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Revision 7bLastly there are some names I can't figure out. What is a general term for someone using a two-handed polearm?
Or for a viking-style sword without using any time/place/people names?
I'm also not too sure about 'flailman', but 'flailer' is worse for certain.
No, cruciform swords included any sword defined by their crucifix-like shape ; the flat crossbar that serves as a hilt/handguard. There were certainly cruciform longswords, and at some point that might have even been the norm in places like Germany and Switzerland but for the most part your typical cruciform sword was a one-handed arming sword, pretty much directly evolved from the spatha and viking sword.
It's a tricky thing to get the names both accurate and looking nice for stuff like viking swords and scythian axes, etc., unless you're making direct cultural analogues (dwarves = vikings or dwarves = romans, etc.), but personally I think early/modern arming swords might be your best option. It's clunky, but so is anything else I can think of.
Elves seem like some sort of Amazonian or New Guinean savage tribe who have strange ways of getting wood without harming trees or resorting to cheap penis jokes.
Why do some of your armor pieces have more than 100% coverage.
<><><><><><><><> Reactions & Buildings <><><><><><><><>
[PERMITTED_BUILDING:PIT_BLOOMERY]
[PERMITTED_REACTION:1_IRON_ORE->-SMALL_BLOOM]
[PERMITTED_BUILDING:CHIMNEY_BLOOMERY]
[PERMITTED_REACTION:4_IRON_ORE->-LARGE_BLOOM]
[PERMITTED_BUILDING:BLAST_FURNACE]
[PERMITTED_BUILDING:MAGMA_BLAST_FURNACE]
[PERMITTED_REACTION:SMELT_IRON_ORE_BLAST_FURNACE]
[PERMITTED_REACTION:SMELT_IRON_ORE_BLAST_FURNACE_COKE]
[PERMITTED_BUILDING:CRUCIBLE_FURNACE]
[PERMITTED_REACTION:IRON->-RAW_CRUCIBLE_STEEL]
[PERMITTED_REACTION:MAKE_CRUCIBLE]
[PERMITTED_REACTION:GLASS->-GLASS_POWDER]
[PERMITTED_BUILDING:FINERY_FORGE]
[PERMITTED_BUILDING:MAGMA_FINERY_FORGE]
[PERMITTED_BUILDING:TRIP_HAMMER]
[PERMITTED_REACTION:4_PIG_IRON->-SMALL_BLOOM]
[PERMITTED_REACTION:16_PIG_IRON->-LARGE_BLOOM]
[PERMITTED_REACTION:RAW_BLOOM_SMALL->-BLOOM_SMALL]
[PERMITTED_REACTION:RAW_BLOOM_LARGE->-BLOOM_LARGE]
[PERMITTED_REACTION:RAW_BLOOM_LARGE->-RAW_BLOOM_SMALL]
[PERMITTED_REACTION:BLOOM_SMALL->-BARS]
[PERMITTED_REACTION:BLOOM_LARGE->-BARS]
[PERMITTED_REACTION:METEORITE->-BARS]
[PERMITTED_REACTION:IRON->-STEEL]
[PERMITTED_REACTION:IRON->-PIG_IRON]
[PERMITTED_REACTION:STEEL->-PIG_IRON]
[PERMITTED_REACTION:STEEL_PATTERNED_START]
[PERMITTED_REACTION:CONTINUE_HAMMERING_FINERY]
[PERMITTED_REACTION:CONTINUE_HAMMERING_TRIP_HAMMER]
[PERMITTED_REACTION:CHARCOAL->-CHARCOAL_POWDER]
[PERMITTED_REACTION:MAKE_STONE_ARROWS_LEAF]
[PERMITTED_REACTION:MAKE_STONE_ARROWS_BROADHEAD]
[PERMITTED_REACTION:ENT_IRON]
[PERMITTED_REACTION:ENT_STEEL_PATTERNED]
[PERMITTED_REACTION:ENT_STEEL_CRUCIBLE]
[PERMITTED_REACTION:ENT_METEORIC_IRON]
[PERMITTED_REACTION:RESERVE_1]
[PERMITTED_REACTION:RESERVE_2]
[PERMITTED_REACTION:RESERVE_3]
[PERMITTED_REACTION:RESERVE_4]
[PERMITTED_REACTION:RESERVE_5]
[PERMITTED_REACTION:RESERVE_6]
[PERMITTED_REACTION:RESERVE_7]
[PERMITTED_REACTION:RESERVE_8]
[PERMITTED_REACTION:RESERVE_9]
[PERMITTED_REACTION:RESERVE_10]
[ARMOR:ITEM_ARMOR_SURCOAT:FORCED]
[ARMOR:ITEM_ARMOR_TABARD:FORCED]
DFhack can do that? Add one reason to find out of such sorcery works.Here is the documentation for powered workshops (https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst#building-hacks) using DFHack.
