet unfamiliar with modding or do not want to change the size of an entire default race, add the following raws to get a Play Now! option for the 'Hunter' race that can wear the armor:
creature_hunter.txt
creature_hunter
[OBJECT:CREATURE]
[CREATURE:HUNTER]
[DESCRIPTION:A larger than average human.]
[NAME:hunter:hunters:hunter]
[CASTE_NAME:hunter:hunter:hunter]
[CREATURE_TILE:'H'][COLOR:3:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:strength]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:40000]
[BODY_SIZE:1:168:175000]
[BODY_SIZE:12:0:650000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:350:500]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_SPEECH:human_male.txt]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
entity_hunter.txt
entity_hunter
[OBJECT:ENTITY]
[ENTITY:HUNTERS]
[INDIV_CONTROLLABLE]
[CREATURE:HUNTER]
[TRANSLATION:HUNTER]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:RUIN]
[LIKES_SITE:RUIN]
[TOLERATES_SITE:RUIN]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:3]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:1]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:2]
[MAX_POP_NUMBER:10]
[MAX_SITE_POP_NUMBER:10]
[RELIGION:PANTHEON]
[BEAST_HUNTER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_REACTION:TAN_A_HIDE]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:APPALLING]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:PUNISH_EXILE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:APPALLING]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:APPALLING]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]
[POSITION:CHIEF]
[NAME:chief:chiefs]
[SITE]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:1]
[DUTY_BOUND]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:4:fighter:fighters]
[PRECEDENCE:100]
[DO_NOT_CULL]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL]
Yea, they are just a stand-in until Toady fixes the armor size bug (hopefully).
Edit: Oops, I deleted my original weapon reactions by accident when I made the hone weapons. I recreated them and rebalanced them a bit so they take more materials, slightly more balanced-ish maybe...
[REACTION:MAKE_SWORD_2H_BONE_ADV]
[NAME:craft bone 2h sword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:BLADE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:WRAPPING:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:GET_MATERIAL_FROM_REAGENT:BLADE:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_LONG_SWORD_BONE_ADV]
[NAME:craft bone longsword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:BLADE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:WRAPPING:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:BLADE:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_BONE_HAMMER_ADV]
[NAME:craft bone hammer]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:HEAD:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:WRAPPING:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:HEAD:NONE]
[SKILL:BONECARVE]
[REACTION:MAKE_GREAT_AXE_BONE_ADV]
[NAME:craft bone great axe]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:BLADE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:WRAPPING:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_GREAT:GET_MATERIAL_FROM_REAGENT:BLADE:NONE]
[SKILL:BONECARVE]
great mod Lofn, bout to see how it works in .13
Before I go tho, here's a reaction I made for your mod. It lets you "scavenge arrow heads" so when you find that lone *steel bolt*, you no longer have to be sad, just scavenge it in to a *bundle of steel arrowheads* and make yourself your ammo of choice. I've also got a metalcrafting addition that I'm working on for it.
[REACTION:SCAVENGE_ARROWS]
[NAME:scavenge arrowheads]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:AMMO:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_TOY_ARROWHEADS:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:WOODCRAFT]
edit: oops forgot the [FORCE_EDGE] there for a second
just made my first stone sword!
[REACTION:MAKE_SWORD_WOODEN_ADV]
[NAME:craft wood and stone short sword]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_SPEARHEAD:NONE:NONE]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:WOODCRAFT]
[REACTION:MAKE_DAGGER_WOODEN_ADV]
[NAME:craft stone dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:TOY:ITEM_TOY_SPEARHEAD:NONE:NONE]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:B:NONE][FORCE_EDGE]
[SKILL:WOODCRAFT]
edit, pick your rock phyllite is worse than wood.
Triple post! :D
Anyway, why do you use BONECARVE for every reaction?
And just 25% chance for a random decoration? Way to waste those dragon teeth :). You may want to make specific decorations so people could pick how they want to decorate their stuff.
