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Dwarf Fortress => DF Modding => Topic started by: Lofn on July 12, 2010, 10:48:10 am

Title: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on July 12, 2010, 10:48:10 am
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:

Quote
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:
Spoiler (click to show/hide)

Spoiler: Tools and uses. (click to show/hide)


Further items will be added as bugs are resolved, ideas flow and suggestions are made.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Miko19 on July 12, 2010, 11:09:46 am
Woah, fuck! Lotsashit!
EDIT: Where can I download this TanMod? And this one?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Foamy on July 12, 2010, 11:10:29 am
Awesome! Is it possible to make leather bandages?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Miko19 on July 12, 2010, 11:12:07 am
While this mod is great, I am still saddened of the inability to butcher (and therefore skin) elves and other sapients.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 12, 2010, 11:17:46 am
Woah, fuck! Lotsashit!
EDIT: Where can I download this TanMod? And this one?

..man, I must have left my brain in my other pants.  I'll update the original post with a link in a moment.  Sorry!  Oh, and the Tanmod raws are included in this one for completeness' sake.

Awesome! Is it possible to make leather bandages?

I'm not certain, but I'm looking into it.  Medical procedures aren't really part of adventure mode yet, sadly.

While this mod is great, I am still saddened of the inability to butcher (and therefore skin) elves and other sapients.

I think it has to do with the fact that you can't butcher the corpse of a named sentient, even if you can slaughter them via modded ethics and pet tokens.  It's a shame, in any case.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Miko19 on July 12, 2010, 11:46:19 am
By the way, what tool is needed to tan a hide?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 12, 2010, 12:02:18 pm
By the way, what tool is needed to tan a hide?

A scraper, which is knapped from two rocks.  I'll add a list of tools and uses to the original post.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Kaelem Gaen on July 12, 2010, 12:50:21 pm
Not sure if this was intentional or not, but the readme file in the main Wander's Friend file, is the same one as the one in the TanMod directory in the rar.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 12, 2010, 12:55:30 pm
Not sure if this was intentional or not, but the readme file in the main Wander's Friend file, is the same one as the one in the TanMod directory in the rar.
I just downloaded the file from DFFD and you appear to be incorrect.  The one in the root directory is the Wanderer one and the one in tanmod is for the TanMod.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Kaelem Gaen on July 12, 2010, 12:59:35 pm
Hmm you might have updated it recently, or izarc's being stupid...

Izarc was being stupid
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Bandages on July 13, 2010, 12:18:14 am
<3 you for this.

no homo.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Supercharazad on July 13, 2010, 06:56:38 am
Awesome, and if you can get cloth, you can bandage wounds with it in adv mode, but leather doesn't work well for that, but we could make -*Gut thread cloth*-.

Also, I have  a bow and arrows made entirly of cheetahs, including a full set of armour, I love this mod!
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Josephus on July 13, 2010, 07:00:46 am
Fuck yes. This is exactly the kind of thing I was hoping for when Toady posted 31.09.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 13, 2010, 07:36:02 am
Awesome, and if you can get cloth, you can bandage wounds with it in adv mode, but leather doesn't work well for that, but we could make -*Gut thread cloth*-.
How exactly do you use cloth to bandage yourself in adventure mode?  I added a 'cut hide into bandages' reaction but I can't quite work out how to use the resulting cloth.
Fuck yes. This is exactly the kind of thing I was hoping for when Toady posted 31.09.
Ideally this will just be used to tide us all over until Toady adds proper adventure mode crafting - glad to see you're pleased, though.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: skaltum on July 13, 2010, 07:36:41 am
this makes play now MUCH more fun and worthy  :P
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Miko19 on July 13, 2010, 07:42:39 am
Awesome, and if you can get cloth, you can bandage wounds with it in adv mode, but leather doesn't work well for that, but we could make -*Gut thread cloth*-.
How exactly do you use cloth to bandage yourself in adventure mode?  I added a 'cut hide into bandages' reaction but I can't quite work out how to use the resulting cloth.
Fuck yes. This is exactly the kind of thing I was hoping for when Toady posted 31.09.
Ideally this will just be used to tide us all over until Toady adds proper adventure mode crafting - glad to see you're pleased, though.
SHIFT+I=ADVANCED INVENTORY INTERACTION
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 13, 2010, 07:56:49 am
SHIFT+I=ADVANCED INVENTORY INTERACTION
Ah, I see.  I guess you have to have a wound before you can use it, then?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: pickupsticks on July 13, 2010, 08:39:03 am
Great stuff.   :D
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Supercharazad on July 13, 2010, 09:54:12 am
Still going through stuff, but I noticed that my chalk carving knife doesn't cut, it bruises and breaks bones...
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: skaltum on July 13, 2010, 01:03:01 pm
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:

Spoiler (click to show/hide)

This should make it much more sharp. but needs testing.
it is much sharper

pics: (warning. large)
Spoiler (click to show/hide)
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.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 13, 2010, 01:40:25 pm
I actually deliberately left it semi-blunt to keep it from becoming a terrible useful weapon - since you can make it from nothing but rocks.  If people think it's a good idea I'll change the values, though.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Supercharazad on July 13, 2010, 01:48:14 pm
I actually deliberately left it semi-blunt to keep it from becoming a terrible useful weapon - since you can make it from nothing but rocks.  If people think it's a good idea I'll change the values, though.

Well, with slate I can make a knife sharp enough to cut skin with just precussion flaking and a little bit of sharpening on concrete, it DEFINATLY won't bruise though, unless I slap someone with it.

EDIT: Also, for spears and arrows, you should probably change it so as the material of the weapon is determined by the head, not the shaft like it is now.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: SethCreiyd on July 13, 2010, 02:03:38 pm
This is a terrific mod, posting to follow.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Kaelem Gaen on July 13, 2010, 04:07:47 pm
You know, my brain just noticed something with this mod...

The stuff you're making with the Adventure mode reactions...... look like they get the Imp quality marks.   How did you get that to work?

Does this mean custom workshop/reactions can now have improved quality?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Knight Otu on July 13, 2010, 04:20:39 pm
Does this mean custom workshop/reactions can now have improved quality?
It seems so. A reaction I tested a short while ago created a +quality+ item among a few non-quality items in Fortress mode. Not sure how much skill enters the equation.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Symbiode on July 14, 2010, 01:44:14 am
Thanks for making this! I did notice, however, that the reaction_wanderer_tanmod file you mentioned in the readme to use the tanmod stuff in adventure mode reactions isn't included in the .rar on DFFD.
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: Lofn on July 14, 2010, 04:27:19 am
Thanks for making this! I did notice, however, that the reaction_wanderer_tanmod file you mentioned in the readme to use the tanmod stuff in adventure mode reactions isn't included in the .rar on DFFD.

Ah, whoops, that's because I never actually removed the material reactions from reaction_wanderer.  If you're happy to use them, nothing needs to be changed - I'll separate them properly next upload.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 14, 2010, 05:34:13 am
Double post because I told a lie: I just finished messing with the raws and uploaded a new version to the DFFD entry.  Spears have been altered and materials have been updated to .10. 

If you're just upgrading from the previous version of this mod, just extract/install material_template_tanmod.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: calrogman on July 14, 2010, 12:12:32 pm
Playing as a Play Now! human. I hunted down and butchered a camel (using a crossbow I made), crafted some "large one-humped camel bone" gauntlets but can't wear them.  I'm holding one in each hand and am told I "have nothing left to wear".

Edit:  Same problem with my camel leather armour.
Further Edit: Herp derp.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 14, 2010, 12:34:44 pm
Playing as a Play Now! human. I hunted down and butchered a camel (using a crossbow I made), crafted some "large one-humped camel bone" gauntlets but can't wear them.  I'm holding one in each hand and am told I "have nothing left to wear".

Edit:  Same problem with my camel leather armour.

You should read the readme.  Currently, due to a longstanding bug with all reactions, you can't produce wearable armour or clothing, only 'large'.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Star Weaver on July 14, 2010, 12:50:01 pm
Hm. Attempting to update the raws for a game in progress from tanmod.last + wandf.prior to the current version of this causes DF to freeze forever on loading and never output an errorlog. Now that I'm looking at the diffs I suspect this has something to do with attempting to load existing creatures that were affected by the prior creature variation with the current creature variation.

The bug tracker search functions don't work well on this browser, I'll have to see if anyone's come up with this. It should at least tell you why it's dying. Unless it's popping and omg!dialog and I can't see it due to using dfterm O_o.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 14, 2010, 12:52:55 pm
The issue with that is that I haven't altered the creature variations, only the nature of the materials - it shouldn't really be causing errors at all.  How bizarre.  If you get a moment, could you try genning a new world and seeing if that works properly?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Star Weaver on July 14, 2010, 01:12:26 pm
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?

Spoiler (click to show/hide)

I can't say I really understand what's going on aside from it having something to do with gut? :D
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 14, 2010, 01:21:34 pm
Oh bollocks, I totally forgot - I shifted the tannable gut variations into the other variations instead of leaving it separate, so that all gut can be dried.  Since I have done further testing (and done up the adventure mode stuff) since I made that change I totally forgot about it.  Sorry!
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: JediaKyrol on July 14, 2010, 01:26:30 pm
ok...with some farting around with BODY_SIZE tags...I found out that the adventure mode crafting makes armor for creatures of size 70,0000...being the lazy bum I am, I just made a Half-Giant race of that size and went on my merry way.

seriously though...I have no idea how to manipulate the size of a reaction item, but maybe this will help someone out there.

Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: DracoGriffin on July 14, 2010, 02:55:21 pm
ok...with some farting around with BODY_SIZE tags...I found out that the adventure mode crafting makes armor for creatures of size 70,0000...being the lazy bum I am, I just made a Half-Giant race of that size and went on my merry way.

seriously though...I have no idea how to manipulate the size of a reaction item, but maybe this will help someone out there.

Weird, I was just going to post the same thing. However, I found that the size is 650,000 or the size of a Swordfish based on DFWiki. Not sure how you got 700,000 anyhow since there isn't any vanilla creatures with that size. I wonder if it's more a range instead of a static amount.

Lofn, is the size useful for you at all in relation to crafting armor? Somehow changing the default to a lower size?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Flaede on July 14, 2010, 02:56:43 pm
tagging for watching! this is awesome! Adventure mode is gonna take off!
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: calrogman on July 14, 2010, 02:58:32 pm
Have you messed around with the [PRODUCT_DIMENSION:###] tag?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Knight Otu on July 14, 2010, 03:15:10 pm
If by some chance that works for clothing and armor, it doesn't use the creature size. I just tried that with [PRODUCT_DIMENSION:70000] and a play-now human, and I still only get large helms. More likely it's simply still hard-coded.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: DracoGriffin on July 14, 2010, 03:16:42 pm
Have you messed around with the [PRODUCT_DIMENSION:###] tag?

Briefly tried by changing the leather armor to
Code: [Select]
[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][PRODUCT_DIMENSION:60000]
[SKILL:LEATHERWORK]
but didn't seem to make a difference. I used 60000 since that's the size of a elf/dwarf/goblin based on DFWiki.

edit: For easier testing, use Arena and give the first creature an iron scraper and iron carving knife (should be in the top 5 items). To test the size, drop the armor and create a Swordfish over the armor. Take control and look at the armor to verify it's still 'large' or just 'cat leather armor' or whatever leather. :P
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: calrogman on July 14, 2010, 03:25:29 pm
Well it was worth a try, even if it got us nowhere.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 14, 2010, 03:26:06 pm
Geez, I went away to test it myself and got caught up in Assassin's Creed II and POSTS EVERYWHERE.

It seems to me that armour size is hardcoded, which is sad, because I knew a bright blazing moment of joyous hope when JediaKyrol posted.  The PRODUCT_DIMENSION thing was a brilliant idea, shame that it doesn't work.

Is there evidence to suggest that PRODUCT_DIMENSION works for anything apart from cloth, thread and powder?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Askot Bokbondeler on July 14, 2010, 04:14:05 pm
following
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: JediaKyrol on July 14, 2010, 04:26:56 pm
yeah, I noticed in the data dumps on the wiki there was a "size" and "product_size" marker...so I added them to the reaction trying anything from numbers to the word "small"....but nothing happened...

Oh, and DracoGriffin, I basically just edited the dwarf raws rocking back and forth by 100,000 at a time from 0 (baby dorf) to 9,000,000 (elder giant)...600,000 didn't work, nor 800,000, but 700,000 said was good, so I stuck with that...it likely is a range around that...maybe from 650,000 to 750,000...

...cheap fix...add 700,000 to every single creature's size value...that won't have any negative effects at all! /sarcasm
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: cartmann on July 14, 2010, 04:30:55 pm
And bars.

And I agree, It's a shame that [PRODUCT_DIMENSION:###] can't manipulate the size of armour... or anything else but the 3 ITEM_TYPES that use the tag ::)

By the way, great mod. It's invaluable for people trying to figure out reactions for adventure mode (such as me), but now I don't wanna use the reactions you have   :P

The only reaction I think that I have/have thought of that you don't is a way to make studded leather items (I just copy/pasted, and really I just added [HARD].)

Not that it matter because I can't wear the f**kers anyway
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Star Weaver on July 14, 2010, 05:02:36 pm
Hmm. Now i've got "mountain goat soap thread" and something like kidney fiber and i've seen roasts made out of leather.

Yeah... I think I hosed something in the creature/reaction mods. I'm gonna live with the wierdness till this fort ends and then reload all the tanmod stuff properly :D.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 14, 2010, 11:31:42 pm
Are you accepting additional reactions? Here's some more weapons, armor pieces, and some clothes I added for myself:

Spoiler (click to show/hide)

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.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 15, 2010, 03:23:52 am
Are you accepting additional reactions? Here's some more weapons, armor pieces, and some clothes I added for myself:

Thanks for posting those - I may cannibalize a few and bump up the required materials - I don't think making a maul would be as easy or cheap as making a spear.  As for the bone thing, it might be worth adding a [REMOVE_MATERIAL:BONE] right before you redefine it with the SUPER_BONE_TEMPLATE, just to be sure.

Hmm. Now i've got "mountain goat soap thread" and something like kidney fiber and i've seen roasts made out of leather.

Yeah... I think I hosed something in the creature/reaction mods. I'm gonna live with the wierdness till this fort ends and then reload all the tanmod stuff properly :D.

I probably should have just said that the new version breaks compatability - I'm really not sure what's gone wrong with it but apparently it's severe.

By the way, great mod. It's invaluable for people trying to figure out reactions for adventure mode (such as me), but now I don't wanna use the reactions you have   :P
[...]
Not that it matter because I can't wear the f**kers anyway
That's the exact reason I haven't been adding more interesting clothing and armour - there's not much point, really, and adding extra useless stuff will just clutter up the reaction list even further.  I'm really hoping Toady decides to address the reaction bug at some point (and the one with the material products too).
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Kaelem Gaen on July 15, 2010, 07:28:03 am
Probably a silly question but can I just extract the new version into my raws (aka over the old version) or do I have to do some fancy file work?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 15, 2010, 08:54:04 am
So long as you replace -everything-, it should work properly.  Emphasis on the 'should'.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Star Weaver on July 15, 2010, 03:47:54 pm
Hmm. Now i've got "mountain goat soap thread" and something like kidney fiber and i've seen roasts made out of leather.