I can't imagine armor developing much different, as these were already developed around the limits of the human body. If armor could be made heavier without reducing the wearer to a crawl, they would have already done so in history.
Weapons might be a bit more interesting, I can see larger version of bear spears and catch poles being used against cave trolls and such but sadly weapons that grapple are not really possible as it is now. I could include a few extremely heavy polearms, 'beast halberd' or whatnot, and make it a really slow but hard-hitting weapon.
What I'm guessing the best way to fight giant monsters with medieval tech would be to build siege gear. They had mobile spike-barricades, giant pavise shields that got carried by a specialized guy (a very well paid one too!), and of course ballistas, catapults and all manner of towers, ladders and movable walkways. I wheelbarrow with some really long spikes attached should give giant charging animals a pause at least.
None of that is really possible to incorporate into the game though... Well there's traps, and I did add a few trap items, but nothing particularly innovative.
But if you have any suggestions id gladly hear them.
Historical armour was as heavy as it could sensibly be...
Weapon placement on characters in adventure mode and other features are still not complete, and my modding skills are poor to say the least.
[ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:280]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
Thanks for the thoughts!
Actually, "Late Medieval" is probably the correct term. Although I always felt "Early Renaissance" sounded cooler.
I have had similar problems with firearms, and will probably decide to leave them out.
Sure, I could just steal from some gunpowder mod, but to be honest firearms never fit well in Dwarf Fortress, plus they tend to overshadow whatever mods feature them.
EDIT: It appears we are both absolutely right, and thank you for the information on the tokens to both understand and fix!
Proof:Code: [Select][ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:280]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
I'm sure the axes are the same thing. So I'll just mod in Spades and Hatchets, and my Hamsterfolk can Strike the Earth!
EDIT2: Done and updated. Hamsterfolk unite!
Thanks for the thoughts!
Actually, "Late Medieval" is probably the correct term. Although I always felt "Early Renaissance" sounded cooler.
I have had similar problems with firearms, and will probably decide to leave them out.
Sure, I could just steal from some gunpowder mod, but to be honest firearms never fit well in Dwarf Fortress, plus they tend to overshadow whatever mods feature them.
EDIT: It appears we are both absolutely right, and thank you for the information on the tokens to both understand and fix!
Proof:Code: [Select][ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:280]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
I'm sure the axes are the same thing. So I'll just mod in Spades and Hatchets, and my Hamsterfolk can Strike the Earth!
EDIT2: Done and updated. Hamsterfolk unite!
Firearms fit in Dwarf Fortress if they are of a sort which existed before 1400, so fire lances, hand cannon, and cannon.
I must admit though, an elephant man in full plate armor wielding a bombard would be pretty hilarious :P
Removed leather armors - No kids, regular tanned leather doesn't protect you for a damns worth.