This is how I've made it for Genesis, you way want to look at it and fine-tune your reactions:
[REACTION:IMPROVEMENTS_ADV]
[NAME:+-- Decorating --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:DECORATE_SMALLGEM_SPIKES]
[NAME:decorate item with small gem (spikes)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:SPIKES:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_SMALLGEM_BANDS]
[NAME:decorate item with small gem (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_SMALLGEM_BANDS]
[NAME:decorate item with small gem (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_GEM_SPIKES]
[NAME:decorate item with large gem (spikes)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:SPIKES:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_GEM_BANDS]
[NAME:decorate item with large gem (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_GEM_BANDS]
[NAME:decorate item with large gem (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:DECORATE_BONE_SPIKES]
[NAME:decorate item with bone (spikes)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[IMPROVEMENT:95:target:SPIKES:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_BONE_RINGS]
[NAME:decorate item with bone (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_BONE_BANDS]
[NAME:decorate item with bone (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_TOOTH_SPIKES]
[NAME:decorate item with teeth (spikes)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:95:target:SPIKES:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_TOOTH_RINGS]
[NAME:decorate item with teeth (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_TOOTH_BANDS]
[NAME:decorate item with teeth (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tooth:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_HORN_SPIKES]
[NAME:decorate item with horn (spikes)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[IMPROVEMENT:95:target:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_HORN_RINGS]
[NAME:decorate item with horn (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_HORN_BANDS]
[NAME:decorate item with horn (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_SILK_RINGS]
[NAME:decorate item with silk (rings)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:silk:1:NONE:NONE:NONE:NONE][ANY_SILK_MATERIAL]
[IMPROVEMENT:95:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:silk:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:DECORATE_SILK_BANDS]
[NAME:decorate item with silk (bands)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:silk:1:NONE:NONE:NONE:NONE][ANY_SILK_MATERIAL]
[IMPROVEMENT:95:target:BANDS:GET_MATERIAL_FROM_REAGENT:silk:NONE]
[SKILL:CLOTHESMAKING]
I didn't use uncut gems because you don't find them in adv. mode, but it's pretty easy to do too (copy the smallgem/gem reactions and replace SMALLGEM/GEM with ROUGH).
can't wear bone gaunts for some reason, least not the wolf ones
and you can recarve the trophies an endless amount of times to get super good ones to sell
edited out the bit about spawning with burning equipment, solution below
with help from some others i found your burning equipment problem
inside this is a fix that stops you from being able to make burning material equipment, its in code so you can copy paste it
"material_template_default" and the info about the change to the "inorganic:flaming" code
change your "INORGANIC:FLAMING" to use "FIRE_TEMPLATE"[MATERIAL_TEMPLATE:FIRE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000] used pine
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
i'm not a modder, the thanx go to "Hugo_The_Dwarf" for helping me fix it so the mod was playable
I would much like the ability to make bags. Containers have restrictions in how many items can be put in them, so I've been cheating by having a few bags in my backpack and storing items in those. Also helps me keep my inventory somewhat sorted. I suppose I could just use backpacks for the same effect, but bags feel neater somehow.
Great minds think alike, I just did that. For the same reasons, no less.
[REACTION:CRAFT_LEATHER_BAG_ADV]
[NAME:sew leather bag]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_CLOTH_BAG_ADV]
[NAME:sew cloth bag]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:THREAD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WEAVING]
Please note the [PRODUCT] is a BOX, not a BAG. If you use leather or cloth, it'll be a bag. As such, there are two different reactions. Trying to use BAG led to crashes. Had to consult the wiki.
Unfortunately, one cannot use for reactions items that are in a bag on the ground, although one *can* get an item from a bag on the ground. Thus defeating half of the purpose. I keep all of my crafting supplies in separate bags, so that I can drop the whole bag at once. Still saves a few key punches, but gripe-gripe, anyway. :)
Also, Lofn, in addition to these, I come bearing another gift: gem cutting.
[REACTION:CUT_LARGE_GEM]
[NAME:cut large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:large gem:1:GEM:NONE:NONE:NONE]
[REAGENT:hammer:1:TOOL:ITEM_TOOL_HAMMER_SIMPLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:awl:1:TOOL:ITEM_TOOL_AWL:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:large gem:NONE]
[PRODUCT:100:1:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:large gem:NONE]
[PRODUCT:100:1:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:large gem:NONE]
[PRODUCT:100:1:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:large gem:NONE]
[SKILL:CUTGEM]
I see all those large gems in the stores, but not one stinking rupee with which to decorate my *steel shield*. So, now one can take one large gem, a simple hammer, and an awl (see below), and produce four small gems. It's quite nice, and fully tested.