Yeah... I think I hosed something in the creature/reaction mods. I'm gonna live with the wierdness till this fort ends and then reload all the tanmod stuff properly :D.

I probably should have just said that the new version breaks compatability - I'm really not sure what's gone wrong with it but apparently it's severe.

I'm guessing it has something to do with ID numbers again. 'Cause get this: I just overwrote my raws with TanMod 86 again (and grabbed the mat_template file I updated for .10  out of my Ironhand.10 directory that I hadn't tried the new version on), and that goat soap thread already sitting in my bins transmogrified to goat wool thread.

I bet whatever you did with the gut stuff bumped some of your materials up or down one in one of the ID numbers sets.

Anyway, yay, it's fixed, after this fort I'm going to make a new world anyway because I want to get that new flora mod and the 2.0 library mod and ... :D
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Iituem on July 15, 2010, 04:01:30 pm
There is a workaround to the clothing size bug, but you need to be willing to edit your raws a bit.

1. Make your oversized clothing.

2. Save your game.

3. Open up your creature_standard file and scroll down to DWARF (or whatever creature type you're using).  Change the adult size (e.g. [BODY_SIZE:12:0:60000] ) to 700,000.  Save.

4. Load back up your game.

5. Equip the clothing which is now of a normal size for your creature.

6. Save the game again.

7. Restore the body size of the creature to its original setting.

8. Reload.

Hey presto!  Your clothing is now super-sized again, but it will stay on the creature you got to wear it.  Perhaps not ideal, but at least all your bone armour isn't entirely useless now.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: JediaKyrol on July 15, 2010, 04:18:05 pm
There is a workaround to the clothing size bug, but you need to be willing to edit your raws a bit.

1. Make your oversized clothing.

2. Save your game.

3. Open up your creature_standard file and scroll down to DWARF (or whatever creature type you're using).  Change the adult size (e.g. [BODY_SIZE:12:0:60000] ) to 700,000.  Save.

4. Load back up your game.

5. Equip the clothing which is now of a normal size for your creature.

6. Save the game again.

7. Restore the body size of the creature to its original setting.

8. Reload.

Hey presto!  Your clothing is now super-sized again, but it will stay on the creature you got to wear it.  Perhaps not ideal, but at least all your bone armour isn't entirely useless now.

That's what I did at first...but it's more awesome to bump up every single creature by 700,000...except humans...then it's like that old tv show where the astronauts crash land on a mirror image of earth except everything is giant...and they try to survive by stealing toys and garbage..."Land of the Giants"  yeah...that was the name...that show was awesome...
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Adultratedhydra on July 15, 2010, 07:43:44 pm
i may be being legendarily thick. but the small blunt stones needed for crafting, they are the stones you pick up in the wilderness or something else?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Josephus on July 15, 2010, 07:48:12 pm
They are the wilderness stones, but they must be in your hand or on the ground when you attempt to craft them.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Adultratedhydra on July 15, 2010, 07:54:02 pm
They are the wilderness stones, but they must be in your hand or on the ground when you attempt to craft them.

ah yep i see now. thanks.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 16, 2010, 02:34:48 am
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
Spoiler (click to show/hide)

bone_strength.changes for Uristmod:

Spoiler (click to show/hide)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 17, 2010, 12:35:59 am
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:
Spoiler (click to show/hide)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Josephus on July 17, 2010, 12:37:13 am
Pretty nifty, man. Some real Monster Hunter stuff right there.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 17, 2010, 12:39:27 am
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
Spoiler (click to show/hide)

entity_hunter.txt
Spoiler (click to show/hide)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 17, 2010, 01:51:32 am
Symiode: geez, man, there are pretty rad.  The only issue I can see with the hunter race is the enormous size making them overpowered, but I'd be very pleased to add the other reactions and things to the mod.  Awesome work.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 17, 2010, 03:04:46 am
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...

Spoiler (click to show/hide)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lawec on July 17, 2010, 05:31:19 am
Does this mod work for 31.10?
Except for the armor being "large" when made?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Symbiode on July 17, 2010, 12:43:50 pm
Yes, it does work with 31.10.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 19, 2010, 09:31:16 am
Alrighty.  I have added variations to strengthen bone and scale (to bronze then steel values, respectively), as well as a simple reaction that turns hair into thread.  Once I apply these to all the creatures that need them, I think I am going to take a break from this mod until I run into some more inspiration, or the bugs are fixed.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Deon on July 19, 2010, 09:51:58 am
I've used your base in Genesis with some tweaks. I've also made a plant into thread reaction because only bears and a few more critters draw hair (probably due to size). Did you find out how to secure that the hair will be dropped in any case?

Also I gave dragons and other megabeasts really strong teeth and bones (in previous version), so your mod works really well when it comes to crafting spears out of dragon teeth :P.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 19, 2010, 10:04:46 am
It looks as though adding [CONNECTS] to a tissue layer causes it to drop the majority of the time - I added it to feathers to get them to drop reliable and originally to fur, before I made it a skin product.

I just doublechecked it with dorfs in the arena, [CONNECTS] causes them to drop it frequently.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Knight Otu on July 20, 2010, 06:38:30 am
Mind if I add the adventurer reactions to my two mods?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 20, 2010, 08:01:02 am
Be my guest!
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Knight Otu on July 20, 2010, 01:37:27 pm
Thanks. I've added a few reactions that deal with horn to the existing ones (horn comb, horn spearhead, horn arrowheads, and the various crafts).
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Supercharazad on July 21, 2010, 09:53:10 am
You can weave almost anything into thread with this mod, bones, hair, teeth, ivory, skin Ect.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Acanthus117 on July 21, 2010, 10:10:44 am
AWESOME!
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: neil_v on July 21, 2010, 05:50:48 pm
The only thing missing from this mod is making glue from horns and hooves, and epoxy resin (pine or birch pitch (sap) + ash + plant or animal fiber+heat).
Amazing job, and super detailed! 8)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.2b]
Post by: Lofn on July 22, 2010, 04:38:04 am
Update!  I added Symbiode's reactions (with a couple of very minor tweaks) and put some boring reactions in place for glue and resin to be produced when I get around to working out what they'd be used for.  Currently they just fill a bucket with useless powder.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Rumrusher on July 22, 2010, 05:31:25 am
I wonder is there a way to craft a roast stack in adventure mode?
or is cooking one of the things not possible?
I know that adding DRINK to the slot will turn anything in to a liquid state.
but I don't think I would want to be going around caring barrels of booze of things I killed.
selling elven princess booze to a human shopkeeper will fetch some wild stories.

edit: wait just made a reaction that close to what I'm talking about.
though this does make anything into ___ N/a. oh I found out that fluffy wamblers are made of iron.
Code: [Select]
[REACTION:MAKE_BOOZE]
[NAME:make booze]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:BARREL:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:DRINK:BOOZE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:A]
[SKILL:COOKING]
it's one shortcut from not being able to butcher people.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on July 22, 2010, 06:12:26 am
Quote
oh I found out that fluffy wamblers are made of iron.
Iron is the first inorganic material in the list, thus it's used when no material can be found.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: neil_v on July 22, 2010, 06:17:38 am
Glue and resin are used to make bows, arrow, and primitive weapons in general stronger. Just having rawhide or sinue wrapping often isn't enough. Flint and to a lesser extent obsidian (http://www.rocksandminerals.com/specimens/knapping/knaprocks.htm)are razor sharp and hold an edge until they chip, so they can cut through plant and animal matter easily. Glue and/or resin also holds the fletching on arrow shafts and waterproofs.

Horn and sinue bows were the most powerful made at the time, and can pierce armor plate when using bodkin arrows and
a strong person who can draw an fire a 100# or greater longbow or recurve longbow. Crossbows are easier to use but in the long run
longbows are more deadly by far (for pre 20th century bows and crossbows)

how bow is made -> http://www.primitiveways.com/pt-composite_bow.html
why its so effective-> http://www.ecocomposite.org/agfibers/sinewbow.htm
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Josephus on July 22, 2010, 06:18:00 am
Quote
oh I found out that fluffy wamblers are made of iron.
Iron is the first inorganic material in the list, thus it's used when no material can be found.

That would explain the whole "BC decapitation" thing, however.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on July 22, 2010, 06:21:20 am
It wouldn't because there's no gramm of iron in a real fluffy wambler.

P.S. Awesome update, Lofn. I am using these reactions in 2.95. This is a really cool mod, now I can't play adventure mode without it :D.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on July 22, 2010, 01:37:34 pm
I've spotted an error. You removed your leather gloves reaction (why?) and the new "craft leather gloves" makes leather shoes instead.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Rumrusher on July 22, 2010, 02:26:53 pm
oh and some how you can drink molten metals if you are fast enough.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on July 22, 2010, 02:35:03 pm
I've spotted an error. You removed your leather gloves reaction (why?) and the new "craft leather gloves" makes leather shoes instead.

Both of those are my fault. The gloves were removed because they were unwearable, even for modded large creatures. I also didn't recheck my make shoes reaction very well after getting carried away with copy/paste...
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on July 24, 2010, 01:22:46 pm
I don't get the messages about items being crafted in 0.31.11. Is it some announcements.txt option?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on July 24, 2010, 02:02:19 pm
Hrm, that's strange. I moved everything over to a new 31.11 install last night and I was getting the messages just fine...

Ahah! Check your announcements.txt for the following line:

[ADV_REACTION_PRODUCTS:A_D:D_D]

The A_D part is the important part according to the top of the file:
A_D or A_DISPLAY: the announcement will be displayed in the main adventure announcement log (and on screen)
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on July 24, 2010, 02:21:54 pm
Yep, that's it, thank you.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Josephus on July 24, 2010, 09:05:59 pm
I carved a bunch of bone arrows into a bone ring. Whoops.

It's really too bad the armor defaults to huge.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Acanthus117 on July 24, 2010, 11:19:43 pm
I so cannot wait till that bug is fixed.

I will squee like a leetle girl when that day comes.

Which is soon, hopefully.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lord Inquisitor on July 24, 2010, 11:34:06 pm
This is exactly the sort of thing I was hoping was in adventure mode from start. Pity the size bug ruins clothing is so much we could do if the great toad ever got round t dong more adventure stuff. Game would be a lot more playable.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Flaede on July 25, 2010, 10:05:19 am
This is exactly the sort of thing I was hoping was in adventure mode from start. Pity the size bug ruins clothing is so much we could do if the great toad ever got round t dong more adventure stuff. Game would be a lot more playable.

I truly believe that shortly after the mythical version 1.0 comes out, Adventure Mode will spin of into its own tile-based online multiplayer: Slaves of Armok III.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Askot Bokbondeler on July 25, 2010, 07:41:30 pm
it'd be cool if you could explore an abandoned, or *left in autopilot*, dwarf fortress in a multiplayer adventurer game. as long as it is not an mmo, i'd be all for it.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: ChickenLips on July 29, 2010, 04:09:43 am
Resin?  Sounds like it'd be good for lacquered wood, which I've seen discussed here in a number of threads, but not done.  Is there any specific reason that hasn't been able to be done that still holds, or would this be a good basis to run with it?  I'm thinking both for lacquered wood and "bonemold" a la Morrowind/The Elder Scrolls.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Kaelem Gaen on August 07, 2010, 10:59:41 pm
I noticed a few post back someone said you could use cloth to bandage wounds in SHIFT+I in Adv mode... is this true?

I checked but not sure if anyone's actively tested it yet.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on August 10, 2010, 04:13:56 pm
I noticed a few post back someone said you could use cloth to bandage wounds in SHIFT+I in Adv mode... is this true?

I checked but not sure if anyone's actively tested it yet.

While not having tried this myself, I do remember a thread about this when the healthcare changes first came out. The results were that you can "bandage" yourself with this method, but it does not actually bandage your wounds or prevent bleeding/infection.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Kaelem Gaen on August 11, 2010, 03:28:30 am
Ah okay.   Good to know
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Eagle_eye on August 18, 2010, 08:36:18 pm
mind if I modify this for use in my fremen sietch mod?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on August 19, 2010, 05:04:11 am
Not at all.  Be my guest.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Comrade on August 26, 2010, 03:15:26 pm
This mod is great, but i don't understand how to create thread or get some.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on August 26, 2010, 03:21:15 pm
The Dry a Gut and Comb hair reactions both produce thread.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Comrade on August 27, 2010, 01:52:14 pm
*Sigh* My large leather thong won't fit me...
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on August 27, 2010, 02:03:06 pm
Yea, that's a known bug unfortunately, all armor and clothing made with adventure mode reactions are oversized (they end up fitting creatures size 650,000 - 700,000 I believe). Nothing we can do until Toady fixes that. Bags, quivers, and waterskins do work, as well as weapons and shields as far as equipment goes.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Comrade on August 27, 2010, 02:13:33 pm
Is there a way to edit the amount of arrows you get from each craft in the raws? You get 15, i would like to change to 30.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Shukaro on August 27, 2010, 04:51:38 pm
You should just be able to modify the [PRODUCT:100:15:BLAHBLAHBLAH] to [PRODUCT:100:30:BLAHBLAHBLAH] in the arrow creating reaction(s), assuming arrows work the same way as other items.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Comrade on August 27, 2010, 05:47:36 pm
I also want to create a bone sword, but it says i need a handle, where do i make that?

Nevermind i found out i just need more bones...

For the next release, it would be help full not all of the 45 bones would be used for one object.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Flaede on August 27, 2010, 07:08:52 pm
I also want to create a bone sword, but it says i need a handle, where do i make that?

Nevermind i found out i just need more bones...

For the next release, it would be help full not all of the 45 bones would be used for one object.

can we throw individual bones out of the stack?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Eagle_eye on September 13, 2010, 06:02:46 pm
afraid not
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on September 13, 2010, 10:36:18 pm
{EDIT}

Well, I've just tested and there's no good way to do it. You may want to make a reaction to somehow address that, but it's weird since we can throw all other items 1 at a time.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Flaede on September 14, 2010, 03:19:42 am
What's really weird is that I'm almost positive that you used to be able to.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Josephus on September 14, 2010, 06:25:19 am
In 40d, that was how it worked.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Kobold Troubadour on September 14, 2010, 07:40:02 am
Pretty cool stuff guys. Thanks for some ideas & inspiration...got me making a reaction myself:

I made a reaction that makes a plain throwing knife (custom ammo) into an exploding, super hot, syndrome inducing throwing knife (which like the magic missile reaction must be fired/thrown immediately unless you want to burn and get affected by nasty stuff yourself)
(http://img833.imageshack.us/img833/7919/reactionnew.jpg)
So I guess I'll try to make exploding, necro inducing arrorws/bolts next...

