What Is It?
Hard mode, put simply. As the name implies, this mod's purpose is to play as Kobolds instead of the usual Dwarves, with a few tweaks and additions to fit the way kobolds play. The biggest difference is that there is virtually no mining of stone, the kobolds are only capable of digging through soil for shelter, and are much more reliant on outdoor production, especially for wood. With these limitations, Kobold Camp is essentially a lower powered DF, with much a much weaker civilization.
There are a few additions that ease the difficulty. Kobolds can farm wood and make leather beds, and so there isn't necessarily a horrible lack of wood.
Also, caravans even with other kobolds will have metal ores and other valuables, and they are able to use and forge gems and bars.
Lastly, as traditional with kobolds, they have a good ability with mechanics and traps. Which is almost a necessity in many cases, as it is much more difficult to raise a kobold military competent enough to fight off a siege.
Why Is It?
It's hard, you'll probably not last through your first seige, and kobolds like dying more than dwarves. Settling next to so much as an alligator will mean bad news for your camp. Yet if you pass all this, if you manage to get a thriving camp/warren going with the cute little things meandering about their business, it all feels quite rewarding over a dwarven instant-pass to invincible-fort.
The Latest Versions
The prepacked, full version (http://dffd.wimbli.com/file.php?id=2071)
The standalone raws. (http://dffd.wimbli.com/file.php?id=3139)
Changelog (Latest 4, the entire log can be found in the readme)
-Armors added
-Changed native ore to appear in the soil layers and be diggable, while all other rock is undiggable.
-Weapons reworked
-Kobolds are now able to break down metals to make crude goods
-Wheelbarrows/minecarts are specific to kobolds at half the capacity
-Long overdue port to 34.11
-Fixing/updating kobold graphics
-Errorlog fixing
-Various other typos and whatnot fine tuning
-Kobolds can now make shoes
-Wheelbarrows/minecarts are included
-No more mining of any stone, not even through copper/silver/gold. Gems and adamantium are mineable, but you would have to settle on top of a cave in order to get to such valuables. Kobold caravans carry valuables though, assumably through theft.
-Wood Stalk farming is fixed. Seeds are returned, and even work.
-Default graphics are now set to Haggle's kobolds.
-Training reactions have been fixed.
-All jobs are enabled, and all traps and mechanics are employed.
-Reactions and buildings have been cut back/changed. Many were redundant either already, or made redundant by the inclusion of all jobs.
-Altar reactions removed until working properly.
I love this mod.
There does seem to be rather a lot of precious metal laying in the dirt now. My 'bold just tripped over two gold veins and one platinum vein on the way to the weapon shop.
In reality, aside from maybe the occasional placer deposit, precious metals and ores just don't appear in soil layers... then again, dwarven geology does need to be taken with a grain of salt.
Yes, definitely didn't mean to have soil be goldmines perse. I've changed it cluster_small, so it shouldn't be breathing the precious metals, I'm just having trouble with the crop. In any case, reality has been changed for this case, as I don't think it makes the game too easy. The best weapons you can make are still copper, the best advantage is likely having the precious metals made into tradeable materials.
In other news, only thing I believe left to do for ideas is get those crops up. The crops exist, but trying to turn them into wood.. well that works too, problem is is that kobolds seem to be able to use anything, not just the kobold lumber plant.
[REACTION:PROCESS_KOBOLD_LUMBER_PLANT]
[NAME:process kobold lumber plant]
[BUILDING:WOOD_PROCESSOR:CUSTOM_K]
[REAGENT:A:1:PLANT:KOBOLD_LUMBER_PLANT:NONE:NONE]
[PRODUCT:100:1:WOOD:PINE:NONE:NONE]
[PRODUCT:75:1:SEEDS:KOBOLD_LUMBER_PLANT:NONE:NONE]
[SKILL:WOODCRAFT]
[REACTION:SEED_KOBOLD_LUMBER_PLANT]
[NAME:gather seed of kobold lumber plant]
[BUILDING:WOOD_PROCESSOR:CUSTOM_S]
[REAGENT:A:1:PLANT:KOBOLD_LUMBER_PLANT:NONE:NONE]
[PRODUCT:100:1:SEEDS:KOBOLD_LUMBER_PLANT:NONE:NONE]
[PRODUCT:50:1:SEEDS:KOBOLD_LUMBER_PLANT:NONE:NONE]
[PRODUCT:50:1:SEEDS:KOBOLD_LUMBER_PLANT:NONE:NONE]
[SKILL:WOODCRAFT]
There are the two reactions used, one for the log at a detriment to seeds, the other to get more seeds over logs. Never was able to get a grip on item/material subtypes. I'll toy around with it though, it should work before too long.
Hey guys, I saw that the altar had no reactions or anything of that sort so I decided to make a small ritual process. With these tokens, the Kobold's spiritual leaders (those who work Alchemy) will now be able to construct fetishes with which they can enact short heathen rituals to their various gods. In response, the deities may smile on them by giving them useless gems and trinkets, an obsidian boulder with which to arm themselves, or perhaps something even better. Alternatively, the latent magic of the ritual may consume the fetish without granting any items, or the Gods may grow tired of constantly being annoyed and, depending on their mood, smite the Kobold with a long-lasting curse of varying strength.