The awl:
[REACTION:MAKE_STONE_AWL_ADV]
[NAME:knap stone awl]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_AWL:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
[ITEM_TOOL:ITEM_TOOL_AWL]
[NAME:awl:awls]
[TILE:'|']
[VALUE:5]
[SIZE:30]
[MATERIAL_SIZE:1]
[HARD_MAT]
Also, as skirts ought to be easier to produce in the field than pants, I included a few extra clothing reactions:
[REACTION:SEW_LEATHER_SKIRT_ADV]
[NAME:sew leather skirt]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:C:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]
[REACTION:SEW_CLOTH_SKIRT_ADV]
[NAME:sew cloth skirt]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:SEW_CLOTH_SKIRT_LONG_ADV]
[NAME:sew cloth long skirt]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:3000:THREAD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:PANTS:ITEM_PANTS_SKIRT_LONG:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
I do hope that you find these worthy of the next release of your mod. Thanks for a great experience!
Awesome! Glad I could help. I cannot tell you how much it excites me that I can go delving into a cave, pick up a bunch of giant cave spider webs, tackle a few giant moles and skin' em, take all the resources I harvest therefrom back to the nearest town, and produce a bunch of clothes and bone armor to sell at a general store. Then, go buy some cheap copper weapons to melt down and make my own arrowheads/spearheads/reinforced armor. And being ambushed by bandits is now a joy! SO MUCH METAL... Also, I made a reaction to melt down metal shields:
[REACTION:SCAVENGE_METAL_SHIELD_ADV]
[NAME:melt down shield]
[REAGENT:fire:1:TOOL:ITEM_TOOL_CAMPFIRE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:shield:1:SHIELD:NONE:INORGANIC:NONE] not sure if this works properly, consider it a stand-in
[REAGENT:fuel:1:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:weapon:NONE]
[PRODUCT:33:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:weapon:NONE]
[PRODUCT:10:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:weapon:NONE]
[ADVENTURE_MODE_ENABLED]
[SKILL:SMELT]
Forgot to include that one. Further armor pieces might be trickier, so weapons, breastplates, and shields will suffice. May mod in metal crafts, but I sadly cannot justify allowing my adventurer to forge a full shirt of mail without a proper forge and tools. Poo! :P
'have a lil problem there.
reaction_wanderer
...
[REACTION:MATERIAL_PRODUCTION_ADV]
[NAME:+-- Material production --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:FORAGE_WOOD_ADV]
[NAME:gather wood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOOL:ITEM_TOOL_AXE_SIMPLE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:PINE:WOOD]
[SKILL:WOODCUTTING]
That's in my wanderer_reaction file. Nothing about tanning, so i cant tan anything (nooo really? im too idiot..)
What's wrong?
I really enjoy this wonderfull mod, and i would enjoy it much more if all the promised feature were included :)
thanks
ps: sorry if i sound rude, im not native english and i dont have much time to type this!
Here's a bit of a teaser for you ladies and gents - my scratch pad.