...Wait...can we make an arrow that freezes the target instead? Hmmmm....
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Josephus on September 14, 2010, 10:09:25 am
Those are your insane naked bandits, right?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Kobold Troubadour on September 14, 2010, 08:50:24 pm
Those are your insane naked bandits, right?
http://www.youtube.com/watch?v=X8u7px_GzWQ
What Bison said...
In one test run of mine, they actually ripped off my pants...but instead of running away with it, they smacked it on my face.

One of my modification in the reactions here resulted in a -human guts short sword-. Interestingly grim but unfortunately it was a somewhat blunt sword sharpness wise...
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: kwd1968 on September 16, 2010, 07:34:56 am
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.

Spoiler (click to show/hide)


edit: oops forgot the [FORCE_EDGE] there for a second
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Funk on September 17, 2010, 04:42:02 am
just made my first stone sword!

Spoiler (click to show/hide)

edit, pick your rock phyllite is worse than wood.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on November 11, 2010, 10:07:10 pm
Great news! Adventure mode crafting clothing/armor fits now in .17! I'm gonna play around with it this weekend and see what I can come up with.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: skaltum on November 12, 2010, 05:55:25 am
Great news! Adventure mode crafting clothing/armor fits now in .17! I'm gonna play around with it this weekend and see what I can come up with.

wait, really? :D

on an unrelated note, picks are can now be spawned in arena mode
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: LoSboccacc on November 12, 2010, 06:01:47 am
wow! I really look forward to it, not having dwarven shops and all.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 12, 2010, 08:21:25 am
I have yet to poke around the new raws due to work and whatnot, but I am -excited-. I'll try to have something new up in the next few days.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Miko19 on November 12, 2010, 08:56:25 am
I have yet to poke around the new raws due to work and whatnot, but I am -excited-. I'll try to have something new up in the next few days.
Also, it seems that Toady has made some changes in order to make some space for the upcoming adv mode tools
Heh, looks like Wanderer's Friend will soon be obsolete :P
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Kobold Troubadour on November 12, 2010, 08:58:14 am
Great news! Adventure mode crafting clothing/armor fits now in .17! I'm gonna play around with it this weekend and see what I can come up with.
Tested this in the arena with cloaks & leather armor but Dwarves and other smaller entities can only make clothing that are larger than what they can equip...though I changed my Elves size to [BODY_SIZE:12:0:65000] and they can wear what I made just fine.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 12, 2010, 09:45:17 am
Also, it seems that Toady has made some changes in order to make some space for the upcoming adv mode tools
Heh, looks like Wanderer's Friend will soon be obsolete :P
That depends on how comprehensive his tools and whatnot are.  If he does cover ever base though, then yay, less work for me.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: LoSboccacc on November 12, 2010, 09:46:56 am
I just hope in having some more top level crafting menu than

'b'utcher
'e'verything else and beyond

as reactions seems to be easy to made in the new versions.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Symbiode on November 12, 2010, 01:35:00 pm
Great news! Adventure mode crafting clothing/armor fits now in .17! I'm gonna play around with it this weekend and see what I can come up with.
Tested this in the arena with cloaks & leather armor but Dwarves and other smaller entities can only make clothing that are larger than what they can equip...though I changed my Elves size to [BODY_SIZE:12:0:65000] and they can wear what I made just fine.

Ah, just tested this as well. It looks like all creatures now craft human-sized armor/clothing. It's a step in the right direction at least!
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Miko19 on November 12, 2010, 01:38:48 pm
Great news! Adventure mode crafting clothing/armor fits now in .17! I'm gonna play around with it this weekend and see what I can come up with.
Tested this in the arena with cloaks & leather armor but Dwarves and other smaller entities can only make clothing that are larger than what they can equip...though I changed my Elves size to [BODY_SIZE:12:0:65000] and they can wear what I made just fine.

Ah, just tested this. It looks like all creatures now craft human-sized armor/clothing. It's a step in the right direction at least!
Well, seeing how I always play as a humie in adv mode, it ain't a problem for me :P
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Rumrusher on November 12, 2010, 02:24:18 pm
I just hope in having some more top level crafting menu than

'b'utcher
'e'verything else and beyond

as reactions seems to be easy to made in the new versions.

dang I some how lost the ability to make human statues or bear barrels now or blood axes god it sucks when you can't shame blood into a axe and throw it at someone.
does the take from regent still working?
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 15, 2010, 10:08:34 pm
I've just finished applying the material variations to the new creature raws and I'm attempting to work out exactly how you size a creature so that it can use the created armour.  It's apparently very sensitive.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Deon on November 15, 2010, 10:15:48 pm
The created armor is of 70'000 size.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 15, 2010, 10:27:59 pm
A few of my modded races with identical sizing to humans can't wear it.  So yeah.  I've got no idea what's going on here.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 16, 2010, 07:23:06 am
Updated!

0.4b - Updated creature raws to .17 and added GUT_ONLY, BONE_PLUS, LEATHER_PLUS, BONE_DOUBLEPLUS and LEATHER_DOUBLEPLUS. Shifted material alteration into the variations, removing the need for tissue or material templates (thanks Captain!).
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Knight Otu on November 16, 2010, 07:40:52 am
I considered moving your tools to the new tool item type in my mods. From a quick test, it should work just fine, tools can have tiles and attacks associated to them, and they shouldn't turn up in Dwarf mode. Without a tool use, I'm not sure whether they'll turn up naturally anywhere in adventure mode besides as weapons, though, I haven't tested that far.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: darius on November 16, 2010, 07:46:44 am
The created armor is of 70'000 size.
Interesting fact but armor does not have size. It has "race". And from that it determines what size it is. Adventurer made armors have race=-1. Sometimes that works as normal armor sometimes its too big. AFAIK race offset from start of an item is 128 (dec).
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 16, 2010, 07:56:02 am
Interesting fact but armor does not have size. It has "race". And from that it determines what size it is. Adventurer made armors have race=-1. Sometimes that works as normal armor sometimes its too big. AFAIK race offset from start of an item is 128 (dec).

I suspected it was something like this, since created armour would sometimes be simply unwearable in my test games.  Thanks for clearing it up/confirming it.

I considered moving your tools to the new tool item type in my mods.


This update was pretty rushed, the new tools haven't even been looked at yet; I'll poke around and see how they work, and they'll probably make an appearance in the next version.  Cheers. :D
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: Lofn on November 22, 2010, 05:47:21 am
Updated again, only a small one this time.

Quote
0.5b - Shifted a bunch of the crafting items to tools. Also added the example creature raws back into the .rar, since they somehow got left out of 0.4b. I forgot to mention it at the time, but as of 0.4 megabeasts produce hide that is equivalent to steel and have bones equivalent to bronze, and semimegabeasts have bones that are equivalent to iron and produce leather that is equivalent to bronze.
Title: Re: Wanderer's Friend: Adventure mode crafting and extra creature materials [0.3b]
Post by: skaltum on November 22, 2010, 08:49:00 am
Updated again, only a small one this time.

Quote
0.5b - Shifted a bunch of the crafting items to tools. Also added the example creature raws back into the .rar, since they somehow got left out of 0.4b. I forgot to mention it at the time, but as of 0.4 megabeasts produce hide that is equivalent to steel and have bones equivalent to bronze, and semimegabeasts have bones that are equivalent to iron and produce leather that is equivalent to bronze.

neat :D
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.5b]
Post by: Lofn on March 06, 2011, 10:52:03 pm
Another update, this time just to include the new creature raws.  I'll mess around with armour a little and see if anything has improved on that front.
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: skaltum on March 09, 2011, 04:33:56 pm
Sweet!
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Megaman3321 on March 14, 2011, 04:30:32 pm
Yes! I was hoping for an update to .21, and here it is! :D
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: PCpaste on March 26, 2011, 01:18:57 pm
A suggestion-- No, a request. If possible, you should add the ability to put designs, or spikes, you know, all those aesthetic things on your stuff. Also, you can re-carve figurines indifinatley, is that intended?
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Lofn on March 31, 2011, 02:02:49 pm
A suggestion-- No, a request. If possible, you should add the ability to put designs, or spikes, you know, all those aesthetic things on your stuff.
To be blunt, that can't currently be done.
Quote
Also, you can re-carve figurines indifinatley, is that intended?
Whoops!  I will fix that for the next update, which should be out tomorrow.  I've just found out that you can now wear armour you craft in adventure mode, which is fantastic news!  I will start adding some interesting new armour reactions to celebrate, like sewing metal plates to leather.  Suggestions are welcome!
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Kipi on March 31, 2011, 02:10:31 pm
A suggestion-- No, a request. If possible, you should add the ability to put designs, or spikes, you know, all those aesthetic things on your stuff.
To be blunt, that can't currently be done.
Quote
Also, you can re-carve figurines indifinatley, is that intended?
Whoops!  I will fix that for the next update, which should be out tomorrow.  I've just found out that you can now wear armour you craft in adventure mode, which is fantastic news!  I will start adding some interesting new armour reactions to celebrate, like sewing metal plates to leather.  Suggestions are welcome!

You can? When was that fixed?
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Lofn on March 31, 2011, 02:20:25 pm
.20, apparently.  I tried it out earlier after noticing it mentioned in another thread, and it seems to work fine.

EDIT: also, I just discovered the IMPROVEMENT token for reactions.  Yesssss.
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Knight Otu on March 31, 2011, 02:43:35 pm
EDIT: also, I just discovered the IMPROVEMENT token for reactions.  Yesssss.
Indeed. 8) I already have reactions set up for decorating items with spikes of bone, tooth, and horn. Unfortunately these decorations won't get quality attached to them at this time.
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Rumrusher on March 31, 2011, 03:25:01 pm
So I can Bedazzle a corpse?
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Lofn on April 01, 2011, 12:50:31 pm
Okay, getting there.  Generic decoration reactions are in place, but I have yet to go through and update the creature raws to .25.  I'm also working on a stand-in reaction to glaze items in poison, despite the fact that it won't have any in-game purpose.

Indeed. 8) I already have reactions set up for decorating items with spikes of bone, tooth, and horn. Unfortunately these decorations won't get quality attached to them at this time.

Have you had any luck with ART_IMAGE?  I've tried using it with various tokens like CREATURE or OWN_RACE, but it doesn't seem to have any in-game effect.
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Knight Otu on April 01, 2011, 01:49:46 pm
Ah, yes, I knew there was another issue I wanted to mention. No, images are not yet supported (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4019) via the IMPROVEMENT tag. There's also no mention on when we might see it, though I could imagine it is part of the Specific Object Construction portion of the dev page, whenever that may be.
Title: Re: Wanderer's Friend: scale, fur, chitin, and Adventure mode crafting! [0.6b]
Post by: Lofn on April 02, 2011, 07:13:15 am
Updated!  Creature raws and some item improvement reactions only, right now.  The 'dip item in poison' and 'engrave item' reactions are dummies and don't work at all.

It also looks like the weird bug with MATERIAL_REACTION_PRODUCT is fixed.

EDIT: scratch that for a minute, DFFD is being sulky.

EDIT EDIT: Mediafire link is up on the first post while DFFD is down.
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Acanthus117 on April 03, 2011, 01:44:17 am
YES I CAN MAKE MY OWN ARMOR NOW

FUCK YESSSS

UNREAL WORLD MOD HERE I FUCKING COME BITCHES
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Deon on April 03, 2011, 02:04:00 am
Yep, working adventurer armor is one of many new cool features, I haven't played DF adv. mode without my own armor for a few months already :). I always go ahead, butcher a dragon and make me dragonscale socks :).
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Deon on April 03, 2011, 02:08:18 am
Your "decorate with stone" looks for "any silk material". Also "decorate with gem" takes any item.
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Deon on April 03, 2011, 02:34:50 am
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:

Spoiler (click to show/hide)

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).
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on April 03, 2011, 03:07:35 am
I've been tweaking/fixing the reactions today, and adding some more.  I rushed the last release pretty badly.  Thanks, though.
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Seriyu on April 04, 2011, 04:54:45 am
I saw a "blue peafowl feather large gem" or something of thesort in a shop and figured I'd letcha know about the bug.

It may have something to do with the "decorate with gem" takes any item bug DEON reported but I'm not sure.
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on April 04, 2011, 11:10:49 am
Updoot!  Tweaked the improvement reactions so that you will always get something and will sometimes get bonus improvements.  Also added a couple of new ones and fixed some broken ones.  I'm going to be playing with a more gutsy version of this mod, which will require replacement of some core DF files.  It will include alchemy and warpaint, ideally!  Stuff like elixirs distilled from the hearts of dragons, that kind of thing.  Should be fun.

I saw a "blue peafowl feather large gem" or something of thesort in a shop and figured I'd letcha know about the bug.

That's an old one.  I'm still really not sure what causes it but I think it might be some of the tokens on the feather material.  It's not critical and I haven't been able to reliably reproduce it, though.

On another note, how many people still make use of this mod?  DFFD is nice but it doesn't really give constructive feedback.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: LoSboccacc on April 04, 2011, 12:06:41 pm
I do! this plus a no wear and all metal usable for everything.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Deon on April 04, 2011, 12:40:27 pm
I use it in Genesis :). Of course I've changed some stuff here and there, but main inspiration and RAWs come from you, and all Genesis players totally LOVE your mod :).

Hmm, warpaint? Sounds interesting! What do you mean by that (if it's not just clothing :P)?
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: InsanityPrelude on April 04, 2011, 05:24:20 pm
I use the tanmod portion of it; I don't really play Adventure Mode.

"Cat skin armor" has showed up in caravans a couple times (I'm using... uh, whatever version of the mod was up when 31.25 came out) and I wonder if it might be related to having cats use FURRED_NOLEATHER.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Seriyu on April 04, 2011, 05:27:27 pm
I use it wherever possible, it's great.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: SirAaronIII on April 04, 2011, 05:37:57 pm
I use it as part of Genesis, like Deon said up there.
By the way, are gloves/gauntlets fixed?
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on April 04, 2011, 06:30:08 pm
I use it in Genesis :). Of course I've changed some stuff here and there, but main inspiration and RAWs come from you, and all Genesis players totally LOVE your mod :).
D'awww. :D

Hmm, warpaint? Sounds interesting! What do you mean by that (if it's not just clothing :P)?
For now it would probably just be armour with interesting material properties, since we're pretty limited in what we can do.  Same with alchemy - I could make stuff used to improve armour quality, or expensive booze, but nothing really fancy.

By the way, are gloves/gauntlets fixed?
Not as far as I know.

I wonder if it might be related to having cats use FURRED_NOLEATHER.
As far as I am aware (checking my backups as far back as 0.3), cats don't use FURRED_NOLEATHER and haven't since... ever.  I could be wrong, though.  The cat skin bug hasn't shown up for me personally.  Can you reliably reproduce it?

Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: InsanityPrelude on April 04, 2011, 07:02:19 pm
I had changed cats to FURRED_NOLEATHER, actually. I'll let you know if it shows up again, because I don't have the save where I saw it last (Fun happened.)
Title: Re: Wanderer's Friend [0.7b]: No more material bugs! Wearable armour! Decorations!
Post by: Knight Otu on April 05, 2011, 06:03:59 am
On another note, how many people still make use of this mod?  DFFD is nice but it doesn't really give constructive feedback.
I'm also using parts and additions in the Direforged and Zelda mods.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: ShirraWhitefur on April 11, 2011, 12:00:56 pm
  I find myself using it via Genesis, for more fun in the adventure mode, though I considered fiddling with it on it's own first.  I've enjoyed working with it quite a bit! ^_^  Starting out with an elfy who has nothing but a knife or spear and grass-made outfitting, and working up to having leather and bone armoring, a bow personally made, dozens of arrows, a bone-spike covered leather and wood shield... It's a pretty nifty mental image, as well as fun to play.
  In Genesis, I find however that no matter if it's dwarf or elf that I run, the gloves and gauntlets made -never- are allowed for wearing, even if stripped naked to preclude layer-size issues.  Odd that.   I also noticed a lack of leggings in both versions.  (Something I'll be trying out my addition of shortly.)

  An idea I've been kicking around for metal involvement is giving me trouble.  I know there's 'ANY_<X>_MATERIAL' tokens for a lot of things, but I didn't see one specifically for metals.  Making me wonder if METAL_ORE would cover it, but I'd wager not..
  Anyways, the idea is this.  The ability to take 1-3 pieces of wood + 1-2 metal items, and melt them down to a component 'metal bar'.  Then use 3-5 of them to make other things, such as metal arrowheads and spearheads, daggers... and even more to try and make bigger weapons and armor.  Ridiculous amounts even, to make it have the faintest hint of balance.  This would let one recycle things you consider 'trash gear' into useful stuff, especially if you've been using dfusion to arm your companions with things you make.
  My problem so far is that I cannot figure out a way to limit things to finished metal items, and I'm loathe to think about how quirky-bad it'd get if truly any item could be used.. I reallly don't think a leather greatsword is a good plan.  ^_^  The other hiccup to the semblance of balance would be, even if setup proper, that you could get full bars from coins.
 
  Anyhow, I'm not sure you'd have interest in this idea either, as your crafting fits better with a tribal feel overall.. but I for one could really go for some metal work.

  A thought for edged weapons.  Consider making ones that require teeth (and more than one stack) and wood.  Various cultures have done wooden weapons with teeth embedded along an edge to make something that rips and tears nastily.  We're still in the area of things that really are lacking against armor, but it's just another idea to play with.

  As you've already got the plant-gathering doing it, maybe the woodcutting should work with multiple wood types and chances?  Yes, it'll seem a little 'hokey' on the surface to find pine and Glumprong both in one go, but still, the variety of materials could be good.

  Another thought is whether or not more bow types could be put in.  Again, the matter of being able to better define the required pieces and make them take actual effort and hunting around seems to be an issue there.  Perhaps requiring particular 'grade' of creature parts to help make, if that can be checked for?   While I don't -personally- see a way to easily do that, the end result would be something like requiring the collect wood to turn up some -specific- log types (low chance ones), then some specific plant->thread, as well as something like <monster> (high grade) intestines (for stringing) and leather (for wrapping the staves of the bow in places).  Without the allowance to require higher grade though.. There'd be no way to slow down getting it at all.

  Anywho, those were just some thoughts on my mind.  I noticed the nudge at Alchemy planning.  Makes me wonder if you can play with the liquids to make things of syndrome type that would do temporary stat/skill alterations, like a brew to increase pain tolerance.  Never looked at that before.

 - Shirra
 - Yay, broke my 2.5 years-without-posting finally!
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Rumrusher on April 11, 2011, 12:40:26 pm
hmm so I guess Wanderer's Friend + DFmode = fully customizable items to sell at the Depot?
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Seriyu on April 11, 2011, 05:20:04 pm
Nah, when you switch into adventurer mode in a fort, you can't switch back to fort mode.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Rumrusher on April 11, 2011, 07:09:54 pm
Nah, when you switch into adventurer mode in a fort, you can't switch back to fort mode.
wait that is not right arena method which is listed in the readme only prevents saving you could swap between both if you use unreveal and is trick to pull off. I made a guide in adventure mode discussion on how to build a fort using Dfmode. (http://www.bay12forums.com/smf/index.php?topic=81738.0) which uses the Save method which is nothing more than changing the mode then saving.
 
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Seriyu on April 11, 2011, 08:34:38 pm
Huh. Guess so then. Neat.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Deon on April 12, 2011, 11:37:25 am
  I find myself using it via Genesis, for more fun in the adventure mode, though I considered fiddling with it on it's own first.  I've enjoyed working with it quite a bit! ^_^  Starting out with an elfy who has nothing but a knife or spear and grass-made outfitting, and working up to having leather and bone armoring, a bow personally made, dozens of arrows, a bone-spike covered leather and wood shield... It's a pretty nifty mental image, as well as fun to play.
  In Genesis, I find however that no matter if it's dwarf or elf that I run, the gloves and gauntlets made -never- are allowed for wearing, even if stripped naked to preclude layer-size issues.  Odd that.   I also noticed a lack of leggings in both versions.  (Something I'll be trying out my addition of shortly.)

  An idea I've been kicking around for metal involvement is giving me trouble.  I know there's 'ANY_<X>_MATERIAL' tokens for a lot of things, but I didn't see one specifically for metals.  Making me wonder if METAL_ORE would cover it, but I'd wager not..
  Anyways, the idea is this.  The ability to take 1-3 pieces of wood + 1-2 metal items, and melt them down to a component 'metal bar'.  Then use 3-5 of them to make other things, such as metal arrowheads and spearheads, daggers... and even more to try and make bigger weapons and armor.  Ridiculous amounts even, to make it have the faintest hint of balance.  This would let one recycle things you consider 'trash gear' into useful stuff, especially if you've been using dfusion to arm your companions with things you make.
  My problem so far is that I cannot figure out a way to limit things to finished metal items, and I'm loathe to think about how quirky-bad it'd get if truly any item could be used.. I reallly don't think a leather greatsword is a good plan.  ^_^  The other hiccup to the semblance of balance would be, even if setup proper, that you could get full bars from coins.
 
  Anyhow, I'm not sure you'd have interest in this idea either, as your crafting fits better with a tribal feel overall.. but I for one could really go for some metal work.

  A thought for edged weapons.  Consider making ones that require teeth (and more than one stack) and wood.  Various cultures have done wooden weapons with teeth embedded along an edge to make something that rips and tears nastily.  We're still in the area of things that really are lacking against armor, but it's just another idea to play with.

  As you've already got the plant-gathering doing it, maybe the woodcutting should work with multiple wood types and chances?  Yes, it'll seem a little 'hokey' on the surface to find pine and Glumprong both in one go, but still, the variety of materials could be good.

  Another thought is whether or not more bow types could be put in.  Again, the matter of being able to better define the required pieces and make them take actual effort and hunting around seems to be an issue there.  Perhaps requiring particular 'grade' of creature parts to help make, if that can be checked for?   While I don't -personally- see a way to easily do that, the end result would be something like requiring the collect wood to turn up some -specific- log types (low chance ones), then some specific plant->thread, as well as something like <monster> (high grade) intestines (for stringing) and leather (for wrapping the staves of the bow in places).  Without the allowance to require higher grade though.. There'd be no way to slow down getting it at all.

  Anywho, those were just some thoughts on my mind.  I noticed the nudge at Alchemy planning.  Makes me wonder if you can play with the liquids to make things of syndrome type that would do temporary stat/skill alterations, like a brew to increase pain tolerance.  Never looked at that before.

 - Shirra
 - Yay, broke my 2.5 years-without-posting finally!
Thanks for the feedback, I will add metal item melting and leggings in the next Genesis release :).
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: ShirraWhitefur on April 13, 2011, 09:42:34 am
Thanks for the feedback, I will add metal item melting and leggings in the next Genesis release :).

  More thoughts.

  I experimented with the tweak to Wood to allow for multiple types, and honestly found it kinda of.. hokey feeling.  Unless one's really worried about material density in their -crossbow/bow-, I no longer think it really matters.  That, or unless wooden melee weapons are being added.

  I also experimented with metal item building a bit and have more thoughts.  You might want to consider requiring people to make some large stone construction (that's too heavy for most strengths to deal with carrying at a movespeed higher than 200), so as to make it less of a quick-thing to use.  Perhaps requiring knapping up things into brickish types, gathering something to put it together -and- wood for burning in it.  Will it stop people from abusing?  Heck no, but it'll slow them down!  ^_^

  Another thought would be not to allow an 'any metal' type, but instead allow rendering down of only copper and bronze, maybe iron items.  I don't know if that'd make it easier to make a reaction for than 'all metal', but it'd again make it harder to abuse things as badly.  The many items to make one bar, then many bars to make an item will help, but the goal in my mind was to make it so one couldn't take a handful of gold coins to make a massive maul, or likewise a few steel ones to make a breastplate.  Again, not a perfect fix, but still at least a -nod- at a semblance of balance.  The end result however means if you're having fits of bad luck finding anything anything -besides- a bunch of cave critters and small gauntlets of iron, you could do something about replacing your wood, bone, and leather gear.  And especially helpful if you like playing with races that are above/below standard sizes, further increasing the hassle of finding anything good.
  Unfortunately, my lack of skill hasn't helped me figure out how to make a metal based melt-down reaction, so I've had to operate my tests on 'good faith', so I don't just use metal for the first bit of making something, then a whole lot of troll-brains.  ^_^

 - Shirra
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Knight Otu on April 15, 2011, 09:57:37 am
Might already been fixed, but there's a small typo in the reaction to decorate with large gems. The reaction wants a LARGEGEM item, but large gems are GEM.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: skaltum on May 02, 2011, 06:22:53 am
bump
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: KarolineDianne on May 02, 2011, 07:24:37 am
If you take some time to get familiar with how reactions work, just a little, it's not too hard to edit stuff yourself.

I added several reactions to my version of Genesis, making about 5 types of wood randomly available with a small chance to get ironwood, for example. I also made it possible to sew a bag out of fiber, added more clothing/weapon/armor options, and made it possible to skin and use scaly hides as a tougher form of leather.

It just takes some practice and patience. Also, with us helping out and doing things on our own, we can make suggestions with RAW files already made for Deon or Lofn to look at, rather than just shouting at him to make things for us. :3

Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Rumrusher on May 02, 2011, 03:34:09 pm
Decoration might need a decorate anything with any item for those who want to just take a gut wrap it around a spear and throw it at someone.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: jaxy15 on May 05, 2011, 09:41:20 am
Is it normal if I now have a habit of making skull trophies and bone figurines?
Title: Re: Wanderer's Friend - an Adventure mode crafting mod [0.1b]
Post by: LoSboccacc on May 05, 2011, 10:07:13 am
this makes play now MUCH more fun and worthy  :P


can't wait the next release for all the bones trinkets to become alive and kill me. I wonder if some catacomb bug makes my bone spear attack me...
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on May 05, 2011, 10:09:27 am
We can only hope!
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Chattox on May 21, 2011, 02:22:04 pm
This is probably a glaringly stupid question, but once I've downloaded and installed a mod, how do I use it in adventure mode? Not even sure if I've installed it properly :P

EDIT: Yes, it was glaringly stupid. I hadn't genned a new world. Sorry :P
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Iituem on June 02, 2011, 04:39:35 pm
Behold!  I bring you the Blacksmith's Friend (http://www.bay12forums.com/smf/index.php?topic=85890.0) Mod, an extension of Wanderer's Friend to enable melting down and crafting of metal items!

But less pompously, I noticed the talk about melting items and figured nobody had done it yet.  Hopefully this should now let you play a blacksmith in Adventure Mode!  The Mod is designed to be an extension of WF (with the brazen hope that it might be merged into a future update if it's good enough) and will not run properly without it.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Knight Otu on June 03, 2011, 11:08:31 am
A few things I noticed while writing the Direforged manual:
 - Craft wooden bolts uses BONECARVE instead of WOODCRAFT.
 - Honing weapons uses LEATHERWORK. I'd suggest using the appropriate weapon skills, or maybe FORGE_WEAPON.
 - The various repair reactions for specific material items don't actually require the item to be made of the appropriate material.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on June 03, 2011, 12:13:13 pm
Just posting quickly to say I'm still paying attention to the thread, and I'll be sure to check out your mod, Iituem. Knight Otu, I've got a half-assed release sitting here where I've fixed most of those bugs, including a few gem/decoration ones. I'll probably be updating in the next couple of days, if nothing unexpected happens.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Eagle0600 on June 06, 2011, 12:23:19 am
I don't think bone items are going to come alive and try to kill you. They're just that: Items. I think the animation of body parts is going to look for severed limbs and such, not for what an item's actually made of.
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Lofn on June 08, 2011, 02:24:06 am
Update!

Quote
0.85b - A few changes.
   - Fixed various skill and material tokens/oversights (thanks, Knight Otu). Mostly the honing/repair materials and skills, and a few of the decorations.
   - Added campfires and a few dummy reactions for later use (flasks, alembics). Creating a campfire managed to set the local area on fire and melt my character. Needs some work.
   - Added coal production and metal scavenging (spurred on by ShirraWhitefur and Iituem).
   - Added a hammer tool and minor forging (reinforcing armour) as a kind of proof-of-concept. Limited testing done.

I'm holding off on the Alchemy update until the next release of DF, thanks to the amazing-sounding updates to the syndrome system.

@ShirraWhitefur: thanks for the sizeable post! For now, I'm trying to keep the list of things to create as small as possible, so things like Aztec/aboriginal-style bladed wooden swords are getting a little far afield. The material system also can't handle weapons with multiple materials, so the in-game effects of the teeth/wood would be screwy. I've added minor metal scavenging and forging for this update, but it's kind of weird and not very balanced or heavily tested. Further input is appreciated!

@Knight Otu: thank you for pointing out those mistakes. I -think- I nabbed them all.

EDIT:
Quote from: KarolineDianne
and made it possible to skin and use scaly hides as a tougher form of leather.
This should already be possible. The scaly hide is literally just a tougher, renamed replacement for the LEATHER material in scaly animals.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Acanthus117 on June 08, 2011, 08:15:26 am
Fuck yes, can't wait to see what you'll cook up with the new update, Lofn.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Tlc2011 on June 17, 2011, 08:59:22 pm
Hey, can you put in a Pre-Installed version for lazy people...Like me? If you haven't.. ???
Title: Re: Wanderer's Friend [0.8b]: No more material bugs! Wearable armour! Decorations!
Post by: Trapezohedron on June 17, 2011, 09:34:23 pm
Thanks for the feedback, I will add metal item melting and leggings in the next Genesis release :).