Put these in a reaction folder:
reaction_koboldaltar
[OBJECT:REACTION]
[REACTION:BONE_FETISH]
[NAME:construct bone fetish]
[BUILDING:ALTAR:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE]
[ANY_STRAND_TISSUE]
[USE_BODY_COMPONENT]
[REAGENT:B:2:NONE:NONE:NONE:NONE]
[ANY_BONE_MATERIAL]
[USE_BODY_COMPONENT]
[REAGENT:C:1:TOTEM:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_TOY_FETISH:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:ALCHEMY]
[REACTION:WOOD_FETISH]
[NAME:construct wood fetish]
[BUILDING:ALTAR:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE]
[ANY_STRAND_TISSUE]
[USE_BODY_COMPONENT]
[REAGENT:B:2:WOOD:NO_SUBTYPE:NONE:NONE]
[REAGENT:C:1:TOTEM:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_TOY_FETISH:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:ALCHEMY]
[REACTION:A_RITUAL]
[NAME:perform ritual]
[BUILDING:ALTAR:NONE]
[REAGENT:A:1:TOY:ITEM_TOY_FETISH:NONE:NONE]
[PRODUCT:50:1:TOY:ITEM_TOY_FETISH:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:SMALLGEM:NO_SUBTYPE:INORGANIC:BLOODSTONE]
[PRODUCT:10:1:RING:NO_SUBTYPE:INORGANIC:SILVER]
[PRODUCT:15:1:DRINK:NO_SUBTYPE:PLANT:STALK_WOOD]
[PRODUCT:3:1:ROUGH:NO_SUBTYPE:INORGANIC:BLUE_JADE]
[PRODUCT:15:5:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN]
[PRODUCT:10:1:GOBLET:NO_SUBTYPE:INORGANIC:ONYX]
[PRODUCT:5:1:TRAPCOMP:ITEM_TRAPCOMP_DART_TRAP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:GEM:NO_SUBTYPE:INORGANIC:CARNELIAN]
[PRODUCT:10:1:BOULDER:NO_SUBTYPE:INORGANIC:MINOR_CURSE]
[PRODUCT:7:1:BOULDER:NO_SUBTYPE:INORGANIC:MID_CURSE]
[PRODUCT:4:1:BOULDER:NO_SUBTYPE:INORGANIC:MAJ_CURSE]
[PRODUCT:2:1:BOULDER:NO_SUBTYPE:INORGANIC:SMITEDED]
[PRODUCT:1:1:ARMOR:ITEM_ARMOR_BONE_BREAST_ARMOR:INORGANIC:ADAMANTINE]
[PRODUCT:50:1:BOULDER:NO_SUBTYPE:INORGANIC:FAILED_RITUAL]
[SKILL:ALCHEMY]
Put these in an inorganic folder:
[OBJECT:INORGANIC]
[INORGANIC:MINOR_CURSE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:NONE]
[STATE_ADJ:LIQUID:NONE]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling smoke]
[STATE_ADJ:GAS:boiling smoke]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10014]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10016]
[SOLID_DENSITY:20]
[SYNDROME]
[SYN_NAME:cursed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_DIZZINESS:SEV:5:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:50:PEAK:1000000:END:2000000]
[INORGANIC:MID_CURSE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:NONE]
[STATE_ADJ:LIQUID:NONE]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling smoke]
[STATE_ADJ:GAS:boiling smoke]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10014]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10016]
[SOLID_DENSITY:20]
[SYNDROME]
[SYN_NAME:cursed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_DIZZINESS:SEV:50:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:50:PEAK:1000000:END:2000000]
[INORGANIC:MAJ_CURSE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:NONE]
[STATE_ADJ:LIQUID:NONE]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling smoke]
[STATE_ADJ:GAS:boiling smoke]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10014]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10016]
[SOLID_DENSITY:20]
[SYNDROME]
[SYN_NAME:cursed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_DIZZINESS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:50:PEAK:1000000:END:2000000]
[INORGANIC:SMITEDED]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:NONE]
[STATE_ADJ:LIQUID:NONE]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling smoke]
[STATE_ADJ:GAS:boiling smoke]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10014]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10016]
[SOLID_DENSITY:20]
[SYNDROME]
[SYN_NAME:smote]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_NECROSIS:SEV:50:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:50:PEAK:1000000:END:2000000]
[INORGANIC:FAILED_RITUAL]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:NONE]
[STATE_ADJ:LIQUID:NONE]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling smoke]
[STATE_ADJ:GAS:boiling smoke]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10014]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10016]
[SOLID_DENSITY:20]
Also, add this to the entity files:
[PERMITTED_REACTION:BONE_FETISH]
[PERMITTED_REACTION:WOOD_FETISH]
[PERMITTED_REACTION:A_RITUAL]
Optionally, you can also add something like [PROFESSION_NAME:ALCHEMIST:lesser shaman:lesser shamans] to the kobold creature entry for flavor.
I haven't had much time to test it out yet, but it should be working as intended. I also have yet to witness any of the curses, so I'm not entirely sure how debilitating they really are (I'm guessing smiteded is basically an instant-kill, but even if it's not it should be a little horrific anyways). I'm also a little worried that it will cause kobolds to have access to cotton candy armor in worldgen, but I haven't seen it happen yet. As well, the probabilities look right but one can never be sure. Hopefully I made it dangerous enough an undertaking that spamming rituals in the hopes of getting candy isn't actually worth the loss of kobold. If anyone comes up with better ideas for products -and/or- probabilities, feel free to add them in/make alterations. These reactions are pretty much out of my hands at this point.
(Props to narhiril over at Forlorn Realms for inspiring my little foray into reactions, as well as Patchouli in the same thread who along with narhiril explained how to go about doing this sort of thing)
As a side note, you currently need 2 bone OR 2 wood, and 3 hair as well as a totem (made from a skull at the crafts shop) in order to fashion a fetish.