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:modern arming sword:modern arming swords]
[ADJECTIVE:short]
[SIZE:105]
[SKILL:SWORD]
[TWO_HANDED:40000]
[MINIMUM_SIZE:15000]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:250:5500:slash:slashes:NO_SUB:900]
[ATTACK_PREPARE_AND_RECOVER:5:1]
[ATTACK:EDGE:9:5000:stab:stabs:NO_SUB:400]
[ATTACK_PREPARE_AND_RECOVER:5:1]
[ATTACK:BLUNT:30:0:strike:strikes:pommel:1400]
[ATTACK_PREPARE_AND_RECOVER:5:1]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_EARLY]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SWORD_ESTOC]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_DAGGER_RONDEL_MISERICORDE]
[WEAPON:ITEM_WEAPON_AXE_BATTLE_NARROW]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_AXE_CRESCENT]
[WEAPON:ITEM_WEAPON_AXE_CRESCENT_HEAVY]
[WEAPON:ITEM_WEAPON_AXE_STABBING]
[WEAPON:ITEM_WEAPON_MACE_SHODCLUB]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_MACE_FLANGED]
[WEAPON:ITEM_WEAPON_MACE_SPIKEDCLUB]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_HAMMER_WAR_LIGHT]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_HAMMER_PICK]
[WEAPON:ITEM_WEAPON_WHIP_FLAIL_BALL]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SPEAR_AWLPIKE]
[WEAPON:ITEM_WEAPON_SPEAR_BEAR]
[WEAPON:ITEM_WEAPON_BOW]
[WEAPON:ITEM_WEAPON_BLOWGUN]
[WEAPON:ITEM_WEAPON_SPADE]
[WEAPON:ITEM_WEAPON_HATCHET]
[NAME:escaupil:escaupils]
[ARMORLEVEL:2]
[UBSTEP:0]
[LBSTEP:1]
[LAYER:ARMOR]
[COVERAGE:600]
[LAYER_SIZE:14]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:8]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD
[ITEM_ARMOR:ITEM_ARMOR_EAGLE]
[NAME:eagle suit:eagle suits]
[ARMORLEVEL:1]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:OVER]
[COVERAGE:450]
[LAYER_SIZE:6]
[LAYER_PERMIT:10]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
Eagerly awaiting a 42.01 version!
Replaces the stock weapons and armor with historically accurate late 14th, early 15th ones from the European continent.Was hoping for more 2nd century setting, might try it at some point.
Alters combat to be both more realistic and interesting.
The error is most likely due to some conflicting stuff from the Modest Bodies mod, I might look into making a patch for the modest mod stuff as it seems to match this mod fairly well.
item_gloves
[OBJECT:ITEM]
[ITEM_GLOVES:ITEM_GLOVES_MITTENS]
[NAME:mitten:mittens]
[LAYER:COVER]
[COVERAGE:300]
[LAYER_SIZE:8]
[LAYER_PERMIT:0]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
It will be incorporated it in the 42.06 version update, assuming there is anything to update there.
As for other progress, I have been messing around with some experimental stuff like giving goblins armor with no armor class to try and get them to wear it as clothes, making a cave-dwelling entity for my old armor man creature, running DF on a mac through ncurses over ssh just for the heck of it (ncurses works and fun was had with messing with the iTerm2 font and ASCII colors, but I can't recommend mac for DF as a lot of the key bindings don't work).
I have also still been poking around with the idea of removing weapon-specific skills.
There is actually less issues with that than I thought there would be as entities with no weapon of a certain class do not use the class at all. Wood cutting is annoying though, I had to make a work-around-y 'felling axe' training weapon.
Still not entirely sure what to name 'one-handed weapon user' and 'two-handed weapon user'. Right now I got 'dwarf-at-arms' and 'heavy dwarf-at-arms' for those skills respectively, or 'armsdwarf' and 'heavy armsdwarf'. Both sound a bit contrived in my ears... suggestions would be quite welcome. 'Stavesdwarf' can stay if I keep polearms separate from the shorter two-handed weapons.
I'm also playing with the idea of reviving my old, half-finished 'Historic metallurgy overhaul' mod since there is some more control over reactions and stock buildings/reactions.
Sooo... Lots of stuff with not that much to show for it as of now, but I'm still here at least :P
I'm more interested in the arms and armor than the metallurgy and skill modifications, personally. It would better integrate with other mods, and be easier to update. I like your mod either way, though. Thank you!
Show us on the doll which one... touched you.Spoiler (click to show/hide)
Hehe and that isn't even all of them. No English bills, forks, various spears, pikes, pollaxes, etc. The omission of poleaxes makes sense though since its 'development of commoner forms'. Poleaxes are no commoner's weapon.
One thing to keep in mind for this is that names for polearms (and the vast majority of other old weapons, armor and whatnot) are not really an exact science. Names got used for different things in different times and places, lots of names got made up and used wrong well after the fact often by inexpert people (like Victorian historians and role playing game writers), and lots of things have no specific name as far as we know and just got named 'sword' or 'axe'.
Metal in it would be a brigandine or one of the jack types wouldn't it?