You might as well borrow permission to that blacksmith's friend mod, since it was made to supplement this mod.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on June 17, 2011, 10:05:07 pm
Hey, can you put in a Pre-Installed version for lazy people...Like me? If you haven't.. ???

I won't be putting up a pre-installed version. Installing the mod is not a long or complicated process.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: LoSboccacc on June 19, 2011, 03:35:57 am
I downloaded this again for another adventurer run but.. weren't there more reactions to make leather stuff, like robes and such?

I can't find them anymore in the crafting menu and can't remember if they came with the default wanderer friend or if they were from some other mod.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on June 19, 2011, 09:27:57 am
You may be thinking of Deon's Genesis mod. This one is still rather sparse in regards to creating armour.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 03:18:42 pm
I downloaded the mod, put the unzipped folder into the raw file folder for 31.24, made a new world and created an adventurer. I immediately hit the 'x' key and it only came up with the options to knap and butcher. What gives?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: The Master on August 09, 2011, 04:52:53 pm
maybe because you're an idiot and can't read? it's for 0.31.25! HOW CAN A MOD MEANT FOR A NEWER VERSION WORK ON AN OLDER?! USE YOUR BRAIN! the ironic thing is that your making a mod just like this.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 05:27:26 pm
HOW CAN A MOD MEANT FOR A NEWER VERSION WORK ON AN OLDER?!

I'm using the Civ Forge mod, meant for 31.25, on 31.24, and guess what. IT WORKS PERFECTLY FINE!!!

maybe because you're an idiot and can't read?

Perhaps you're the idiot, and 31.24 is only one release older than 31.25. And I can read JUST GODDAMN FINE on my own!!!
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: The Master on August 09, 2011, 09:11:19 pm
take it easy! :'(
I really had no idea that was possible, next time i'm going to make sure I KNOW WHAT I'M SAYING before I post. fair?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 09:47:51 pm
Alright. But, seriously, what do I do? I put the unzipped folder into the raw folder, genned a new world, started playing and found only the vanilla DF reactions in the crafting menu. What gives?

your making a mod just like this.

I actually quit trying to make the same reactions in this mod from scratch. One guy on my post said "Trying to re-create the reactions in this mod is like re-inventing the wheel (but is good practice)".
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 09, 2011, 10:00:17 pm
The Master: please refrain from calling people idiots in my thread. The mod is backwards compatible to a certain extent, except when the version change includes new tokens or bugfixes. We're all compatriots here, so there's no need to flip your shit at someone for asking a question.

That said, using the latest version of DF is ideal.

UristMcHuman: did you extract the files from the folder, or the entire folder itself? The raws from the mod need to go into the same directory as the vanilla raws. Failing that, could you check your error log and perhaps pastebin it if it seems relevant?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 10:09:04 pm
UristMcHuman: did you extract the files from the folder, or the entire folder itself? The raws from the mod need to go into the same directory as the vanilla raws. Failing that, could you check your error log and perhaps pastebin it if it seems relevant?

I extracted the entire folder itself and moved it to the raw file. I genned a new world with no FATAL ERROR windows, but saw no options to do anything other than butcher dead things and make a pointy rock in adventure mode. What do?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 09, 2011, 10:10:03 pm
Take the files out of the folder and put them in the same directory as the vanilla raws, ie. raw/objects.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 10:12:52 pm
OK. Will it work then?

'Cause I want to try starting off as an outsider and make my own clothing, weapons and armor. I.E, go down to the caves and live off of what they give.

Also, I've noticed that you didn't put a reaction to make blow-guns or blow-darts. Why?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 09, 2011, 10:16:14 pm
It should work, yes. It works every time I test it prior to uploading, and worked when I redownloaded it a moment ago.

I didn't add blowguns for a couple of reasons. Primarily because they're pointless without being able to use venom on the darts, and secondly because adding every possible weapon and armour choice would be a fairly pointless endeavour. I'm sure if you poke through the weapon reactions you'll be able to add them yourself, if you really want them.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 09, 2011, 10:31:16 pm
And I thought crossbows were somewhat machine-like, and adventurers don't have access to most machines. I was thinking of replacing crossbows with blow-guns and their respective ammo in the next release. Because blow-guns are the simplest type of ranged weapon you can make. I myself have made it entirely possible for dwarfs to make them, as well as slings and atlatls, along with their respective ammo.

EDIT: I just took the adventurer reactions from the download and put them in the objects/raw folder. Will that work?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 09, 2011, 10:54:42 pm
The bare minimum install for the adventure mode reactions is listed under 'Limited installation' in the readme.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 10, 2011, 08:45:23 am
OK... I didn't read the scroll (file) labeled READ ME.

UPDATE: I did what I said I did, and it works AWESOME!!! I've made a simple axe and hammer, a carving knife, a needle, and a scraper, all from shale! The odd thing about the axe is, that when you use it, it materializes a pine log from nowhere. Is it supposed to do that?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 10, 2011, 09:44:49 am
Quote
KNOWN ISSUES
------------
   - Wood harvesting isn't terribly realistic and it is abuseable.  There's not much that can be done about this.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 10, 2011, 10:07:51 am
Oh.

And, umm... When I try to sew a cloth shirt, it says that I need 3000 thread, and each unit of thread is 15000. So I select a length of sheep wool yarn, and it says that I need -12000 thread. So therefore, I can't make a simple shirt. Also, when I try to weave a bow-string, it says I need a unit of thread. I pick the thread, then my needle, and it says that I still need thread. What gives?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 10, 2011, 10:22:32 am
Thread likes to play up - the bowstring reaction will make two bowstrings even if you give it the exact amount it requires. I thought I wrote this down somewhere but apparently I forgot.

Looks like the cloth shirt reaction is buggy, too. It made me a 'wolf gut shirt'. I'll fix that up for the next update.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 10, 2011, 10:29:36 am
Thread likes to play up - the bowstring reaction will make two bowstrings even if you give it the exact amount it requires. I thought I wrote this down somewhere but apparently I forgot.

Looks like the cloth shirt reaction is buggy, too. It made me a 'wolf gut shirt'. I'll fix that up for the next update.

Dammit!

It made me a 'wolf gut shirt'.

Eeeww!!!
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 13, 2011, 01:16:47 pm
And can you make it possible for my adventurer to pick the plants off the shrubs instead of me turning them into !!shrubs!!? I'm annoyed that I can't harvest the plants from the bushes.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: jaxy15 on August 13, 2011, 01:23:10 pm
It made me a 'wolf gut shirt'.
That's just hardcore.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 16, 2011, 11:58:48 pm
I'm gonna mod the cloth pants and shirt to use leather and mod in the reactions to make obsidian swords and axes from any stone (similar to how gathering wood makes a pine log from nowhere). Yes, that means transforming a small lump of conglomerate to addy-sharp obsidian. I'll see if I can replace making crossbows with blowguns and other things I can fiddle around with.

UPDATE: Why do you want buckets? They're useless. I'm replacing them with chests.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 17, 2011, 12:10:29 am
You're welcome to do whatever you like with the mod. I added buckets in preparation for later reactions.

Note the b and the less-than-one version number. The mod isn't finished.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 17, 2011, 08:55:41 am
OK. Say, 'cause, the only thing I see a bucket good for is a makeshift weapon at this point.

I suppose you could add chests as another thing to craft in the next release?

Can you replace the reactions to make bone long and two-handed swords, and bone great axes? My dad has a two-handed sword in our front closet that's about a foot shorter than I am (I'm about 5' 11") that's made of steel. Imagine my dad's long and two-handed swords, being made entirely out of bone. Replace those reactions with ones to make obsidian shortswords and handaxes.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 17, 2011, 10:13:59 am
I'm getting a little tired of being told what to do concerning the mod, Urist McHuman. Suggestions and criticism are fine. Outright orders are likely to get your input ignored completely.

I'm in the process of trying retagging materials for the next update, hopefully so the reactions will be able to distinguish between rocks that work for weapons, such as flint and obsidian, or bones that could realistically serve as weapons, rather than the generic alternatives. Up until this point, the ability to use any kind of rock for weapons is what's kept me from allowing the reaction, since many of the products would be utterly useless (chalk shortsword).

Buckets have been added, much like campfires and alembics, in preparation for a more complex tanning and alchemy system. They won't be useless when that's all in place.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 17, 2011, 10:33:48 am
While we're on the topic, guys. This is a sharktooth sword:

(http://michaelevansfineart.com/acquisitions/thumbnails/sharktooth%20sword.jpg)

So I have a query. Would you rather:

a) be restricted to specific animal bones for the production of bastard swords, longswords and axes, or
b) need to include wood in the reaction, producing something like the image above?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: UristMcHuman on August 17, 2011, 07:25:42 pm
I'll... wait, never mind...

I'm getting a little tired of being told what to do concerning the mod
Sorry... Getting a tad bit too ambitious, here.

Is it possible to... *thinks about what he was going to type* Never mind. It's more of an order-ish-type suggestion.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Angel Of Death on August 21, 2011, 02:05:21 am
Lofn, can I use this in a mod that I'm making?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on August 21, 2011, 06:21:27 am
Certainly!
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Xotano on August 25, 2011, 02:52:08 pm
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
Spoiler (click to show/hide)
i'm not a modder, the thanx go to "Hugo_The_Dwarf" for helping me fix it so the mod was playable
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: toxiciron on August 29, 2011, 12:33:39 am
Hey, I've tried this mod and I think it's absolutely great! My only problem so far is finding out WHERE to get thread. I know you make it with a scraper and I know you get it from combing hair or gut drying, but EVERY single time I try to dry gut, it says I do not have the materials necessary. (Something about GUT-PRODUCING MAT MEAT)
It worked the first time I started using this mod, and now it does not. This sucks because i can't make a backpack (started as a human outsider). I can't buy a backpack unless I have money, and I can't carry money unless I have a backpack, so I pretty much can't enter into this cycle at any point.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Xotano on September 01, 2011, 11:13:59 am
you can only get gut thread from a few things, badgers and wolfs work for sure i know, you have to have there intestines and the scraper in your hands or on the ground below you
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on September 03, 2011, 01:40:04 pm
Anything with a creature variation should produce the gut material - have you edited the creature raws at all?

Thank you for the heads-up on the flaming issue, Xotano. I'll try to reproduce it and come up with a slightly different fix, for a few reasons.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Xotano on September 04, 2011, 05:08:48 am
ah, well you can add burning equipment into arena and for some reason i was starting half+ of my adventures with burning stuff and any time i went to a fort there seemed to be at least 2 guys with a burning shield that slowly died and then i looted there stuff
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Soadreqm on September 21, 2011, 04:38:17 pm
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.

Also, it seems that not all gut can be dried into gut thread. Large land animals work, but fish, for instance, don't. Is this intentional, or an oversight?

Also also, the "make gloves" reaction seems to make low boots instead.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Mirefrost00 on September 21, 2011, 07:13:07 pm
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. 

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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: 

Spoiler (click to show/hide)

Also, as skirts ought to be easier to produce in the field than pants, I included a few extra clothing reactions:

Spoiler (click to show/hide)

I do hope that you find these worthy of the next release of your mod.  Thanks for a great experience!
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on September 22, 2011, 10:55:06 am
Great minds think alike, I just did that.  For the same reasons, no less. 
[snip]
I do hope that you find these worthy of the next release of your mod.  Thanks for a great experience!

For sure - thanks for posting these, I've added them wholesale to my scratch pad. I'll probably just rename the already existing needle item an awl and tweak your reactions, since they are very similar objects. It's really nice when people post reactions they'd like to see, so thank you again for posting them. :D

I have enough changes and fixes cobbled together to justify a release, I suppose, but I was going to wait for the next version - should I just post what I have?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Xotano on September 22, 2011, 11:39:56 am
might as well, no one really knows when the next version is comin out.
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: LoSboccacc on September 22, 2011, 11:48:50 am
...pretty please?
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Mirefrost00 on September 22, 2011, 01:11:23 pm
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:

Spoiler (click to show/hide)

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
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Lofn on September 22, 2011, 02:49:05 pm
There's a small issue with that one, I'll just note it in case you're using it for your own mods and end up getting errors - the product material reagent should be referred to as 'shield' rather than 'weapon'.

EDIT: bundling up the files now. I've been messing with structure a bit, so it may take me a few hours to sort it all out and write a readme while grinding mobs on a MUD I play. >.>
Title: Re: Wanderer's Friend [0.85b]: The potential to set yourself on fire!
Post by: Mirefrost00 on September 22, 2011, 03:15:01 pm
the product material reagent should be referred to as 'shield' rather than 'weapon'.

Aw cripes.  So *that's* why it produced a "bars".  I'm surprised it didn't crash DF, like my BAG did.  Heh, that was oversight due to fatigue, having copypasta'd your melt weapon reaction.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on September 22, 2011, 06:09:09 pm
Bamp, new update. Let me know if anything is broken, I didn't have time to do a proper thorough test of the raws in this one.

Now, goodnight!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Mirefrost00 on September 23, 2011, 12:46:58 pm
Either you're still tweaking those new reactions, or forgot to add them in.  Skimmed through reaction_wanderer.txt twice, only found addition of SCAVENGE_METAL_SHIELD_ADV.  Needle still present in all locations. 
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on September 23, 2011, 08:17:05 pm
Oh for the love of... I went over my files, and apparently I added the reaction to the files in my test DF folder and then went right ahead and packaged up the unmodified files for uploading. Should be in there now - sorry for the confusion.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Mirefrost00 on September 24, 2011, 04:52:43 am
Hehe, no worries.  As we sow chaos in the minds of our dwarves, so they sow chaos in ours.  ;)
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Gizogin on October 03, 2011, 07:18:27 pm
Is it okay if I use Wanderer's Friend in a mod I'm working on?  I'll give you credit where it's due, but it'll save me a great deal of trouble with my own reactions and stuff.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on October 04, 2011, 06:37:11 am
Go right ahead.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: TheLinguist on October 21, 2011, 07:08:53 am
...huh. Here's an odd bug I've found, after playing around with this for a while: if I knock out a critter's teeth (I've tried the "Deer tooth" and "Cow Moose tooth" items), I can't use them to make tooth combs, but I CAN use them to make tooth spearheads and arrowheads. That's odd... I wonder if the same happens with teeth that you get from butchering, rather than from combat?
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Vellarain on October 23, 2011, 04:03:40 am
I love this mod, this makes playing a wild outsider so much better!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Ross Vernal on November 15, 2011, 08:14:47 pm
Bone helms don't actually give me Widget Bone Helms. They give me Helms.

Also, I can't equip bone gauntlets. Otherwise, I like it!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Sallen on November 29, 2011, 09:13:23 am
Sweet sweet mod, thanks!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Deon on November 29, 2011, 12:01:53 pm
Bone helms don't actually give me Widget Bone Helms. They give me Helms.