Ability to build screw would mean ability to build water pump right ? Not to Koboldish if you ask me :p
For me who isn't that trap oriented, I don't have enough wood as it is I don't think I can spare any wood to build decent trap anytime soon. May be some weapon trap with looted weapon but that is it.
Yes, my wood processor does have 2 reaction. However, the 1st one is for turning 1 log not 1 stalk into 2 blocks sadly.
My current camp is in its 4th years. It just (barely) survives 3 consecutive seiges. Those damn goblins attack me me continuously through out my 3rd winter. My kobold fought valiantly without any trap and successfully fend off three goblin waves. not without a cost tho
This is a screenshot after 2nd siege.While my bowbold busying shooting down (get shot down) on the wall, a squad of troll sneaking to the back door, bash through it and the bloody battle for dining hall ensue.
(http://img221.imageshack.us/img221/1459/kcgoblinsiege1lkq.png)
3rd siege is even worse. They caught me off guard. I hadn't hauled all corpses out yet and one Troll still stucked at destroyed door. The whole invading force was like flooding straight in to my dining hall. We ended up with hallway full of T g d and k everywhere lol
(http://img826.imageshack.us/img826/9579/kcgoblinsiege2.png)
I lost like 40 or so Kobolds in this odeal with 30 more wounded. Out of my 24 remaining children 11 is destined to meet their doom in the near future with their mother death or too depress to come out and eat. (got to love how large their families are) Only a third of my camp able to perform any real function right now. Even my witchdoctor caught it in his guts and lie conciouslessly in his bed. I just name a random peasant to take his place together with some craftmen who somehow dabling in any medical field. We will see how many Kobold succumb to the infection. If my camp live long enough to see that day ^^"
The real problem, however, is that it is now summer. Seem like I missed my spring caravan during all these fighting. If the 4th siege come before I get supplies from summer caravan, my camp may be finished. I just emptied out my supply of arrow during last siege. I deforested the entire map long time ago. I initially have 8x20 woodstalk farm going on. but somehow all seeds are vanished. I never let any Kobold cook nor brew any woodstalk either.
I don't know about reptile kobold, but judging from description, DF kobold is definitely a doggy one :)
Here is the file itself if you don't currently have it:
item_armor_kobold
[OBJECT:ITEM]
[ITEM_HELM:ITEM_HELM_SHELL_HELMET]
[NAME:helmet:helmet]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:70]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[BARRED]
[SCALED]
[LEATHER]
[ITEM_ARMOR:ITEM_ARMOR_BONE_BREAST_ARMOR]
[NAME:bone armor:bone armor]
[ARMORLEVEL:2]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:ARMOR]
[COVERAGE:75]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[SCALED]
[LEATHER]
[SHAPED]
[BARRED]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]
[ITEM_SHIELD:ITEM_SHIELD_SHELL_BUCKLER]
[NAME:shell buckler:shell bucklers]
[ARMORLEVEL:1]
[BLOCKCHANCE:8]
[UPSTEP:1]
[MATERIAL_SIZE:1]
[ITEM_PANTS:ITEM_PANTS_LEG_GUARDS]
[NAME:leg guard:leg guards]
[ARMORLEVEL:2]
[LBSTEP:MAX]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:90]
[LAYER_SIZE:15]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[SCALED]
[LEATHER]
[METAL]
[BARRED]
[HARD]
Would adding it back in to an existing save be possible or not really? I tried putting it into the save's raw folder, but am not seeing it as an option in any of the workshops. Of course, it could be I have the wrong shop as well!
Well since you have returned and now working on this again here are some things to help you out:
[ITEM_ARMOR:ITEM_ARMOR_KOBOLD]
[NAME:necklace:necklaces]
[UBSTEP:0]
[LBSTEP:0]
[LAYER:UNDER]
[COVERAGE:10]
[LAYER_SIZE:10]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:3]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_SHOES:ITEM_SHOES_KOBOLD]
[NAME:ankle band:ankle bands]
[LAYER:OVER]
[COVERAGE:10]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ARMOR:ITEM_ARMOR_KOBOLD:COMMON]
[SHOES:ITEM_SHOES_KOBOLD:COMMON]
No more bad thoughts
[ITEM_TOOL:ITEM_TOOL_TRACK_WAGON]
[NAME:wagon (track):wagons (track)]
[VALUE:50]
[METAL_MAT]
[WOOD_MAT]
[TOOL_USE:TRACK_CART]
[FURNITURE]
[TILE:254]
[INVERTED_TILE]
[SIZE:40000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:250000] *half as good as a Minecart*
[ITEM_TOOL:ITEM_TOOL_CART]
[NAME:hand-cart:hand-carts]
[VALUE:50]
[METAL_MAT]
[WOOD_MAT]
[TOOL_USE:HEAVY_OBJECT_HAULING]
[FURNITURE]
[TILE:153]
[SIZE:30000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:50000] *half as good as a Wheelbarrow*
[TOOL:ITEM_TOOL_TRACK_WAGON]
[TOOL:ITEM_TOOL_CART]
custom armor items
[ITEM_PANTS:ITEM_PANTS_KOBOLD_SKIRT]
[NAME:banded skirt:banded skirts]
[ARMORLEVEL:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[METAL]
[BARRED]
[HARD]
[ITEM_SHIELD:ITEM_SHIELD_BRACER]
[NAME:blocking bracer:blocking bracers]
[ARMORLEVEL:1]
[BLOCKCHANCE:15]
[UPSTEP:1]
[MATERIAL_SIZE:2]
[ITEM_SHOES:ITEM_SHOES_KOBOLD_SHIN]
[NAME:shin guard:shin guards]
[ARMORLEVEL:1]
[UPSTEP:1]
[METAL_ARMOR_LEVELS]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[BARRED]
[HARD]
entity code
[PANTS:ITEM_PANTS_KOBOLD_SKIRT:COMMON]
[SHOES:ITEM_SHOES_KOBOLD_SHIN:COMMON]
[SHIELD:ITEM_SHIELD_BRACER]
If you want my Break down metal weapons and armor to make crude metal and stuff, just let me know.