I swear the moment you hit the 'post' button for anything you suddenly become twice as likely to notice botched things in said post.
Also released a fix for some stupid SHAPED tags being in places they shouldn't be. I swear the moment you hit the 'post' button for anything you suddenly become twice as likely to notice botched things in said post.
Clarification on the modest mod patch: Its for modest bodies only. Modest mod attacks would break much of the balancing done by this mod and likely not fit in the first place.
I do really need to write up a guide/manual on the metallurgy mod and all the weapons and armor. Ill write up a quick guide somewhere in the next 24-ish hours.
@123nick mmm, sounds like food of some sort. In more seriousness, the daggers are not actually slower. Weapons get a longer wind-up time the shorter they are, and a shorter wind-down time to compensate. The total attack speed is still lower than the larger weapons but sadly the in-game attack menu doesn't reflect this in any way.
It may sound odd, but think of it this way: Between a guy with a long spear and a guy with a little dagger, who takes the longest to get a stab at the other?
Clarification on the modest mod patch: Its for modest bodies only. Modest mod attacks would break much of the balancing done by this mod and likely not fit in the first place.I should clarify that I used your files and added in the modest mod's changes for materials were just boiling and melting points (so undead would melt) and the leather changes MM did. the c_variation_default mainly adds secondary attacks for animal people. So they really shouldn't impact balance that much.
• Made pain from broken tissues depend on relative part size
The adjustements to face bits was more to reduce the odds of the AI constantly targeting and smashing them somehow without being affected by the helmet at all.
There is an interaction in the mod which substantially increases willpower while in combat, as a simulation of adrenaline. It should still be of use now since the game still won't account for the fact that people fighting or running for their life do not generally feel much pain at all.
Sadly interactions have gotten a bit... janky since I made that. In fortress mode it keeps getting used by creature who are not in combat and in adventurer mode enemies seem unable to use it at all. Your own adventurer will still have it and in fortress mode fights don't generally end with a 'giving into pain' until a combatant took enough damage that they wouldn't be able to fight for much anyway.
• Made people wear more armor according to their roles again
• Made combat damage weapon and armors depending on material differences etc.
• Reduced clothing stopping power based on penetration depth
Made finger and toes internal. For some reason they do not come up in combat logs at all now. I think is slightly better then losing a hand because a child scratched your thumb off.
• Made pain from broken tissues depend on relative part size
I do hope my changes to armor materials does not end up flaking out the equipment breakage, and might have to counteract the clothing change for the cloth armor.Looks like you just need to play around in arena because they seem to be wearing the armor correctly in adventure mode, so that just means pain and materials might need a bit of adjusting.
Brigandines, coats of plates and partial plate mail also only use the Cover layer, coats of plates are thicker but more expensive, partial plate is thicker yet but does not fully cover the body (needing to be worn with a mail coat).
It needs to be a tool, not a weapon, with these tags: [TOOL_USE:MEAT_SLICING] [TOOL_USE:MEAT_CARVING] [TOOL_USE:MEAT_BONING]
Toady apparently didn't feel like using a separate tag for this, so they will also show up in night creature caves and such. You don't need to actually define the material tag as weapon metal, if you only use a wood material tag then they will be generated with wood. You can make cudgels and such.
Keep in mind though that these are only placed entity generated characters, you'll mostly run into them in adventure mode. There's no solution for civilian weapons in fortress mode other than the clumsy put-everyone-in-squads thing, where again you can't assign tools as items either.
I also recently found out for whatever reason tool-type weapons wear out significantly faster. I broke a minecart over someone's head which was fun and all, but bonking someone in armor with a cudgel just broke my cudgel =/
I'd really wish toady would remove the distinction between tools and weapons though, right now tools have some neat functionality which weapons could really use as well (like the civilian placement and better material definitions). But oh well, this is what we have, use it as you will.
Bite attacks seem mysteriously phase through armor though... not entirely sure how to fix that.
Does this mod effect when quivers and backpacks are equipped in regards to layers? I am using this mod, and enjoying it. But, i am noticing that my dwarves are not wearing quivers or packs? I haven't played DF in a while so i could have missed a patch note here and there.
@Taffer: Your free to any thunder that strikes your fancy ;)
However, most of the changes will be fairly specific to this mod. The material changes depend on ALL the non-adamantine metals having same shear yields which is not exactly the case in the vanilla game. You would have to copy over the whole weapon-metals portion, which would in turn not play well with the vanilla weapons/armor.