Also, I can't equip bone gauntlets. Otherwise, I like it!
Wearable gauntlet/glove crafting is not possible in the current DF version.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jimmitheking on December 08, 2011, 05:22:32 pm
'have a lil problem there.

Spoiler (click to show/hide)
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!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on December 09, 2011, 01:26:07 am
The tanning and various material producing reactions are located in reaction_wanderer_materials.txt, not reaction_wanderer.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jimmitheking on December 09, 2011, 11:35:20 am
ah ok.
Do i need the materials for it in order to work?
Cauz i wanna play without the added materials....
It worked before.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on December 09, 2011, 12:00:08 pm
Just copy the following into your reaction_wanderer file.

Code: [Select]
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[REAGENT:B:1:TOOL:ITEM_TOOL_SCRAPER:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jimmitheking on December 09, 2011, 12:18:43 pm
Ok thanks, gonna try it and give you feedback!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on December 09, 2011, 12:32:57 pm
Thanks a bunch! :D
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jimmitheking on December 09, 2011, 01:01:33 pm
well, thanks i managed to fix it with your advices.
That said, you should update the readme.txt, because it tell in the limited installation instruction to only extract wanderer_reaction and wanderer_items into raw/objects.
Well, otherwise it works and its great! :)
But you should find a way to fix the dry_gut issue (i heard it only work with wolfs intestines and boar intestines, and i think its true)

Just giving feedback, im not your boss or anything, just some little advice to help you making it better :)
I sound too rude on forums... But its most my intent :(

Well, i hope you'll release an update soon!

EDIT: also, i just noticed that i cant "combe fleeces" with a moose's hair, so it appears i cant make thread at all :(
It would be nice to see this fixed in the next release...
regard, jim
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Edmus on December 28, 2011, 02:11:58 am
I have your mod installed and I think i mucked up my raws as i can no longer create or import high boots in fortress mode, any idea?
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Deon on December 28, 2011, 12:52:22 pm
High boots may be missing from an entity at random, even in vanilla.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Hugo_The_Dwarf on December 28, 2011, 01:50:24 pm
I like that you will be includeing alchemy, I just can't wait to lay contact poisons on the floor and letting creatures and people without shoes to run through it and die horribly :P
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Dr.Propz on December 31, 2011, 09:23:06 pm
How effective are bone swords? I have a bone longsword and a copper shortsword and I have no idea which one is more effective.
Also, how can you make a character from a pre-generated world be able to make items? It works fine on new worlds, but I kinda want to keep my dude who's nearly legendary with swords
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Raptor_a22 on January 16, 2012, 10:10:40 pm
Would it be possible for you to explain what you changed in the vanilla raws? Especially creature_standard.
I just want to make sure it wont conflict with my mods.

I have a tendency to create entirely new raw files though, even for very minor changes, so I dont have to keep ten million backup files. (Also helps when changing versions)
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on January 17, 2012, 04:29:15 am
The only changes made to the creature raws are the removal of several generic tokens and replacement with creature variations from which the new materials are derived. Check out the how-to section in the readme for a more specific example.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Sallen on February 12, 2012, 07:44:51 am
This mod makes the adventure mode fun again!
Could you add making crutches please?
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Glanzor on February 16, 2012, 05:16:02 pm
I used to like this mod a lot.

Lofn, are you going to update it to the newest version soon or are you waiting for the bugfix to come out?
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 16, 2012, 11:25:13 pm
I'm waiting on a few bugfixes and getting to know the interaction raws before I start putting any real work into an update, but I fully intend on having one out shortly.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Deon on February 17, 2012, 06:27:25 am
Make sure to check my witchcraft mod, I have working potion making there, it may be useful to reduce the amount of guessing/work for you.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 17, 2012, 06:42:56 am
Possibly very buggy release up (http://dffd.wimbli.com/file.php?id=2665), I haven't had time to do much extensive testing.

Quote
0.95b - This is basically just an update. A much bigger, more involved release will follow this one, after Toady lets out a few bug relases. I have a lot planned!
- Updated the creature raws.
- Changed wool/hair, feathers and gut to generalized reactions to save manually altering every creature that needs them.
Scale, fur and chitin must still be applied via variations.
This means all hair can be spun into thread.
- Added [CONNECTS] to FEATHER tissue template.
- Added crutch-carving reaction to Adventure mode reactions.
- Added four very unfinished magician variants - mentalists, geomancers, psykers and pyromancers.
Mentalists build towers and raise undead, but the others may be quite difficult to find in the world.
- Added SEMIMEGABEAST_HEART to Troll, Ogre, Unicorn, Giant, Cyclops, Ettin, Minotaur, Yeti, Sea Serpent.
- Added MEGABEAST_HEART to Dragon, Hydra, Sea Monster.
These variations aren't used for anything currently, but will be in the next release.
- Eating the heart of a dragon will now give you fire breath! (it won't make you fireproof, though)

@Deon: cheers, I'll take a look.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: kulik on February 17, 2012, 09:12:22 am
Im only interested in adventure crafting. So i tried according to readme.txt "only extract reaction_wanderer and item_wanderer from 'adventure' to raw/objects". ...nothing happen.

edit. never mind its working

edit2. its working but i can't clean fur nor can i dry gut so i don't have thread, seems like im missing some materials. I copied reaction_wanderer_material into reaction_wanderer but i didn't helped.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Vattic on February 17, 2012, 10:33:09 am
kulik that's because this mod modifies most if not all of the creatures to make it so you can turn their skins into furs, their guts into thread, and their bones into glue. The creature raws will need going through and having these materials added as per the instructions in readme.txt. It's a lengthy job.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 17, 2012, 10:52:31 am
If you haven't replaced the vanilla material_template_default with the one in the WF folder, you won't be able to dry gut, comb hair/wool or clean feathers, even if you copypaste the reactions in.

If all you want is the crafting, install everything but the fortress mode reactions and the creature files. You should be fine if you do that. With the changes I've made for this version, the only things that explicitly need adding to the creature raws are fur, scale and chitin.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jehdin on February 17, 2012, 09:29:05 pm
The option to make a campfire is gone and the mod doesn't seem to recognize the new vanilla ones.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 18, 2012, 12:04:38 am
Whoops, sorry about that. Added it back it. If you don't feel like redownloading the raws, just add this reaction to reaction_wanderer:

Code: [Select]
[REACTION:LIGHT_CAMPFIRE]
[NAME:make campfire]
[REAGENT:fuel:5:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CAMPFIRE:INORGANIC:FLAMING]
[ADVENTURE_MODE_ENABLED]
[SKILL:MAGIC_NATURE]
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Jehdin on February 18, 2012, 01:18:00 am
Whoops, sorry about that. Added it back it. If you don't feel like redownloading the raws, just add this reaction to reaction_wanderer:

Code: [Select]
[REACTION:LIGHT_CAMPFIRE]
[NAME:make campfire]
[REAGENT:fuel:5:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CAMPFIRE:INORGANIC:FLAMING]
[ADVENTURE_MODE_ENABLED]
[SKILL:MAGIC_NATURE]

Thanks, I didn't have an older copy of the mod to copy it from so I just removed the campfire requirements from the items.

I'll just redownload to restore those as well, since I didn't back anything up.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 18, 2012, 09:07:06 am
Updated the creature raws for the bugfix release, it's up on DFFD.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Glanzor on February 18, 2012, 09:31:59 am
Very nice. Fast, just like Toady.
Thanks!
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 18, 2012, 09:42:26 am
Ahah, it was like 3 lines to change.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 24, 2012, 10:46:26 am
Looks like 'shortly' means 'two-three weeks'. A bit of life stuff has walloped me in the face and I may not get a bunch of time/energy to blow on alchemy raws. Sorry guys. :C
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Hugo_The_Dwarf on February 25, 2012, 05:06:59 pm
Somebody asked me if I had included this Mod into my Mod REGEN, And since I never touched on ADV. MODE I would like to ask, May I include this in my Mod? Credit and a link as per gentlemens code of course.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Meph on February 25, 2012, 06:23:14 pm
Same question here, for the Masterwork Mod. Seems that the Adventure Mode really gets more interest these days.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 25, 2012, 07:10:56 pm
Be my guest(s).
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 26, 2012, 03:21:15 am
Here's a bit of a teaser for you ladies and gents - my scratch pad.

Spoiler (click to show/hide)

I should be able to throw a few solid days into getting it all in order over the next week or so.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Isher on February 26, 2012, 10:42:12 am
Looks great!

I mentioned this mod in the regen thread and now regen and masterwork look like they may incorporate this. Which is awesome.

Just to be certain: scale, fur and chitin still have to be applied to all the DF animals for this to fully work, no? Or is that just saying if you want to apply those to extra modded animals it's possible but they're already applied to vanilla animals?
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 26, 2012, 10:48:44 am
The mod includes raws from 34.02 with the scale/chitin/fur variations in place. If you want creatures from outside the vanilla raws to have them, you'll need to apply them yourself.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Meph on February 26, 2012, 01:37:05 pm
The usage of megabeast corpses for elixiers looks amazing. I assume you are making adventure mode enabled reactions for them ?

It would be quite easy to use them in Fortress Mode as well, by using them as reagents in a buildings spawning boiling stones to affect the user.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Isher on February 26, 2012, 02:29:46 pm
The mod includes raws from 34.02 with the scale/chitin/fur variations in place. If you want creatures from outside the vanilla raws to have them, you'll need to apply them yourself.

Great, thanks!

My peasant human outsider will cast away his copper spear and dagger and venture off into the wilderness like a true survivor. Then when he's all geared up he'll take a crossbow bolt to the head the first chance he gets.

Then I'll probably try regen and masterwork in adv. mode at some point (even without this) to see how they are.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Soadreqm on February 27, 2012, 10:57:43 am
Looks like gauntlets are still unwearable. Is this some deep limitation in the core of DF, or can it be fixed by fiddling with the raws? I think this may have come up before, but I can't remember.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 27, 2012, 11:41:03 am
It's a limitation of DF, I'm afraid.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: fmunoz on February 27, 2012, 02:43:44 pm
A few minor improvements (not only to your mods but also for the vanilla game too ;) ) that could be nice:
-Unicorn horns material could be given a minor boost (even given some colour effects). Maybe something similar to silver?
-Though hides could be better, not "LEATER_PLUS" but a bit better than standard. I'm thinking about Alligators, Rhinos and similar beasts (and their giant ones versions)
-Based on the 1st point, maybe create a HORN_PLUS, NAIL_PLUS, TOOTH_PLUS materials too. But this could be unbalance things a bit (even more if you add DOUBLEPLUS ones).
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 27, 2012, 03:02:11 pm
A few minor improvements (not only to your mods but also for the vanilla game too ;) ) that could be nice:
-Unicorn horns material could be given a minor boost (even given some colour effects). Maybe something similar to silver?
I was intending on using unicorn horn in the upcoming alchemy bollocks. I guess it could benefit from a material boost, since you're not likely to run into them frequently.
-Though hides could be better, not "LEATER_PLUS" but a bit better than standard. I'm thinking about Alligators, Rhinos and similar beasts (and their giant ones versions)
Scale and chitin actually turn out a better end product than regular hide. Nothing remarkable, but a noticeable increase in durability.
-Based on the 1st point, maybe create a HORN_PLUS, NAIL_PLUS, TOOTH_PLUS materials too. But this could be unbalance things a bit (even more if you add DOUBLEPLUS ones).
Generally speaking, creatures that would be suitable for enhanced teeth/nails already benefit from massive size. I can add some variations for it, anyway, if you like - though I'm not certain what creatures I would put them on.
Title: Re: Wanderer's Friend [0.9b]: Mostly minor fixes.
Post by: Lofn on February 28, 2012, 01:31:18 pm
Update with limited/half-assed potion brewing.

Currently the potions only require essence and an empty waterskin/flask. Essence gems are a stand-in until I can sort out some reaction container issues. Likewise for ground heart powder, it currently has no use. Make sure you're wearing gloves when you create an essence gem, and use it immediately - otherwise it melts and if you're not protected, you get nasty (nonfatal) essence poisoning.

EDIT: I should note that the ingredients for potions will be much more demanding in the future. This is mostly a testing release more than anything else.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Glanzor on February 28, 2012, 02:02:57 pm
Um, just a request: Could you put the essences and potions in a different folder in the zip-file than the regular crafting reactions, just like you did with the interactions?
I'm not interested in all this experimental magical stuff and removing it all manually is little bit of a bother.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on February 28, 2012, 02:04:18 pm
Um, just a request: Could you put the essences and potions in a different folder in the zip-file than the regular crafting reactions, just like you did with the interactions?
I'm not interested in all this experimental magical stuff and removing it all manually is little bit of a bother.

Sure thing. Give me a few minutes and I'll have it repackaged and up on DFFD.
EDIT: done. The alchemy stuff is in the aptly-named reaction_wanderer_alchemy.txt.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Glanzor on February 29, 2012, 06:08:52 am
Thanks!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: khearn on March 01, 2012, 07:37:44 pm
I'm just starting out with wanderer's friend, and it looks pretty fun.

I think I've found a bug, though. I did the "Clean feathers" reaction starting with a Turkey gobbler feather, and when I was done I had both the turkey gobbler feather and a turkey feather (which seems to function the same as leather). I was then able to do it again and still had the turkey gobbler feather and now had two turkey feathers. It looks like the original feather isn't being used up, so I can make an infinite number of turkey feather leathers.

As an aside, I'm not sure I understand how one can use feathers as a leather replacement. Even if it's fixed to use up the original feather, does this reaction really make sense?

EDIT: Another bug. I made some pants from some leather sewn with some dried guts thread and they ended up being called "dried gut trousers". This one I can see a fix for. In reaction_wanderer.txt, in the [REACTION:SEW_CLOTH_PANTS_ADV] it says:
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
I think that should be:
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:B:NONE]

I also spotted the bug in the feather cleaning reaction. In reaction_wanderer_materials.txt, the reaction is:
Code: [Select]
[REACTION:CLEAN_FEATHERS_ADV]
        [NAME:clean feathers]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][REACTION_CLASS:FEATHER]
        REAGENT:B:1:TOOL:ITEM_TOOL_COMB:NONE:NONE][PRESERVE_REAGENT]
        [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
        [SKILL:TANNER]
There's a missing [ on the reagent B line. That's making it not require the comb, and also preserve reagent A.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 02, 2012, 03:09:17 am
Ah, thanks very much for pointing those out. I'll fix them up in a moment.