EDIT:
I would be able to offer help on updating this, like if you plan on adding in interactions, or other stuff.
Quick and easy way to make stone undiggable
[MATERIAL_TEMPLATE:STONE_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
Density information. Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa. Data scattered around the net (used compressive strength). All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa. Data scattered around the net (used tensile strength). All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[MAX_EDGE:1000]
Used for pressing oil into jugs -- anything greater than zero needs to be glazed first.
[ABSORPTION:0]
Determines what sorts of objects can be built with the item.
[ITEMS_HARD]
[ITEMS_QUERN]
[UNDIGGABLE]
[REACTION_CLASS:CAN_GLAZE]
Right near the end ;) and for Ore to make it diggable make all metal bearing rocks use teh SOIL_TEMPALTE and that is it, because those have [IS_STONE] which makes them drop boulders once digith :P
plus it lets you use the new material values toady put in, without too much hassle ;)
also kobold weapons ---Weapons---
[ITEM_WEAPON:ITEM_WEAPON_SHOVEL]
[NAME:shovel:shovels]
[SIZE:500]
[SKILL:MINING]
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:100:4000:strike:strikes:edge:2000]
[ATTACK:BLUNT:1000:6000:whack:whacks:flat:1750]
[ATTACK:BLUNT:100:1000:bash:bashes:shaft:1250]
[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:5000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:15:200:smash:smashes:NO_SUB:2500]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:BLUNT:75:1000:jab:jabs:head:1500]
[ITEM_WEAPON:ITEM_WEAPON_CHOPPER]
[NAME:chopper:choppers]
[SIZE:500]
[SKILL:AXE]
[TWO_HANDED:25000]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:20000:3000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:20000:3000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:500:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_MACHETE]
[NAME:machete:machetes]
[SIZE:400]
[SKILL:SWORD]
[TWO_HANDED:15000]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:10000:2000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:25:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:10000:2000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:500:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SPEAR_THROWER]
[NAME:spear thrower and machete:spear throwers and machetes]
[SIZE:200]
[SKILL:SWORD]
[RANGED:THROW:SPEAR]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:spear thrower:1250]
[ATTACK:EDGE:10000:2000:slash:slashes:machete:1250]
[ATTACK:EDGE:25:1000:stab:stabs:machete:1000]
[ATTACK:BLUNT:10000:2000:slap:slaps:machete's flat:1250]
[ATTACK:BLUNT:50:500:strike:strikes:machete's pommel:1000]
some things like spears and stuff I enabled for kobolds to use like this is the entity file:
[DIGGER:ITEM_WEAPON_SHOVEL]
[WEAPON:ITEM_WEAPON_CHOPPER]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_MACHETE]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_CLUB]
[WEAPON:ITEM_WEAPON_SPEAR_THROWER]
[AMMO:ITEM_AMMO_THROWING_SPEAR]
Ok teh breaking down metal stuff.
[INORGANIC:IRON_CRUDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crude iron]
[STATE_NAME_ADJ:LIQUID:molten iron]
[STATE_NAME_ADJ:GAS:boiling iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:7]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:488250]
[IMPACT_FRACTURE:976500]
[IMPACT_STRAIN_AT_YIELD:287]
[COMPRESSIVE_YIELD:488250]
[COMPRESSIVE_FRACTURE:976500]
[COMPRESSIVE_STRAIN_AT_YIELD:287] bulk modulus 170 GPa
[TENSILE_YIELD:139500]
[TENSILE_FRACTURE:279000]
[TENSILE_STRAIN_AT_YIELD:65] young's modulus 211 GPa
[TORSION_YIELD:139500]
[TORSION_FRACTURE:279000]
[TORSION_STRAIN_AT_YIELD:170]
[SHEAR_YIELD:139500]
[SHEAR_FRACTURE:279000]
[SHEAR_STRAIN_AT_YIELD:170] shear modulus 82 GPa
[BENDING_YIELD:139500]
[BENDING_FRACTURE:279000]
[BENDING_STRAIN_AT_YIELD:65]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:CRUDE_METAL]
[INORGANIC:SILVER_CRUDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crude silver]
[STATE_NAME_ADJ:LIQUID:molten silver]
[STATE_NAME_ADJ:GAS:boiling silver]
[DISPLAY_COLOR:7:7:1]
[BUILD_COLOR:7:7:1]
[MATERIAL_VALUE:8]
[SPEC_HEAT:230]
[MELTING_POINT:11731]
[BOILING_POINT:13892]
[ITEMS_WEAPON][ITEMS_AMMO]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:10490]
[LIQUID_DENSITY:9320]
[MOLAR_MASS:107868]
[IMPACT_YIELD:315000]
[IMPACT_FRACTURE:535500]
[IMPACT_STRAIN_AT_YIELD:315]
[COMPRESSIVE_YIELD:315000]
[COMPRESSIVE_FRACTURE:535500]
[COMPRESSIVE_STRAIN_AT_YIELD:315] 100
[TENSILE_YIELD:90000]
[TENSILE_FRACTURE:153000]
[TENSILE_STRAIN_AT_YIELD:108] 83
[TORSION_YIELD:90000]
[TORSION_FRACTURE:153000]
[TORSION_STRAIN_AT_YIELD:299]
[SHEAR_YIELD:90000]
[SHEAR_FRACTURE:153000]
[SHEAR_STRAIN_AT_YIELD:299] 30
[BENDING_YIELD:90000]
[BENDING_FRACTURE:153000]
[BENDING_STRAIN_AT_YIELD:108]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:SILVER][REACTION_CLASS:QUICK_SILVER_MAKING2]
[REACTION_CLASS:CRUDE_METAL]
[INORGANIC:COPPER_CRUDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crude copper]
[STATE_NAME_ADJ:LIQUID:molten copper]
[STATE_NAME_ADJ:GAS:boiling copper]
[DISPLAY_COLOR:6:4:0]
[BUILD_COLOR:6:4:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:385]
[MELTING_POINT:11952]
[BOILING_POINT:14611]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8930]
[LIQUID_DENSITY:8020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:220500]
[IMPACT_FRACTURE:693000]
[IMPACT_STRAIN_AT_YIELD:157]
[COMPRESSIVE_YIELD:220500]
[COMPRESSIVE_FRACTURE:693000]
[COMPRESSIVE_STRAIN_AT_YIELD:157] 140
[TENSILE_YIELD:63000]
[TENSILE_FRACTURE:198000]
[TENSILE_STRAIN_AT_YIELD:52] 120