I do want to make make this mod play nicely with your DF Revised mod as its got some pretty cool changes in there.
@Urist: Mail armor will be hurt by arrows, though mostly by blunt damage. Right now making mail easier to pierce will make it pretty ineffective as armor which isn't really accurate to how it was either.
Bolts and arrows have a chance of doing blunt damage to plate armor as well, as long as your using either the bodkin arrows or non-broadhead bolts.
Handheld firearms, overheating, fatigue and movement impairment of armor and sight/breathing impairment of helmets will depend on DFhack support. None of these are really viable with regular raw modding, so I'm hoping DFhack support for 43.05 will be available... sooner rather than later. Once that is there, these should be doable enough.
Bombards and cannons are not going to happen until toady implements more advanced artillery. Random exploding of poorly made guns sounds fun though, poor James, he was doing so well until he bought a crappy cannon and had to stand near it.
@Taffer: Your free to any thunder that strikes your fancy ;)
However, most of the changes will be fairly specific to this mod. The material changes depend on ALL the non-adamantine metals having same shear yields which is not exactly the case in the vanilla game. You would have to copy over the whole weapon-metals portion, which would in turn not play well with the vanilla weapons/armor.
I do want to make make this mod play nicely with your DF Revised mod as its got some pretty cool changes in there.
@Taffer: Whoops, the Arms and Armor folder is supposed to work separately, but it seems I forgot about undoing the removal of aluminium. Will correct that with a bugfixing kind of release soon.
As for the Revised material templates, the only different I saw off-hand is adding the butchery tags and some crafting tags to chitin. Make armor out of chitin is slightly goofy, but frankly so is making armor out of bone, so these all seem fine.
I have a body_default adaption for modest mod, I haven't yet looked if Revised changes anything that modest doesn't to that file, but I don't think anything in there will conflict too badly with what my mods put in there. I'm not entirely sure what changed about the hair material template though.
@Taffer: Your free to any thunder that strikes your fancy ;)
Eyes and other facial features are protected by any body armor that extends up to the lower arm, as kind of an unintended side-effect. The extend of bodyparts body armor protects is defined by 'steps away from the upper body'. It sees 'neck, head, nose' as the same distance as 'collarbone, upper arm, lower arm'. Oddly enough, helmets don't have any way to protect facial features. Not much I can do about any of that.
Liftable visors are not really feasible to mod in right now, maybe not even with DFhack. Getting the both the interface and the AI to work with something like that seems rather improbable, sadly enough.
The ranged weapons we have right now are kind of a placeholder, for until I can actually get an accurate and balanced set into the game (which requires DFhack, which requires me to actually know how DFhack works and DFhack to work with 43.05). This isn't just a mod for pure historical accuracy, but also a combat balance mod and rendering ranged combat nigh-useless wouldn't really live up to that latter standard. Standing around getting shot at was a bad idea in the middle ages regardless of what you were wearing anyhow, so see this as 'historically accurate gameplay consequences' if you must ;)
I'm noticing most strikes against helmeted heads cause no damage to the head but seem to often result in "the force twisting the neck and destroying the upper spine's nervous tissue". I'd understand a strike against the head could cause spinal injury but this seems a bit extreme. What are your thoughts on it?
Also sorry if this is explained elsewhere, but many weapons seem to have two different attacks that are identical in name? Why is this? Do they do something different? Or are they there just to increase the frequency that dwarfs use them?
Bruising of the spine is common with spears and sword slashes, which result in neck down paralysis about 50% of the time.
A strike with a heavy weapon like a mace or a lance smashing into the helmet from a charging horseman could easily snap back the neck and cause at least a knockout, if not something more serious. Sword cuts or spear stabs shouldn't do anywhere near that level of damage, though.
after more testing it might be good right where it's at. Legendary users with maces snap necks left and right but just expert individuals might be lucky to get a bruised spine a quarter of the time. The heavy attack action makes it incredibly common at all skill levels and with any weapon strike though. I'm pretty sure only the player is capable of using the attack modes, so it doesn't affect fortress mode much.Bruising of the spine is common with spears and sword slashes, which result in neck down paralysis about 50% of the time.