1 x megabeast organ or 3 x semimegabeast organ = brewed into essence (requires flask)
EYE essence of perception
BRAIN essence of intellect
LUNG essence of breath
HEART essence of courage
LIVER essence of thirst
STOMACH essence of hunger
GUT alchemical catalyst (boosts power of concoction)
duration of 500 steps + 250 per catalyst, up to three (1250 steps)
elixir of ____ (requires valley herbs)
hypersight essence of perception [EXTRAVISION]
waterbreathing essence of breath [NO_BREATHE]
satiation essence of hunger [NO_EAT]
slaking essence of thirst [NO_DRINK]
intellect essence of intellect mental attribute changes
stoicism essence of courage [NOSTUN]
vigour hydra tooth physical attribute changes, [NO_SLEEP]
dexterity roc feather physical attribute changes
charm mental attribute changes
firebreathing dragon's heart FIREBREATH interaction
mistform bogeyman blood Ethereal form
panacea unicorn's horn Healing of all wounds
numbness opium [NO_PAIN]
invisibility kobold bulb HIDE interaction
strength giant's heart physical attribute changes
____ venom (requires muck root)
paralyzing cave spider venom
necrotizing brown recluse venom
polymorphing
blinding essence of perception
agonizing
suffocating essence of breath
madness
new herbs
------------
opium poppy > poppy straw > opium (painkiller)
> opium seed > opium
> poppy oil (edible)
field mushroom > cookable, edible, 1 in 10 is gray and: "The symptoms include vomiting, cramps, delirium, convulsions, and diarrhea." (fatal)
snakeroot > disease treatment (raises recuperation)
willow bark > painkiller, "remedy for aches and fever"(NOFEVER)
foxglove > treatment of heart conditions. Overdose causes "anorexia, nausea, vomiting and diarrhoea"
"the digitalis plant may contain several deadly physiological and chemically related cardiac and steroidal glycosides."
mandrake root > Parasympathetic depressant, hallucinogen, and hypnotic.
ipecacuanha root > syrup of ipecac > vomitting
coca bush > coca nuts
> coca leaves (mild stimulants)
datura > anaesthetic, love potions? "Most parts of the plants contain toxic hallucinogens, and datura has a long history of use for causing delirious states and death."
black henbane > anaesthetic "These psychoactive properties include visual hallucinations and a sensation of flight."
belladonna > anaesthetic "These toxins include scopolamine and hyoscyamine which cause a bizarre delirium and hallucinations,[1] and are also used as pharmaceutical anticholinergics."
I should be able to throw a few solid days into getting it all in order over the next week or so.
Hallo chaps and chapettes.
you would not happen to be able to make "Giant" clothes or armor in this mod, for larger modded races would you?
or if you are a large race, will your created item fit by default?
The physical size of the races isn't important - the creator of the clothes determines the race that can wear it.
where do you download this mod into, ive extracted it from winrar into raw/objects and created a new world and it won't work. is there something i haven't done for it to work (if it matters i'm on the newest version of DF and using lazy newb pack
From the readme:
If you want to install both the Adventure and Fortress mode materials and reactions, installation is as simple as extracting the contents of 'required', 'adventure', 'fortress', 'interactions' and 'creatures' into the raw/objects folder. Make sure they are all within the same directory rather than their original folder (so, no 'adventure' and 'fortress' folders within raw/objects).
This will require you to overwrite a large number of vanilla raw files, so be sure to back up the entire directory before you start installing.
Does anyone know just how you can encounter the other mage types? So far, I can only find necromancers.
Mentalists will also build towers, but pyromancers and psykers do not actually appear in the world currently. I'll try to get this fixed and posted in the next few days.
I've looked into the raws [snip]
In all honesty, the psykers are the least finished of the four new mage types. Releasing them at all was a bit of a mistake. I would be surprised if the psyker interactions that work outnumber the ones than don't.
I am currently applying the relevant changes listed in "file changes.txt" to the files that come zipped in the mod, I hope this is the right way to do it?
Thank you very much for your efforts - very much appreciated. My usual method is to go through the new raws and paste in the variation lines, to ensure I don't miss anything that Toady might have forgotten to note in the changelog.
I'll be trying to knock together a more polished interaction update to fix some of these issues. If I get time I'll also try to fix up the broken potions.
Ah, this is a classic. I'm yet another modder that's tweaked various things taken from this mod for my own use.
I'm tempted just to eyeball this mod's last version and re-tweak it just to put it back up to DF2014 standards. But for know I'll add some of my own notes about issues and fixes. Spoilers will be due to somewhat long notes and copy-pastes of raw editing.
About hair, bones, and the DF2014 changes to them (see also: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712)):
The material tweaks broke most custom reactions involving materials taken from butchered corpses. Bonecrafting now correctly takes one from the stack, but demanding multiple items of bone instead makes it demand multiple stacks, THEN only take 1 bone from each stack. Likewise, hair can wind up being used to provide multiples of thread, in a way that messes up the usual ways around another bug.