The feather > leather reaction should probably produce cloth rather than leather - it's a bit of a relic from the first version.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Xotano on March 02, 2012, 06:13:21 am
"Make sure you're wearing gloves when you create an essence gem, and use it immediately - otherwise it melts and if you're not protected, you get nasty (nonfatal) essence poisoning."

does this make it a nice throwing weapon? :O
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 02, 2012, 06:55:15 am
Only if you manage to embed it in the target, otherwise the item just vanishes, unfortunately.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Xotano on March 02, 2012, 08:06:20 am
Only if you manage to embed it in the target, otherwise the item just vanishes, unfortunately.
aw too bad, why not make the poisoning from it slightly more bad so it might be possibly fatal, that or make it make people hate you for some reason, would be FUN :D

only thing i can think making people hate you is turning you into a zombie of some sort and thats more of an advantage then a disadvantage sadly.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 02, 2012, 08:46:47 am
Would anyone object to feathers being used solely as decorations? Do people use them for clothing?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Shadowscales on March 02, 2012, 10:26:29 am
Errr... with many bone objects you can infinite loop craft as they only require something made from bone!
This gives you an exploit, which trains your bone-crafting skill!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Soadreqm on March 02, 2012, 06:17:50 pm
Would anyone object to feathers being used solely as decorations? Do people use them for clothing?

I've used them for clothing. I guess I could just go with giant eagle leather or whatever and pretend the feathers are still on it.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Xotano on March 03, 2012, 08:11:35 am
if its used for decorations you can put it onto your "giant eagle leather or whatever" and it will have feathers anyways :P
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Glanzor on March 03, 2012, 10:02:46 am
It makes a lot more sense, doesn't it?

I mean, I've been making vulture feather backpacks all the time, but it always seemed kind of silly to me.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Xotano on March 03, 2012, 11:06:26 am
It makes a lot more sense, doesn't it?

I mean, I've been making vulture feather backpacks all the time, but it always seemed kind of silly to me.

agreed, making clothes out of feathers sounds silly, using them to decorate clothes sounds a lot better.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: maki32 on March 08, 2012, 01:17:02 am
You can have the chance to craft any artifact?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 09, 2012, 02:06:09 am
Not possible, unfortunately.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Cardinal on March 23, 2012, 10:27:14 am
When do you think you'll have this updated for 34.06?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Flying Dice on March 24, 2012, 08:06:40 pm
When do you think you'll have this updated for 34.06?

I've got it running in 34.06 without any issues.


Incidentally, I finally got around to trying this with my typical outsider start, and I love it! Took down a hydra, and I've had more fun making a bunch of stuff than if I had run off to kill something else.

Incidentally, this is probably already known, but it is much better to lop off a bunch of limbs, as you can apparently only get a single piece of raw hide or scale from each "corpse", regardless of whether it came from an intact megabeast or the mutilated leg of a saltwater crocodile.

Incidentally, I'm assuming that barrels prevent food rot similar to the way they're used in fortress mode? Looks like I've got a crapload of barrels to make...
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: RabblerouserGT on March 25, 2012, 07:14:10 pm
Am I going to have to make a new adventurer... or a new world?


Would also write the readme a bit more.. friendlier for people who don't know exactly where the entity raws are.
I had to do a Windows search for "[PERMITTED_REACTION" in the DF folder to even know what to add it to.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Cardinal on March 30, 2012, 12:41:31 pm

I've got it running in 34.06 without any issues.


I assumed that the new tags in the raws that were added because of the training change would be overwritten by the raws in WF.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Flying Dice on March 30, 2012, 03:39:43 pm

I've got it running in 34.06 without any issues.


I assumed that the new tags in the raws that were added because of the training change would be overwritten by the raws in WF.

That would depend on where they were added. I haven't gotten too deep into the functionality of Wander's Friend too much beyond adding some new adventure mode reactions. One thing that I probably should have noted is that I am only playing with the adventure mode changes; I never copied over the fortress mode changes.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 30, 2012, 09:13:43 pm
I'll update the creature raws and whatnot this evening. I've just finished getting settled from an interstate move, and this afternoon I'm getting to ride in a biplane, but after I get back it'll be my first priority.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: kulik on April 06, 2012, 04:13:05 am
I may done something wrong. I choose to make a scraper and get a nest box. I try to make an awl and get a jug.  ???
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Cocoprimate on April 06, 2012, 03:39:07 pm
Hey, could someone please PM me what I have to eat from what megabeast to gain all the different powers? Because I can't gen large worlds and I have to see which powers are worth it, so I can pick a world with the right beasts.. Thanks.

By the way, this is a simply fantastic mod. Should be integrated with the game.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Edmus on April 06, 2012, 07:56:43 pm
Hey, could someone please PM me what I have to eat from what megabeast to gain all the different powers? Because I can't gen large worlds and I have to see which powers are worth it, so I can pick a world with the right beasts.. Thanks.

By the way, this is a simply fantastic mod. Should be integrated with the game.
Just gen a tiny world with 1000 mega beasts.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Cocoprimate on April 06, 2012, 08:13:46 pm
That wouldn't be a good world to play in. Worlds with so many beasts tend to be depopulated.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: GhostRiiide on April 26, 2012, 02:30:42 pm
Hey, how do I make thread? Horse hair won't show. Can't use any of the guts I find. Nothing seems to be doing it.

All the other items work fine.

Hair wont show.

Guts wont show.

Can't make thread.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Superior_Tomato on April 27, 2012, 10:51:49 am
Dry guts with a scraper. Right down the bottom.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Pirate Bob on April 27, 2012, 11:33:38 am
Also, make sure the tools and materials you need are either in your hands or on the ground in the same tile as you.  I was trying this last night and items in my backpack didn't seem to be available for crafting.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Joost66 on May 17, 2012, 09:34:01 pm
Alright, so, I downloaded this mod but whenever I try to make things it comes out wrong. When I try to make an arrowhead it makes a miniforge, when I try to make a speartip it makes a toy axe. . . Is this mod outdated, or did I do something wrong?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on May 21, 2012, 05:40:49 am
It sounds like you haven't properly installed the item_wanderer file, Joost66. Check that you have, and if not, copypaste it from the .rar.

I have some news - I'm not going to updating the mod anytime in the immediate future. My interest in Dwarf Fort has waned, and I can't muster the enthusiasm to spend an evening slogging through the new creature raws and updating them appropriately.

Maybe in a few versions I'll pick this up again, but until that point, if anyone wants to take over the project themselves, please feel free.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: EvilTwin on June 23, 2012, 02:16:19 pm
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?
It should work for now, and I guess it will work for future versions as well, but "diff"-runs on the files versus the vanilla ones will be chaotic.
I would just take the vanilla files and apply the changes the mod does to them, but I am not that big of a modder and also don't know where and in which way exactly they're modified, so Lofn will eventually have to take vanilla files and write his stuff in those to get it all clean again.
Anyway, I will upload those as soon as I am done.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: EvilTwin on June 23, 2012, 07:40:09 pm
Aaand done... hopefully. DFFD download (http://dffd.wimbli.com/file.php?id=6563)
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Learner on July 23, 2012, 01:56:59 pm
I've looked into the raws, and noticed that Psykers seem to have a third interaction, which is being able to spit warpfire. I have however, been unable to find the corresponding material for this attack. In addition, when testing in the object arena, I am unable to see, or use this interaction. I think that because the material in a way doesn't exist, the attack is unusable as well.

In addition to this minor issue with the Psyker's interactions, the Mentalists also have an interaction, which, while being shown in the list of abilities in object testing, is currently, unusable. It's the Bolster creature interaction. I'm getting the hint that this interaction was to be used on allies in addition to yourself right? Well... if so, then there appears to be a bit of an error in this.

You see, right now, (I believe that) the only reason it can't be used is, that the interaction is missing any tags that specify any targets and means of being used. It does not have an attack tag. (Though sadly, it wouldn't be too hard to guess what the outcome of changing this would be.) Now, if I added an attack tag to this interaction... then the creature would be using it's bolster attack on enemies, which is bad. Now, would adding a usage hint to clean friends somehow be the right thing to add, (in addition to adding a self-allowed target?) Or should the target be switched to self-only?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on July 23, 2012, 08:13:37 pm
Usage hints aren't actually necessary for the usage of interactions; the opposite in fact. Usage hints only make creatures discriminate in their usage of their interactions; not having one will make them use the interaction willy-nilly.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Wrex on July 27, 2012, 07:16:08 pm
Does anyone know just how you can encounter the other mage types? So far, I can only find necromancers.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: wolfwood296 on July 30, 2012, 04:10:08 pm
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
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: heatblade1212 on August 02, 2012, 04:55:21 pm
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?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Soadreqm on August 03, 2012, 09:24:20 am
I think everything fits by default. Either that, or the three player races as well as goblins and kobolds have all been hardcoded to get right sized clothing, which doesn't sound plausible.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Facekillz058 on August 03, 2012, 11:37:43 am
Alright, this mod looks amazing, but i have absolutely no knowledge as to how I install this.

Is there some sort of universal mod installation guide available, or...?

And also, would i need to gen a new world for the mod to work if i did manage to install it?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on August 03, 2012, 02:19:55 pm
If there are files, put them in raw/objects.

If there's a raw folder, put it in your base directory.

If there's an objects folder, put it into your raw folder.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Toxicshadow on August 03, 2012, 02:20:41 pm
If there are files, put them in raw/objects.

If there's a raw folder, put it in your base directory.

If there's an objects folder, put it into your raw folder.
(http://i1048.photobucket.com/albums/s361/toxicshadow1/FromPutnamWithLoveV3.png)
Anyone?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Facekillz058 on August 03, 2012, 02:30:31 pm
Alright, thanks!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: heatblade1212 on August 03, 2012, 03:58:44 pm
I think everything fits by default. Either that, or the three player races as well as goblins and kobolds have all been hardcoded to get right sized clothing, which doesn't sound plausible.

that seemed to be the case, the items are fitting to my custom races by default. fortunately lol
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on August 04, 2012, 12:32:28 am
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:
Spoiler (click to show/hide)

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.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Facekillz058 on August 04, 2012, 10:48:35 pm
So i find this mod to be extremely fun, and useful for making trophies out of things corpses.

I do have one suggestion, however:

Staves, my idea behind it is, you could make a staff from 2 wood units, then, with a reaction, you could attach weights of either rock, metal, or bone to the staff, which would require one or two units of said rock/metal/bone, allowing the staff to have a use as a weapon by increasing its weight.
To my untrained in modding brain, it seems like this would be possible by having a reaction inwhich the staff is consumed and the weight material is consumed, and an entirely new staff is created with the weight of the rock/bone/metal you chose to attach.

I.E.: Pine Staff + Small Gabbro Stone = Gabbro Weighted Staff.

In my opinion the attacks a staff could do would be bashing with the handle, and striking, and maybe slapping, for that extra comedic value.

It would be a multi-grasp weapon, a little bit smaller than a halberd.

I don't really know what skill it would use, Striker possibly?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: EvilTwin on August 07, 2012, 07:48:53 pm
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.


Hehe, no problem. I ended up just running vimdiff on the files your mod replaces and ironing out the changes, there wasn't much to be changed though, except for the whole [BENIGN] thing, and I ended up simply writing a script for that.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: MinethatCrackers on August 25, 2012, 03:22:52 pm
How do you do the crafting in this? Is it in a different menu than X, or did I do it wrong?

EDIT: I got it working, but I am unable to wear the bone gauntlets that I made. The other armor works fine, but I can't put the gauntlets on. I already removed my other gloves, and took everything out of my hands. Any thoughts? Also, what is a cheerful campfire? My regular campfire must not be doing the job.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: EvilTwin on August 30, 2012, 09:25:51 am
How do you do the crafting in this? Is it in a different menu than X, or did I do it wrong?

EDIT: I got it working, but I am unable to wear the bone gauntlets that I made. The other armor works fine, but I can't put the gauntlets on. I already removed my other gloves, and took everything out of my hands. Any thoughts? Also, what is a cheerful campfire? My regular campfire must not be doing the job.

Cheerful campfire can be used for crafting as it works as a tool. The standard one doesn't and is not moddable, so yeah. Gloves are currently bugged :(
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: marijuana on September 14, 2012, 08:23:25 pm
Okay, I give up. I need some help making arrows. I just keep getting bundles and then it turns the bundles into bundles again, but ow do I get them to arrows. I kept pressing buttons but I got bolts, not arrows. This crafting business is so confusing.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: nomad on September 18, 2012, 01:53:58 am
i also seem unable to equip any bone gauntlets i make, not sure why
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on September 18, 2012, 12:10:13 pm
Gloves can't be made through player-created reactions because handedness can't be defined through player-created reactions.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Scow2 on September 21, 2012, 08:46:53 pm
I noticed that the craft gauntlet reaction does craft two gauntlets (One usually of better quality than the other)... is it not possible to have it craft a left-handed gauntlet and a right-handed gauntlet instead of two identical items? Or as two completely unique items NOT created as a set?

I don't know anything about reactions :(
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on September 21, 2012, 11:08:12 pm
It is not.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: nomad on September 22, 2012, 07:55:37 am
Okay, I give up. I need some help making arrows. I just keep getting bundles and then it turns the bundles into bundles again, but ow do I get them to arrows. I kept pressing buttons but I got bolts, not arrows. This crafting business is so confusing.

my guess is that you are crafting arrowheads, not arrows, you need to craft arrowheads (produces 'bundle of arrowheads') and then use those to craft arrows

i also noticed an error in the version of the mod i downloaded(i think it's the most recent): the clean feathers reaction was missing a ']' which caused it to not use up it's base material and not need a tool
also obviously the unusable gauntlets, which should probably be taken out until handedness can be defined in custom reactions
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: FluxX on October 23, 2012, 02:31:05 pm
Hi. Is this mod still being developed? I've noticed you can shorten the reaction list (possibly) by adding custom tags to the raws. Would that allow "Decorate item with:1,2,3,4,5,6,7" 7 different items to just be "decorate items with small objects:1". For example you no longer need to list "gem" and "pearl" and "shell", you only need to list "natural gems" or something. It would shorten the list and allow more reactions to fit on screen.

My example worked in this thread:
http://www.bay12forums.com/smf/index.php?topic=117450.0

I reduced my crafting list from 5 different materials to craft from (bone, leather, tooth, cloth, metal), to 2 (non metal items, metal items). The results are the same, just gives a shorter list in the menu to select from. A similar thing could be done here I hope.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: EvilTwin on November 14, 2012, 02:10:08 pm
Hey, will you be updating this mod for the next version? :)
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Crabs on December 02, 2012, 11:52:05 am


A question: If I play with a home made race that has a size of 50k, will the crafted armor have the fitting size then?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on December 07, 2012, 12:52:21 am
Crafted armor always fits to the crafter's size, methinks.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: MoloMowChow on December 12, 2012, 07:26:25 pm
Does this mod still work with the latest DF adventure mode?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on December 12, 2012, 08:04:02 pm
There shouldn't be any issue. I'd say yes.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Ruttiger on February 02, 2013, 09:53:25 pm
I just tried to install this and there are no new things to do in the "x" menu.  I opened each folder and extracted the contents to data/raw/objects to install.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on February 02, 2013, 10:02:46 pm
data/raw/objects? It should just be raw/objects, and you have to gen a new world.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 24, 2013, 03:23:22 am
My hiatus appears to be over. Would people be interested in this mod being picked up and updated again?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on March 24, 2013, 07:26:51 am
Do it along the Advfort and it's going to be awesome. Otherwise it won't be able to achieve its potential :).
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 24, 2013, 08:12:26 am
I'm not sure what you mean. Advfort is a DFHack plugin, isn't it?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Meph on March 24, 2013, 08:20:43 am
AdvFort allows your adventurer access to the fortress mode menu, more or less. You can dig, build workshops and run reactions. Essentially it ports every mod and building for advmode. You can even dig down into hell. Deon is working quite a lot with it, if I understood it correctly.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 24, 2013, 08:53:42 am
I see. That rather makes my mod pretty pointless, then. I guess I'll wait for the next release before I get back into it.