A strike with a heavy weapon like a mace or a lance smashing into the helmet from a charging horseman could easily snap back the neck and cause at least a knockout, if not something more serious. Sword cuts or spear stabs shouldn't do anywhere near that level of damage, though.Edit: That was at legendary spear user. It seems to be much less common at lower skill levels.Spoiler (click to show/hide)
Hammers and maces seem to almost always tear apart the spine. This is through with greathelm + mailed bascinet + padded coif. Maybe it needs to be toned down a little bit. Neck injury should be expected but not so much though that much armor.
after more testing it might be good right where it's at. Legendary users with maces snap necks left and right but just expert individuals might be lucky to get a bruised spine a quarter of the time.
Added a number of civilian weapons - By making them tools with various uses civilians now carry daggers and cudgels.
Reaction descriptions are on the to-do list, should be done for the next update.
I might modify the make charcoal powder reaction to be able to use more than one type of container (was considering jugs, a container that can be sealed would make sense). It can indeed be a bit of a hassle with having to make new bags due to sand and food also using bags.
[REACTION:GLASS->-GLASS_POWDER_2]
[NAME:grind up raw glass(jug)]
[BUILDING:QUERN:CUSTOM_S]
[BUILDING:MILLSTONE:CUSTOM_S]
[REAGENT:raw glass:1:ROUGH:NONE:NONE:NONE]
[GLASS_MATERIAL]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:raw glass:NONE][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:jug]
[SKILL:MILLING]
[REACTION:CHARCOAL->-CHARCOAL_POWDER_2]
[NAME:grind charcoal into powder(jug)]
[BUILDING:QUERN:CUSTOM_S]
[BUILDING:MILLSTONE:CUSTOM_S]
[REAGENT:charcoal:150:BAR:NONE:COAL:CHARCOAL]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:jug]
[SKILL:MILLING]
[TISSUE_LAYER_OVER:BY_CATEGORY:CHEEK:XXXXX]
some mods have these several ZM5 modes have these also you can't color cheeks anymore so these lines fail too:[SET_TL_GROUP:BY_CATEGORY:CHEEK:SKIN]
[TL_COLOR_MODIFIER:WHITE:1:BLACK:1:RED:1:YELLOW:1:GREEN:1:BLUE:1:TEAL:1:PURPLE:1:PINK:1]
[TLCM_NOUN:cheek markings:PLURAL]
2. Since the new collarbone is a required to have tissue thickness since its considered a limb, not defining the bone parameters will fail, lines like these:[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:STONE:NONE:NONE:NONE:NONE]
which some mods use to give a unit stone skin but nothing else useful will need to be modded to:[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:STONE:NONE:NONE:STONE:NONE]
basically any creature that gives you an error for tissue layer thickness this is why its doing it and its probably an oddity creature like a stone golem or wood sprite that needs a bone layer to be identified for the collarbone to have thickness.[WEAPON:ITEM_WEAPON_DAGGER_LARGE] -> [WEAPON:ITEM_WEAPON_DAGGER_BOLLOCK]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING] -> [WEAPON:ITEM_WEAPON_BASTARD_TRAINING]
[PANTS:ITEM_PANTS_GREAVES] -> [SHOES:ITEM_SHOES_SPLINTED]
[PANTS:ITEM_PANTS_LEGGINGS] -> [SHOES:ITEM_SHOES_MAIL:COMMON] & [SHOES:ITEM_SHOES_CHAUSSE:COMMON]
grab your with blade both hands and strike
needs to be:grab your blade with both hands and strike
Oh nice, this should be pretty useful for anyone else trying to combine this mod with other ones.not my work, I'm guessing if it has body parts even if they are stone bones stone meat etc, they will function as such? not sure they aren't my expertise. My expertise is tracking down the source of errors in code and creating scripts & reactions for entities. apparently no other body part matters as they have skin already and don't need a thickness... I think the collarbone issue is that its basically the start of limbs? as they extend from the torso, even though they are internal, so if you don't give them a bone material they wont have any tissues for thickness, since they don't have muscle, skin, or fat. the rest of the limbs are fine without it as the skin covers all those layers. personally the few times I've made golems I just put the same material in each instead of none... but I'm working with other people's work.
That typo though... Not sure how that eluded me for so long.