Meanwhile, any custom reaction involving thread/cloth has been and still is buggy as hell, as mentioned above. The normal solution is to only demand and produce product dimensions, and even without buggy hair this makes world-genned thread and cloth infinitely usable. There is a fix though:
[REACTION:SPIN_HAIR_ADV]
[NAME:spin hair/wool thread]
[ADVENTURE_MODE_ENABLED]
[REAGENT:hair:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][REACTION_CLASS:NOT_GUT]
[PRODUCT:100:2:TOOL:ITEM_TOOL_THREAD:GET_MATERIAL_FROM_REAGENT:hair:NONE]
[SKILL:SPINNING]
The most important part here is using [REACTION_CLASS:NOT_GUT] instead [ANY_STRAND_COMPONENT]. Likewise, all the hardcoded component-related reaction modifiers will factor in the amount of material available, which is undesirable due to bugs. It seems that either the absence of this token, or the use of a reaction class instead, bypasses this and makes 1 stack equal 1 output.
Meanwhile, the ITEM_TOOL_THREAD is an ersatz thread item I cooked up to bypass the fact that, if I made a thread with a production dimension of 1, world-genned fabric would be usable for thousands of reactions coded to only use single units. If you must stick with outputting real cloth, remember [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] in case you pick up some random yarn and risk burying yourself under 10000 cloth slings.
Likewise for bonecrafting, we have...
[REACTION:CARVE_BONE_SPEAR_ADV]
[NAME:carve bone spear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:carver:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CARVE_BONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
Once again, [REACTION_CLASS:CARVE_BONE] is the important part to avoid issues, in place of [ANY_BONE_MATERIAL].
Poisons (I've said it before and I'll say it again, decorating with venom DOES NOT WORK):
As far as I can tell, using item improvements to decorate a weapon with venom has never worked. The good news is the comments in Wanderer's Friend imply that this is a known issue that was left in unfixed. The bad news is many mods based off this simply copy-paste the reaction as-is. I've toyed with trying to make the resulting "frozen venom" decoration melt, but without success.
Poisons can still be used, through a few workarounds. Giving a creature venom for blood is the stupidest-sounding yet LEAST buggy option, which will contaminate whatever weapon or ammo you do the butchering with.
Failing that, you could in theory use the EXTRA_BUTCHER_OBJECT to drop something besides a pool of the relevant venom. It might be possible to create an ersatz "venom sac" in the form of a vermin creature, made butcherable like the creepy crawler. It could then have a poison mocked up to resemble the desired venom, then assigned as it's blood. Then by having its remains drop as an EBO from the related creature. The problem with this is another bug ( http://www.bay12games.com/dwarves/mantisbt/view.php?id=4973 ) that breaks remains or other items generated that way.
If we ditch the insistence on poisoned weapons but still want to poison enemies, our options expand a bit. One option is to add [SYN_CONTACT] to the venom and simply define the creature to drop some venom as LIQUID_MISC when butchered. This is hilariously unsafe and can lead to blood or vomit mixing with the venom.