[TORSION_YIELD:63000]
[TORSION_FRACTURE:198000]
[TORSION_STRAIN_AT_YIELD:130]
[SHEAR_YIELD:63000]
[SHEAR_FRACTURE:198000]
[SHEAR_STRAIN_AT_YIELD:130] 48
[BENDING_YIELD:63000]
[BENDING_FRACTURE:198000]
[BENDING_STRAIN_AT_YIELD:52]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:COPPER]
[REACTION_CLASS:CRUDE_METAL]
[INORGANIC:BRONZE_CRUDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crude bronze]
[STATE_NAME_ADJ:LIQUID:molten bronze]
[STATE_NAME_ADJ:GAS:boiling bronze]
[DISPLAY_COLOR:6:4:0]
[BUILD_COLOR:6:4:0]
[MATERIAL_VALUE:3]
[SPEC_HEAT:435]
[MELTING_POINT:11868]
[BOILING_POINT:14140]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8250]
[LIQUID_DENSITY:8020]
[MOLAR_MASS:80000]
[IMPACT_YIELD:541800]
[IMPACT_FRACTURE:759150]
[IMPACT_STRAIN_AT_YIELD:492]
[COMPRESSIVE_YIELD:541800]
[COMPRESSIVE_FRACTURE:759150]
[COMPRESSIVE_STRAIN_AT_YIELD:492] no data, used 110
[TENSILE_YIELD:154800]
[TENSILE_FRACTURE:216900]
[TENSILE_STRAIN_AT_YIELD:140] 110
[TORSION_YIELD:154800]
[TORSION_FRACTURE:216900]
[TORSION_STRAIN_AT_YIELD:140]
[SHEAR_YIELD:154800]
[SHEAR_FRACTURE:216900]
[SHEAR_STRAIN_AT_YIELD:140] no data, used 110
[BENDING_YIELD:154800]
[BENDING_FRACTURE:216900]
[BENDING_STRAIN_AT_YIELD:140]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:BRONZE]
[REACTION_CLASS:CRUDE_METAL]
[INORGANIC:STEEL_CRUDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:crude steel]
[STATE_NAME_ADJ:LIQUID:molten steel]
[STATE_NAME_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:26]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1354500]
[IMPACT_FRACTURE:2268000]
[IMPACT_STRAIN_AT_YIELD:846]
[COMPRESSIVE_YIELD:1354500]
[COMPRESSIVE_FRACTURE:2268000]
[COMPRESSIVE_STRAIN_AT_YIELD:846] 160
[TENSILE_YIELD:387000]
[TENSILE_FRACTURE:648000]
[TENSILE_STRAIN_AT_YIELD:202] 200
[TORSION_YIELD:387000]
[TORSION_FRACTURE:648000]
[TORSION_STRAIN_AT_YIELD:202]
[SHEAR_YIELD:387000]
[SHEAR_FRACTURE:648000]
[SHEAR_STRAIN_AT_YIELD:202] no data, used 200
[BENDING_YIELD:387000]
[BENDING_FRACTURE:648000]
[BENDING_STRAIN_AT_YIELD:202]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:CRUDE_METAL]
Iron
Copper
Bronze
Silver
Steel all need a
[MATERIAL_REACTION_PRODUCT:CRUDE:INORGANIC:<said metal name>_CRUDE] dropped into them
----Weapon Breaking---
[REACTION:BREAK_METAL_WEAPON]
[NAME:break war-grade metal weapon]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WEAPON:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:2:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_ARMOR]
[NAME:break war-grade metal armor]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:ARMOR:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_HELM]
[NAME:break war-grade metal helm]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:HELM:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_GLOVE]
[NAME:break war-grade metal glove]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:GLOVES:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_PANT]
[NAME:break war-grade metal pants]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:PANTS:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:2:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_BOOT]
[NAME:break war-grade metal boot]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:SHOES:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
[REACTION:BREAK_METAL_SHIELD]
[NAME:break war-grade metal shield]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:SHIELD:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CRUDE]
[PRODUCT:100:2:TOOL:ITEM_TOOL_CHUNK:GET_MATERIAL_FROM_REAGENT:A:CRUDE]
[SKILL:METALCRAFT]
---Crude stuff making---
[REACTION:MAKE_CRUDE_SHOVEL]
[NAME:make crude shovel from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SHOVEL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_CHOPPER]
[NAME:make crude chopper from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CHOPPER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_DAGGER]
[NAME:make crude dagger from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_MACHETE]
[NAME:make crude machete from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHETE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_SPEAR]
[NAME:make crude spear from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_THROW_AXE_BATTLE]
[NAME:make crude battle axe(t) from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_THROW_AXE_BATTLE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_THROW_AXES]
[NAME:make 30 crude throwing axes from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_AXES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:15:AMMO:ITEM_AMMO_AXES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_WOOD_CLUB]
[NAME:make wooden club]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
[REACTION:MAKE_WOOD_SPEAR]
[NAME:make wooden spear]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
[REACTION:MAKE_CRUDE_SHIELD]
[NAME:make crude buckler from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_BUCKLER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_CAP]
[NAME:make crude cap from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_SHIELD_BUCKLER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:MAKE_CRUDE_BREASTPLATE]
[NAME:make crude cap from chunks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:CRUDE_MAT]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
^^^Also has make wooden spears and clubs nested in there^^^
also for allowing kobolds access to vital metals
---Free Metals---
[REACTION:FREE_COPPER]
[NAME:lol]
[PRODUCT:100:1:BAR:NONE:INORGANIC:COPPER]
[REACTION:FREE_COPPER_CRUDE]
[NAME:lol?]