I'm kind of wondering why you would do [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:STONE:NONE:NONE:NONE:NONE] though, that would also leave all bodyparts such as ribs, organs, etc without a material (though I guess you could make a stone golem with meaty organs... bit creepy). If the goal is to make every bodypart stone, you could just do [TISSUE_LAYER:BY_CATEGORY:ALL:STONE]
Edit: added a link to your post in the OP
personally the few times I've made golems I just put the same material in each instead of none...
Change it to 'their'?
[REACTION:MAKE WOODEN PEDESTAL]
[NAME:make wooden pedestal]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CARPENTER:NONE]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[REAGENT:tool:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_PEDESTAL:GET_MATERIAL_FROM_REAGENT:log:NONE]
[PRODUCT_TOKEN:pedestal]
[SKILL:CARPENTRY]
[CATEGORY:ADV_CARPENTRY]
4:inorganic_metal.txt:But isn't that inaccurate, as "their" is plural? How about "its", which is gender-neatral and singular.Change it to 'their'?
Nothing to add, but agreed on singular "their" if the sentences can't be rephrased. His/her is barbaric, and I dislike assuming male.
interesting notes:
1: removal of scaled and barred from ITEM_SHOES_SPLINTED:
- stops the use of shell and bones to make this item.
2: item_weapon.txt - attack description errors:
line 1138 & 1313 - "your with blade" needs to be "your blade with" | "his" needs to be "their"
line 1313 - "guard" needs to be "crossguard" to match with the others
3: reaction_adv_carpenter.txt errors:
line 255 - "[NAME:make wooden training short sword]" needs to be "[NAME:make wooden training bastard sword]"
line 262 - "ITEM_WEAPON_SWORD_SHORT_TRAINING" needs to be "ITEM_WEAPON_BASTARD_TRAINING"
missing reaction:
Code: [Select][REACTION:MAKE WOODEN PEDESTAL]
4:inorganic_metal.txt:
[NAME:make wooden pedestal]
[ADVENTURE_MODE_ENABLED]
[BUILDING:CARPENTER:NONE]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[REAGENT:tool:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_PEDESTAL:GET_MATERIAL_FROM_REAGENT:log:NONE]
[PRODUCT_TOKEN:pedestal]
[SKILL:CARPENTRY]
[CATEGORY:ADV_CARPENTRY]
lines 84, 86, & 89: not sure why they was replaced as NONEx4... not sure if that was intentional.
Oh. The non-metallurgy version doesn't touch the smelter reactions at all, so whatever disappeared your pig iron, it wasn't me.I don't know what to say, I did a fresh install of the game, created a world started the fortress quickly made a manager and office, then check the others, make pig iron and steel were there, then I put the mod in, created another world, did the manager thing and boom!, make pig iron and make steel don't show (I only put the contents of "1 - Arms and Armor" in the raw's objects folder, do I need something else there?, is something in the Arms and Armor folder supposed to go somewhere else? also the version I got is "Grim's History and Realism Mods - Rev6c")
Nope, its not a material at all. Historically speaking, munitions grade armor is basically a polite way of saying 'this armor was hammered out as fast as possible at bare minimal quality'.
Ingame, I just used it to put armor on goblins that would normally show up wearing only clothes (they think its clothes, don't tell them!). I added it since highly-skilled goblins no longer seem to show up at all which makes them kind of weak compared to well-equipped and trained militia, and armor being commonplace (if not always of good quality) makes sense for our time setting.
Update out! Loads of new stuff, dfhack scripts, guns, clothes, give it a look over at the OP.
@Bob69Joe Cool idea actually, were it not that I just added belts as a kind of 'pants', which serve to not make dwarves super cranky from their pants being destroyed through their armor... somehow. I'm giving that idea a go though; It shouldn't be too hard to add a belt that works similar to the already existing pouch.
Update out! Loads of new stuff, dfhack scripts, guns, clothes, give it a look over at the OP.
@Bob69Joe Cool idea actually, were it not that I just added belts as a kind of 'pants', which serve to not make dwarves super cranky from their pants being destroyed through their armor... somehow. I'm giving that idea a go though; It shouldn't be too hard to add a belt that works similar to the already existing pouch.
Hmmm, thats puzzling because the metallurgy mod shouldn't have any overlap with the cannons at all.