A more logical and less messy alternative is an item assumed to be an ersatz venom sac, which can be processed into a contact poison. This requires, first in the creature:
[USE_MATERIAL_TEMPLATE:SAC:SAC_TEMPLATE]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:MOUTH]
[EBO_ITEM:TOOL:ITEM_TOOL_SAC:LOCAL_CREATURE_MAT:SAC]
And then farther down, in addition to (or replacing, if you want) the creature's venom:
[USE_MATERIAL_TEMPLATE:CONTACT:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen giant cave spider poison]
[STATE_ADJ:ALL_SOLID:frozen giant cave spider poison]
[STATE_NAME:LIQUID:giant cave spider poison]
[STATE_ADJ:LIQUID:giant cave spider poison]
[STATE_NAME:GAS:boiling giant cave spider poison]
[STATE_ADJ:GAS:boiling giant cave spider poison]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:giant cave spider toxin]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_CONTACT][SYN_INGESTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
As you can guess, this additionally requires a material template:
[MATERIAL_TEMPLATE:SAC_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY] all stolen from eye template
[STATE_NAME:ALL_SOLID:venom]
[STATE_ADJ:ALL_SOLID:venom]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] copied human skin (no data)
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[MATERIAL_REACTION_PRODUCT:VENOM_MAT:LOCAL_CREATURE_MAT:CONTACT]
[REACTION_CLASS:VENOM_SOURCE]
[IMPLIES_ANIMAL_KILL]
And finally, the reaction that ties it all together:
[REACTION:REFINE_VENOM_ADV]
[NAME:refine venom into contact poison]
[ADVENTURE_MODE_ENABLED]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:pestle:1:TOOL:ITEM_TOOL_PESTLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:container:1:FLASK:NONE:NONE:NONE][PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT][EMPTY]
[REAGENT:venom sac:1:TOOL:ITEM_TOOL_SAC:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:VENOM_MAT]
[PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:venom sac:VENOM_MAT]
[PRODUCT_TO_CONTAINER:container]
[SKILL:ALCHEMY]
Reactions involving liquids, contained or not, as reagents are buggy. Liquids as output work as intended. If you wanted even more work to avoid the oddity of a "venom sac" tool, you could instead create a new organ made of the required material and using the required tissues, and add that to the bodies of the relevant creature.
On gathering wood, and other plant lunacy:
Gathering wood out of thin air with a battleaxe works, but is kinda inconsistent with gathering rocks from the ground and fruits from the few DF2014 plants that can be picked. The good news is this can be fixed. The bad new is it excludes using an axe.
For trees, we can simply assign a growth that, rather than providing fruit or leaves, gives us wood (huehuehue).
[GROWTH:FAKED]
[GROWTH_NAME:oak:oak]
[GROWTH_HOST_TILE:TRUNK]
[GROWTH_ITEM:WOOD:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1]
Note that the growth density is only 1. No matter how low I set it, harvestable growths seen as good as infinite.
If you want to add more logical, you can instead make it output a PLANT_GROWTH and define the relevant growth's material as being an ersatz branch, and linking it to branches instead of the trunk allows for the assumption that the character is gathering branches instead or yanking whole logs out of the tree. Yo dawg, I heard you like branches, so I put branches on your branches, so you can get wood while you get wood. o3o
That of course requires tweaking any adventurer reactions to use the desired PLANT_GROWTH instead of a WOOD item. One possible way this could play out:
[GROWTH:FAKED]
[GROWTH_NAME:oak branch:oak branches]
[GROWTH_HOST_TILE:BRANCHES]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1]
Further tweaks to ensure the name of the item is consistent are likely needed, but at this point you can presumably add a REACTION_CLASS to the wood template and have woodworking reactions demand a PLANT_GROWTH with the correct REACTION_CLASS.
Similar use of faked growths can be used to fix plants that can't be harvested in adventure mode due to the useful parts being the structural parts and not the growth. Messing with this allows, for example, making the mythical solid beer, bread.
We'll use tweaks to longland grass as our example:
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[MATERIAL_REACTION_PRODUCT:PESTLE_MAT:LOCAL_PLANT_MAT:MILL]
The addition of a PESTLE_MAT will be important later. Next we add the growth:
[GROWTH:FAKED]
[GROWTH_NAME:Longland grass:Longland grass]
[GROWTH_TIMING:120000:300000]
[GROWTH_ITEM:PLANT:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1]
In this case, to avoid it being OP all year round, the growth timing has been made similar to when cave wheat is farmable, so the grass can only be harvested in summer and autumn. Rather than giving us a plant growth, it hands us an actual PLANT item.
Finally, another tweak to the flour. This will also be important later:
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Longland flour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[REACTION_CLASS:IS_FLOUR]
Now for the reactions.
[REACTION:GRIND_GRAIN_ADV]
[NAME:grind grain into flour]
[ADVENTURE_MODE_ENABLED]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:pestle:1:TOOL:ITEM_TOOL_PESTLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PESTLE_MAT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:PESTLE_MAT]
[SKILL:MILLING]
[REACTION:CRAFT_BISCUIT_ADV]
[NAME:cook hardtack]
[ADVENTURE_MODE_ENABLED]
[REAGENT:flour:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:IS_FLOUR]
[PRODUCT:100:1:ITEM_FOOD:ITEM_FOOD_BISCUITS:GET_MATERIAL_FROM_REAGENT:plant:PESTLE_MAT]
[SKILL:COOK]
The first of course snags a plant, which in this example would be the Longland grass harvested or otherwise obtained, and outputs a bit of flour. Adding the desired changes to other plants like wheat, flax, etc likewise works the same.