[PRODUCT:100:1:BAR:NONE:INORGANIC:COPPER_CRUDE]
[REACTION:FREE_BRONZE_CRUDE]
[NAME:lol??]
[PRODUCT:100:1:BAR:NONE:INORGANIC:BRONZE_CRUDE]
[REACTION:FREE_IRON_CRUDE]
[NAME:lol???]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON_CRUDE]
[REACTION:FREE_SILVER_CRUDE]
NAME:lol????]
[PRODUCT:100:1:BAR:NONE:INORGANIC:SILVER_CRUDE]
[REACTION:FREE_STEEL_CRUDE]
[NAME:lol?????]
[PRODUCT:100:1:BAR:NONE:INORGANIC:STEEL_CRUDE]
^^^Allows embarking and trading of said metals^^^
also these are used in the metal breaking reactions
[ITEM_TOOL:ITEM_TOOL_CHUNK]
[NAME:chunk:chunks]
[VALUE:1]
[TILE:145]
[SIZE:50]
[UNIMPROVABLE]
[MATERIAL_SIZE:1]
Entity crap
[PERMITTED_REACTION:BREAK_METAL_WEAPON]
[PERMITTED_REACTION:BREAK_METAL_ARMOR]
[PERMITTED_REACTION:BREAK_METAL_HELM]
[PERMITTED_REACTION:BREAK_METAL_GLOVE]
[PERMITTED_REACTION:BREAK_METAL_PANT]
[PERMITTED_REACTION:BREAK_METAL_BOOT]
[PERMITTED_REACTION:BREAK_METAL_SHIELD]
[PERMITTED_REACTION:MAKE_CRUDE_SHOVEL]
[PERMITTED_REACTION:MAKE_CRUDE_CHOPPER]
[PERMITTED_REACTION:MAKE_CRUDE_DAGGER]
[PERMITTED_REACTION:MAKE_CRUDE_MACHETE]
[PERMITTED_REACTION:MAKE_CRUDE_SPEAR]
[PERMITTED_REACTION:MAKE_CRUDE_THROW_AXE_BATTLE]
[PERMITTED_REACTION:MAKE_CRUDE_THROW_AXES]
[PERMITTED_REACTION:MAKE_WOOD_CLUB]
[PERMITTED_REACTION:MAKE_WOOD_SPEAR]
[PERMITTED_REACTION:MAKE_CRUDE_SHIELD]
[PERMITTED_REACTION:MAKE_CRUDE_CAP]
[PERMITTED_REACTION:MAKE_CRUDE_BREASTPLATE]
[PERMITTED_REACTION:FREE_COPPER]
[PERMITTED_REACTION:FREE_COPPER_CRUDE]
[PERMITTED_REACTION:FREE_BRONZE_CRUDE]
[PERMITTED_REACTION:FREE_IRON_CRUDE]
[PERMITTED_REACTION:FREE_SILVER_CRUDE]
[PERMITTED_REACTION:FREE_STEEL_CRUDE]
Oh crap I forgot that I had throwing axes for my kobolds
[ITEM_AMMO:ITEM_AMMO_AXES]
[NAME:throwing axe:throwing axes]
[CLASS:AXE]
[SIZE:600]
[ATTACK:EDGE:20000:4000:slice:slices:NO_SUB:1000]
[ITEM_WEAPON:ITEM_WEAPON_THROW_AXE_BATTLE]
[NAME:battle axe(t):battle axes(t)]
[ADJECTIVE:throwing axes and]
[SIZE:900]
[SKILL:AXE]
[RANGED:THROW:AXE]
[SHOOT_FORCE:500]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:30000]
[MINIMUM_SIZE:20000]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:40000:6000:hack:hacks:battle axe:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:battle axe flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:battle axe pommel:1000]
^^^Could probally be called tomahawks? Hatchet/Choper with tomahawks? Also only fully grown bolds can hold these 1 handed with no penelties^^^
Everything in hear has been geared towards functionality, and flavour. So reading them looks nice, and figuring out what is what in a list of menus has been thought of and done.
As for the castes, I will be adding them into Regen, Ambushing bolds will use their hide power whenever they can even in battle. that is why I want to limit it's use to a month or half a month. So you don't have a shadowbold constantly phasing in and out of sight during combat, of course that would be epic to see. And the planned method of pulling these upgrades off will allow full control of who the player wishes to give the upgrades too.