EDIT: After doing a bit of reading, scratch that. This could be pretty incredible.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Manture on August 19, 2013, 08:56:37 am
is this for 0.37.11?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on August 19, 2013, 12:05:19 pm
No, but it should work with 34.11.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Ruttiger on November 25, 2013, 09:49:21 pm
Is this still being updated?  Great mod, even if it's a bit buggy in places.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on December 11, 2013, 05:51:57 am
It is not being maintained anymore, no.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Isher on July 17, 2014, 08:02:21 am
Necro...

Can't play adventure mode without this mod. Is there another mod that might be updated soon that does what this does? I saw someone mention Advfort but can't find a thread for it. And I'd rather be able to start with banging out a sharp rock and advanced to being all badass hunter dude. So, Lofn, if you get notices about posts to this thread, I need you back :D

Don't make me stop modding Skyrim to come and figure out how to mod DF.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Knight Otu on July 17, 2014, 09:33:21 am
I'm hoping that I'll get Direforged updated in the next few days, which includes a chunk of Wanderer's friend, but not all of it. Which are the parts that are important to you? You might be able to use most reactions as they are. Advfort is a DFHack utility - I think it might be a core part of DFHack, but my understanding is that DFHack isn't updated yet.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Isher on July 17, 2014, 06:06:43 pm
Knapping stone stuff, making bone/wood weapons, leather armor, etc.

I used to play with another mod, Genesis maybe?

Started with low skills, threw my starting stuff away, wandered out into the wilderness, then made a sharp rock, went up the ranks (throwing sharp rocks was a little op) killing animals for hides and bone weapons, got decked out, killed random bandits or whatever, got decent stuff, killed some dragons, made hide armor and a dragonbone spear, got real badass, went up against a frost dragon, dodged in and out while he breathed frost at me, was backed away taking potshots after finally disabling him but since at that time a crossbow took a bunch of turns while you stood there an alligator came out of the stream behind me, dragged me in the water and tore my arm off (all while I waited for a crossbow reload), whereupon I bled out.

Was the most awesome game of anything I ever played. And you can see the dependence on wanderer's friend. So I would be forever grateful if you could do a little on the hunting side of things :) thanks for offering.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on July 18, 2014, 02:23:36 am
That's a big necro :) And what you describe sounds like Genesis. I will definitely update that ASAP and include similar reactions  to Wanderer's friend.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Isher on July 18, 2014, 01:10:39 pm
Thanks Deon!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Nathail on July 18, 2014, 06:46:41 pm
Is this actually broken? I don't think reactions have changed at all since .34, so it should still work fine.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Isher on July 18, 2014, 11:33:44 pm
 :o I assumed so but perhaps not? Putting off playing until the next patch is up. Maybe I started this over nothing. Sounds like me.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Knight Otu on July 19, 2014, 05:01:05 am
As I recall, parts of Wanderer's Friend require edits to creatures, which would be broken at the moment, but not the parts you seem to be most interested in. As I said earlier, you should be able to use most of those with no problem. You'll want to put attack speeds on the tools, though, most likely.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on July 21, 2014, 06:45:37 am
I started a new mod for 0.40.04 with the similar wibe: http://www.bay12forums.com/smf/index.php?topic=140950.0
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: hermes on August 10, 2014, 08:13:00 pm
Well Deon's mod looks cool, but it really isn't Wanderer's Friend at all.  I think there must (?!) be a lot of people looking for a pure WF update, so... erm... is one in the works?  I didn't realize that WF changed the creatures, so I guess this might be a bigger job than I thought, but perhaps all the changes required would be regular/uniform?  e.g. all the Reactions now need x, all the Creatures now need y, and so on.  I have no idea what these new things would be so I would only really do this if I HAD to look into it...  :'(
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: dwarf_reform on August 10, 2014, 08:32:13 pm
After this last update I really hope Toady puts a bit of priority on deeper item manipulation in adventure mode :( I really wish he'd take a good solid mod that already has the base format set up, flip through it and Toadyize it, and then add it to vanilla :> I love that he generally does his own work, but some of these modded bits really belong in vanilla DF..

Anyway, here's hoping, all the way around!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Pirate Bob on August 11, 2014, 10:48:04 am
Well Deon's mod looks cool, but it really isn't Wanderer's Friend at all.  I think there must (?!) be a lot of people looking for a pure WF update, so... erm... is one in the works?  I didn't realize that WF changed the creatures, so I guess this might be a bigger job than I thought, but perhaps all the changes required would be regular/uniform?  e.g. all the Reactions now need x, all the Creatures now need y, and so on.  I have no idea what these new things would be so I would only really do this if I HAD to look into it...  :'(
I am not sure, but if I remember correctly the changes to the creatures were to make them drop things useful for crafting, either directly or through butchering, and possibly also to balance what it dropped to make it reasonably difficult to get what you need for crafting.  So I would start looking there.  I am not sure if there were other changes to creatures.

Also, at least in 40.02 you could butcher sapients (i.e. elves), so there's some extra motivation for you...
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: hermes on August 11, 2014, 11:07:07 am
That's good to know.  Just been reading through the WF readme, and I would be inclined to cut the added animal materials and the fortress mode stuff and just focus on the adventurer interactions.  If those would work reasonably with stock animals and materials, that would be great.  And I have yet to look at butchering sentients, but taking trophies from kills has been something I've wanted to do properly for ages so... I might take a stab at this.

The pertinent section reads...

Quote from: Lofn
A more in-depth explanation of the material mod
-----------------------------------------------
With this mod, new materials are added via creature variations, resulting in a decrease in imaginary materials like 'worm fur', 'blue jay hide' and the like, which occur due to the standard material and tissue allocation tokens giving products to creatures that cannot actually be butchered.  Variations are also easier to modify and maintain than individual assignments, and faster to apply to new creatures.

So not using the Wanderer's Friend materials (which would be ideal as it is kind of a workaround in itself, and I like mods that change vanilla as little as possible) relies on 0.40.1+ butchering animals more properly.  Which according to the devlog...

Quote from: Toady
All jobs that affect body components (anything that uses bone, for example) will now carve away pieces of the body component, which'll leave a "partially butchered" wound type on the limbs etc. that were used in jobs if the skeleton is animated. Leather from skins is still not computed according to size, though -- that's a slightly more difficult problem since they use a custom product tag for tanning.

...Should be the case. .. ..... ... ?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on January 22, 2015, 04:27:47 pm
Hello. Does it count as a necro if I'm bumping my own thread?

I've been away from the Dwarf Fort community for something like three years now, but I dug this thread up today on an unrelated matter and I was reminded of how engaging it was. Would people still be interested in an update of this mod to work with the most recent DF release? If so, please post. Additionally, please post any ideas and requests you would have for a crafting-focused mod that are not already represented (or represented poorly) in other mods.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on January 22, 2015, 04:34:48 pm
Hey! Glad you are back!
I already did something similar:
http://www.bay12forums.com/smf/index.php?topic=140950.0

If you want we can collaborate, or you could revive this with all new features. I would love to see any development.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on January 22, 2015, 04:48:38 pm
Hi! I'll give it a look when I get back from Serious Real World Business later on. Would be good to collaborate with someone again, but it has been a long time since I've touched raws and I will need to relearn everything.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Glloyd on January 22, 2015, 05:49:37 pm
Wanderer's Friend was the only mod I ever used for DF, I'm surprised I missed the one you made Deon.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: endlessblaze on January 22, 2015, 08:20:05 pm
yha update this,.....say..if I kill a fire man could I use this to make a fire man sword?!
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on January 23, 2015, 04:35:58 am
You seem to be quite obsessed with fire men :). Ever tried to call 911?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: endlessblaze on January 23, 2015, 07:43:41 am
FIRE WILL CONSUME YOU HAHAHAHAHAHhahahaha
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: heatblade1212 on February 17, 2015, 07:20:05 pm
I installed the mod as told, and i am having a problem, i have 337 Giant intestines and 1 giant lock of hair, and yet i cant dry the gut or make thread out of hair?

am i doing something wrong here?
(i could make bone armor and weapons no problem)
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: heatblade1212 on February 18, 2015, 03:02:06 pm
i also tried tanning wolves, and they show up as hairless pelts? and again, no usable hair or gut to make thread...
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 01, 2015, 03:23:02 pm
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)):
Spoiler (click to show/hide)

Poisons (I've said it before and I'll say it again, decorating with venom DOES NOT WORK):
Spoiler (click to show/hide)

On gathering wood, and other plant lunacy:
Spoiler (click to show/hide)

On bone crafts and redundant reactions:
Spoiler (click to show/hide)

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.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 17, 2015, 08:49:52 pm
Thanks for the post. When I get more than half an hour of motivation to go over this again I'll be sure to incorporate them.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 17, 2015, 10:04:04 pm
Oh god I just noticed you can do that with putting in a dagger instead of a stone for the carving... I mean you don't actually need that part, but it makes sense and all, and gives a use for the dagger you start out with.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 18, 2015, 12:44:51 am
Oh god I just noticed you can do that with putting in a dagger instead of a stone for the carving... I mean you don't actually need that part, but it makes sense and all, and gives a use for the dagger you start out with.

Oh derp. I think I just realized something. I've been grumbling about you having not read my post about fixing reactions, only to realize what I was replying to was on a different thread from the post I was referencing.

Er, sorry about that Max. ^^"

EDIT: And to Lofn, if you want I could look into making a direct port of WF to DF2014.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 18, 2015, 01:18:54 am
Ha ha, vindication! I must admit I was confused a bit.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 18, 2015, 01:23:06 am
Yeah, I basically fucked up and lost track of which WF thread was which.

Though having actually ensured I'm on the right thread this time, I hope said post proves useful.

Meanwhile...hmm. On second thought I'm unsure if it's feasible to fix the fortress mode versions of the Wanderer reactions, at least the ones dealing with cloth. Anyone have any !!SCIENCE!! on whether Fortress Mode doesn't have that problem involving custom reactions and product dimensions?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 18, 2015, 04:57:40 am
Well, I'm leery of breaking what I'm using since it's working good now after I fixed the "pile of dragonbone breastplates" problem, though I was pretty sure just adding the preserves tag did it.

Edit: preserves reagent, not preserves as in "You pick up the jar of 342 dragon bone breastplate preserves." which isn't a thing thankfully.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 18, 2015, 10:31:48 am
Hmm, that's odd. So how does it work now? Does it does one bone at a time, or use the whole stack?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 18, 2015, 01:38:13 pm
It works fine atm, one bone, one breastplate, like the others do. Just had the brief "oh god why am I holding a billion dragon bone breastplates" experience before I figured out there was a tag missing from that reaction which the others had and assumed it was responsible.

Code: [Select]
[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
[NAME:craft bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:carver:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE]
[PRESERVE_REAGENT]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 18, 2015, 04:02:08 pm
Ah right. The only problem with this is you can't make it use a specific number of bones, so that means hundreds of bone goods from a single large kill.

Kinda why I went with the "trick it into using the whole stack" option instead of what you picked. owo
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 18, 2015, 09:44:44 pm
I made dragonbone a steel subsitute so while it could fitting to have to kill lots to get a full set of gear... they are very big.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 18, 2015, 11:41:25 pm
I made dragonbone a steel subsitute so while it could fitting to have to kill lots to get a full set of gear... they are very big.

True, I guess the size makes sense. The only problem is you can't scale up bonecrafting reactions correctly, so you can't have, say, a breastplate demand more bones than a helm and have it work properly. o3o
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Max™ on March 18, 2015, 11:43:55 pm
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!
Spoiler (click to show/hide)
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 19, 2015, 12:12:17 am
True. What I went for was the "use entire stacks" option. It breaks logic to have a whole pile of dragon bones only make a single item, but so does needing, say, two separate stacks of bone to make boots, only to find the reaction only grabbed 1 bone from each stack. ._.

If custom reactions requiring multiple body components weren't so broken, I'd simply give the reactions logical bodypart requirements based on material size, so small creatures wouldn't be enough for large armor, and large creatures would be viable for quite a lot without it literally being "1 item per unit of bone" instead, which is just as derp.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Lofn on March 21, 2015, 06:56:16 am
EDIT: And to Lofn, if you want I could look into making a direct port of WF to DF2014.

I seem to be having a really hard time finding time between Uni and other projects to work on this, so if you like I can make you a maintainer on the halfassed Github repo I'm keeping (https://github.com/Zuhayr/DFWanderer) so merging the creature raws isn't such a painstaking job and you can merge in updates at your own pace. I very much appreciate your assistance/offer.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Random_Dragon on March 21, 2015, 12:12:11 pm
EDIT: And to Lofn, if you want I could look into making a direct port of WF to DF2014.

I seem to be having a really hard time finding time between Uni and other projects to work on this, so if you like I can make you a maintainer on the halfassed Github repo I'm keeping (https://github.com/Zuhayr/DFWanderer) so merging the creature raws isn't such a painstaking job and you can merge in updates at your own pace. I very much appreciate your assistance/offer.

Weird, I just yesterday started mucking about on Github for the purposes of Cataclysm: DDA mod I was working on.

As for modding WF, at the moment I wouldn't yet be sure what all is needed for updating every feature. The sort of things I'd rather test before actively messing with it over there. ^^"
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: kulik on May 08, 2015, 01:09:14 pm
Hi is there a "lite" version of this mod, I would like to make stuff out of the things I kill, but with all the tools you need for crafting it is kind of tedious and annoying.

Thanks
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on May 09, 2015, 06:43:09 am
My mod requires less tools I believe. It's not as detailed, but you could try and see for yourself. Always props to Lofn for even starting it, he was the first and the best :).
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: kulik on May 09, 2015, 07:06:53 am
I'm sure your mod is great, however, I'll stick to vanilla for now.
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Deon on May 09, 2015, 09:11:55 am
I did not realize you were just looking for crafting reactions only, sorry. Though sticking to vanilla is unlikely desire when you see someone in the modding forum :)
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: kulik on May 09, 2015, 12:12:16 pm
No problem.  :)

Anyway, if I just delete from the mod all the lines like:

[REAGENT:A:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]

shouldn't all the reactions be viable without any tools?
Title: Re: Wanderer's Friend [0.97b]: Now with elixirs.
Post by: Putnam on May 09, 2015, 02:08:26 pm
yes