The second reaction takes a powder, specifically one we've given the IS_FLOUR reaction class. Just in case the player gets ahold of other powder, we wouldn't want emerald dye biscuits.
On bone crafts and redundant reactions:
As much as I love being able to pick whether I want a dragon bone amulet or a dragon bone crown, it does cause a bit of reaction clutter that, to me at least, isn't essential. Even if we do want our choice of craft, one bit of redundancy can be eliminated without issue.
[REACTION:CARVE_BONE_CRAFTS_ADV]
[NAME:carve bone/tooth/horn crafts]
[ADVENTURE_MODE_ENABLED]
[REAGENT:carver:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CARVE_SMALL]
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
This demonstrates both efforts to reduce reaction clutter. The more useful one is once again the [REACTION_CLASS:CARVE_SMALL] part. By adding this to bone, tooth, horn, or other materials one deems suitable for small carved items, a whole lot of reactions can be distilled down to just one. Even if we retain separate reactions for amulets, rings, crowns, etc a lot of space is saved that way.
Similar results can be obtained for streamlining tanning. As far as I can tell, you made creature variations and applied them on a creature-by-creature basis. Makes sense for customizing the relative strengths of a creature's body materials, but that can still be done with slightly less complexity by making different "tiers" of material templates. As for tanning hides, there are easier options.
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:SUPPLE_SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:skin:TAN_MAT]
[SKILL:TANNER]
This is nothing more than a replacement version of civ/fort tanning, and a simplified tanning reaction for adventurers. Scraper can be re-implemented according to taste, of course. The civ version looks for a "supple skin" REACTION_CLASS that I added to skin but not (untanned, as I'll clarify below) scale or chitin. This prevents oddities like chitin flasks.
The key of course is to add copies of the scale and chitin templates, designated as tanned equivalents of their respective materials. This also lets us rename the untanned materials "raw scale" and "raw chitin" to avoid player confusion. The name will show up for the butchered material, but won't affect descriptions of living creatures because it appears to look for TISSUE name instead.
Next we add to the original scale template:
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNEDSCALE]
And add to the original chitin template:
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNEDCHITIN]
Since these still use the TAN_MAT part, they can all be used by the same reaction, but with different result. Naturally, the final piece tying them all together goes in the BODY_DETAIL_PLAN files:
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
[ADD_MATERIAL:TANNEDSCALE:TANNED_SCALE_TEMPLATE]
[ADD_MATERIAL:TANNEDCHITIN:TANNED_CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
[ADD_MATERIAL:TANNEDCHITIN:TANNED_CHITIN_TEMPLATE]
[ADD_MATERIAL:TANNEDSCALE:TANNED_SCALE_TEMPLATE]
There is of course a reason why the tanned scales and chitin are in both material plans. Titans and presumably other genned creatures, it turns out, either use these defaults or start with a base creature to modify, but when they do oddities like add scales to a mammal or create chitinous lizards, they add the required scales and/or chitin but aren't coded to add the normally non-existent materials I've added. The end result?
(https://dl.dropboxusercontent.com/u/89427928/fatcrafting.png)
Whether this fix will idiotproof ALL generated creatures, I don't yet know. It should at least work for anything that starts with a mundane creature and modifies it.
Obviously in your mod's instance, pelts and other styles of hide can easily be added and adapted to the same system. The only exception is the "cleaning feathers" reaction, solely because that demands a comb instead of a scraper.
I hope Lofn or others find these useful. From what I've seen of Deon's take it definitely is a good port to DF2014, but it still might suffer from the material tweaks.
Yeah, but it's better than just leaving a pile of bones sitting there... I mean, I'm running around wearing armor made from a dragon I killed!
(http://drmcninja.com/comics/2015-01-09-29p27.jpg)