I'll check up on this later at home.
Edit: Was the failure to fire with an enemy standing in about a 1-- degree arc in front of the gun? The gunner should wait with firing until theres something to actually shoot .
Ah, I may have forgotten to fix the test fire reaction.
I'd like to see the dfhack errors though, also they should have blasted the crocodiles.
Gah... Ok, not entirely positive why that's happening. Could you run "modtools/arty-mod -list" for me? I read over it and it might have somehow lost its properties which would make the projectile speed go all 'uuh, you can't make my speed a not number', which is what that message says there.
Found the problem, apparently items only have weight if something tells to them to calculate weight. Else its just zero, so it ended up dividing by zero which caused the 'not an integer' error. The reason it didn't come up during testing is because I was checking the ammunition was loaded before firing, which forces the game to calculate weight to show it in the UI.
Thankfully dfhack has a handy function to force items to calculate weight.
I also found some issues with the targeting function, namely it trying to shoot through floor, it not trying to shoot through fortifications and it not always picking the closest target.
Those are fixed too, I also made the targeting a little less resource intensive by not having it iterate through every unit on the map, and sorting them by range before checking against other conditions. Also prevented fired ammo from occasionally remaining in the barrel, somehow, by now just deleting the item and spawning a copy. The moveToGround function is... uselessly unreliable.
Gah. Forgot to uncomment the hostility check.
Uploaded another fixed version that doens't try and murder your own dwarves.
I should add: I havn't yet fixed the 'test fire' command, it was being kind of useless after I added firer tracking to the projectiles which prevents it from harming your dwarves, pet animals, neutral characters, etc.
@Euchrejack: In theory yes, they should. But right now fortress mode combat is not really controllable, there's no way for the player to prevent his dwarves from charging out in front of the guns and getting shot to pieces. That's bound to get old sooner rather than later. You may have noticed the regular ranged weapons don't have friendly fire either.
Also the hostility check on projectiles is kind of hard to manipulate, it requires the projectile having no firer set, which trips up the ranged-mod script in all sorts of ways. Right now implementing friendly fire seems not quite worth the bother; friendly fire mechanics are only fun if there's a reasonable way to prevent it.
sorry but I keep getting a thing with dfhack that says it can't find grims.initInside "1 - Arms and Armor", there are two folders - "scripts" and "objects". Everything in "objects" gets added to your raw/objects folder. Everything in "scripts" should be pasted into your hack/scripts folder (merge modtools with the existing modtools folder when prompted). That will probably solve your problem.
I added everything to my df raw folder, was it supposed to be the dfhack folder? I can't find anything called grims.init either
df hack keeps tellin me it can't find raw/scripts/grims.init
I've added descriptions to the buildings and reactions ingame, which should make most of the processes obvious. I do plan on writing up a proper workflow scheme kind of thing once I have the whole thing reworked and upgraded with dfhack.That should get me started. Cheers!
...If I remember my metal history correctly, bronze was more or less a straight upgrade to iron as a weapon material. Iron was only put into widespread use when the collapse of trade routes made sourcing both tin and copper simultaneously in sufficient quantities dubious at best. The crappy material properties of iron compared to bronze was what drove metallurgy developments to reduce those shortcomings, and this eventually resulted in the discovery of steel production.
A bit of feedback: I think it's a little weird that iron is the only usable metal for tools and weapons. From a historical (and logical!) standpoint it would make quite a bit of sense to use bronze when steel isn't available, as it's quite comparable and in some ways superior to wrought iron, and saw lots of use historically beyond the bronze age. Right now the situation is pretty much "you can have any metal, as long as it's iron", heh.
...
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:307: attempt to compare number with nil
stack traceback:
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:307: in global 'initProps'
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:245: in function <...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:229>
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:307: attempt to compare number with nil
stack traceback:
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:307: in global 'initProps'
...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:245: in function <...ss/data/save/region5/raw/scripts/modtools/ranged-mod.lua:229>
[DFHack]#
...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:237: attempt to index a number value (field 'subtype')
stack traceback:
...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:237: in function <...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:229>
...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:237: attempt to index a number value (field 'subtype')
stack traceback:
...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:237: in function <...12/data/save/region6/raw/scripts/modtools/ranged-mod.lua:229>