Reguarding spells I have a minor healing spell and a ice strike spell (tosses 4 shards of ice) for starter. And planned to have the shaman have to meditate or do something to learn more spells. But due to the major frailty they get. Using for combat better be a last resort, because they will get torn apart. Also it's better for a kobold pup to become a shaman ;) the battery lasts longer.
Also what is your thoughts on a "beefier" kobold upgrade? Kinda like the kobold's own little Body builder Spartan (Btw the armor stuff I made was based on spartan armor, except for the shield (blocking bracer, made by Delioth) that was inspired by castlevaina LoS) but I don't know what side effects being a muscle bold would be? no physical stat gain and rust. all skills cut in half?
Making Wood and Clay Slabs
[REACTION:MAKE_WOOD_SLAB]
[NAME:make wooden slab]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]
[REACTION:MAKE_CLAY_SLAB]
[NAME:make clay slab]
[BUILDING:KILN:CUSTOM_ALT_S]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]
@GWG
I think the only way to make clay useful is to fire it. But i've only worked with clay a few times in my life, so there may be other ways to make clay useful with out being fired. But without firing is clay just no better then dried mud?
I had a post all ready to go with spells and stuff, but something messed up and I had to redo this post. Then again without the acual ground work those spells might sit there for quite a bit.
I do ask, because I did add it as an optional feature into my modpack and would like to improve it if possible.
Is there any part of your to do list that I could help with? I can also make any part of the masterwork mod available for this.
I also made a Kobold head logo, for my GUI. Looks like this:
(https://lh5.googleusercontent.com/-Pse7FTPUdo8/UOToSEOI1pI/AAAAAAAALks/xWB2YROFR5c/s958/all%2520logos.PNG)
I noticed that you dont have full sprites for the bolds... beefmo Solifuge made a kobolds grphic pack a while ago, I ported it to 34.11 with the new animated tags, and added a brown/generic background, the way the phoebus graphics are set up.
(http://i.imgur.com/Zjf3a.png)
graphics_kobold_camp
[OBJECT:GRAPHICS]
[TILE_PAGE:KOBOLD_CAMP]
[FILE:kobold_camp.bmp]
[TILE_DIM:16:16]
[PAGE_DIM:12:27]
[CREATURE_GRAPHICS:KOBOLD_CAMP]
[DEFAULT:KOBOLD_CAMP:0:0:ADD_COLOR]
[STANDARD:KOBOLD_CAMP:1:0:AS_IS:DEFAULT]
[CHILD:KOBOLD_CAMP:2:0:AS_IS:DEFAULT]
[BABY:KOBOLD_CAMP:3:0:AS_IS:DEFAULT]
[DRUNK:KOBOLD_CAMP:4:0:AS_IS:DEFAULT]
[MERCHANT:KOBOLD_CAMP:5:0:AS_IS:DEFAULT]
[THIEF:KOBOLD_CAMP:6:0:AS_IS:DEFAULT]
[MASTER_THIEF:7:0:AS_IS:DEFAULT]
[ANIMATED:KOBOLD_CAMP:10:0:AS_IS:DEFAULT]
[ADMINISTRATOR:KOBOLD_CAMP:0:1:AS_IS:DEFAULT]
[CLERK:KOBOLD_CAMP:1:1:AS_IS:DEFAULT]
[TAXCOLLECTOR:KOBOLD_CAMP:2:1:AS_IS:DEFAULT]
[TRADER:KOBOLD_CAMP:3:1:AS_IS:DEFAULT]
[PHILOSOPHER:KOBOLD_CAMP:4:1:AS_IS:DEFAULT]
[DIPLOMAT:KOBOLD_CAMP:5:1:AS_IS:DEFAULT]
[EXECUTIONER:KOBOLD_CAMP:6:1:AS_IS:DEFAULT]
[DUNGEONMASTER:KOBOLD_CAMP:7:1:AS_IS:DEFAULT]
[ALCHEMIST:KOBOLD_CAMP:8:1:AS_IS:DEFAULT]
[ADVISOR:KOBOLD_CAMP:9:1:AS_IS:DEFAULT]
[GUILDREP:KOBOLD_CAMP:0:2:AS_IS:DEFAULT]
[OUTPOSTLIAISON:KOBOLD_CAMP:0:2:AS_IS:DEFAULT]
[BARON:KOBOLD_CAMP:0:3:AS_IS:DEFAULT]
[BARON_CONSORT:KOBOLD_CAMP:1:3:AS_IS:DEFAULT]
[COUNT:KOBOLD_CAMP:2:3:AS_IS:DEFAULT]
[COUNT_CONSORT:KOBOLD_CAMP:3:3:AS_IS:DEFAULT]
[DUKE:KOBOLD_CAMP:4:3:AS_IS:DEFAULT]
[DUKE_CONSORT:KOBOLD_CAMP:5:3:AS_IS:DEFAULT]
[KING:KOBOLD_CAMP:6:3:AS_IS:DEFAULT]
[KING_CONSORT:KOBOLD_CAMP:7:3:AS_IS:DEFAULT]
[MAYOR:KOBOLD_CAMP:0:4:AS_IS:DEFAULT]
[CAPTAIN_OF_THE_GUARD:KOBOLD_CAMP:2:4:AS_IS:DEFAULT]
[SHERIFF:KOBOLD_CAMP:3:4:AS_IS:DEFAULT]
[MANAGER:KOBOLD_CAMP:4:4:AS_IS:DEFAULT]
[BOOKKEEPER:KOBOLD_CAMP:5:4:AS_IS:DEFAULT]
[BROKER:KOBOLD_CAMP:6:4:AS_IS:DEFAULT]
[HIGH_PRIEST:KOBOLD_CAMP:7:4:AS_IS:DEFAULT]
[PRIEST:KOBOLD_CAMP:8:4:AS_IS:DEFAULT]
[SHOPKEEPER:KOBOLD_CAMP:9:4:AS_IS:DEFAULT]
[SLAVE:KOBOLD_CAMP:10:4:AS_IS:DEFAULT]
[PRISONER:KOBOLD_CAMP:11:4:AS_IS:DEFAULT]
[RECRUIT:KOBOLD_CAMP:0:6:AS_IS:DEFAULT]
[WRESTLER:KOBOLD_CAMP:1:6:AS_IS:DEFAULT]
[SWORDSMAN:KOBOLD_CAMP:2:6:AS_IS:DEFAULT]
[AXEMAN:KOBOLD_CAMP:3:6:AS_IS:DEFAULT]
[HAMMERMAN:KOBOLD_CAMP:4:6:AS_IS:DEFAULT]
[MACEMAN:KOBOLD_CAMP:5:6:AS_IS:DEFAULT]
[SPEARMAN:KOBOLD_CAMP:6:6:AS_IS:DEFAULT]
[PIKEMAN:KOBOLD_CAMP:7:6:AS_IS:DEFAULT]
[LASHER:KOBOLD_CAMP:8:6:AS_IS:DEFAULT]
[CROSSBOWMAN:KOBOLD_CAMP:9:6:AS_IS:DEFAULT]
[BOWMAN:KOBOLD_CAMP:10:6:AS_IS:DEFAULT]
[BLOWGUNMAN:KOBOLD_CAMP:11:6:AS_IS:DEFAULT]
[CHAMPION:KOBOLD_CAMP:0:7:AS_IS:DEFAULT]
[MASTER_WRESTLER:KOBOLD_CAMP:1:7:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:KOBOLD_CAMP:2:7:AS_IS:DEFAULT]
[MASTER_AXEMAN:KOBOLD_CAMP:3:7:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:KOBOLD_CAMP:4:7:AS_IS:DEFAULT]
[MASTER_MACEMAN:KOBOLD_CAMP:5:7:AS_IS:DEFAULT]
[MASTER_SPEARMAN:KOBOLD_CAMP:6:7:AS_IS:DEFAULT]
[MASTER_PIKEMAN:KOBOLD_CAMP:7:7:AS_IS:DEFAULT]
[MASTER_LASHER:KOBOLD_CAMP:8:7:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:KOBOLD_CAMP:9:7:AS_IS:DEFAULT]
[MASTER_BOWMAN:KOBOLD_CAMP:10:7:AS_IS:DEFAULT]
[MASTER_BLOWGUNMAN:KOBOLD_CAMP:11:7:AS_IS:DEFAULT]
[RECRUIT:KOBOLD_CAMP:0:8:AS_IS:GUARD]
[WRESTLER:KOBOLD_CAMP:1:8:AS_IS:GUARD]
[SWORDSMAN:KOBOLD_CAMP:2:8:AS_IS:GUARD]
[AXEMAN:KOBOLD_CAMP:3:8:AS_IS:GUARD]
[HAMMERMAN:KOBOLD_CAMP:4:8:AS_IS:GUARD]
[MACEMAN:KOBOLD_CAMP:5:8:AS_IS:GUARD]
[SPEARMAN:KOBOLD_CAMP:6:8:AS_IS:GUARD]
[PIKEMAN:KOBOLD_CAMP:7:8:AS_IS:GUARD]
[LASHER:KOBOLD_CAMP:8:8:AS_IS:GUARD]
[CROSSBOWMAN:KOBOLD_CAMP:9:8:AS_IS:GUARD]
[BOWMAN:KOBOLD_CAMP:10:8:AS_IS:GUARD]
[BLOWGUNMAN:KOBOLD_CAMP:11:8:AS_IS:GUARD]
[CHAMPION:KOBOLD_CAMP:0:9:AS_IS:GUARD]
[MASTER_WRESTLER:KOBOLD_CAMP:1:9:AS_IS:GUARD]
[MASTER_SWORDSMAN:KOBOLD_CAMP:2:9:AS_IS:GUARD]
[MASTER_AXEMAN:KOBOLD_CAMP:3:9:AS_IS:GUARD]
[MASTER_HAMMERMAN:KOBOLD_CAMP:4:9:AS_IS:GUARD]
[MASTER_MACEMAN:KOBOLD_CAMP:5:9:AS_IS:GUARD]
[MASTER_SPEARMAN:KOBOLD_CAMP:6:9:AS_IS:GUARD]
[MASTER_PIKEMAN:KOBOLD_CAMP:7:9:AS_IS:GUARD]
[MASTER_LASHER:KOBOLD_CAMP:8:9:AS_IS:GUARD]
[MASTER_CROSSBOWMAN:KOBOLD_CAMP:9:9:AS_IS:GUARD]
[MASTER_BOWMAN:KOBOLD_CAMP:10:9:AS_IS:GUARD]
[MASTER_BLOWGUNMAN:KOBOLD_CAMP:11:9:AS_IS:GUARD]
[RECRUIT:KOBOLD_CAMP:0:10:AS_IS:ROYALGUARD]
[WRESTLER:KOBOLD_CAMP:1:10:AS_IS:ROYALGUARD]
[SWORDSMAN:KOBOLD_CAMP:2:10:AS_IS:ROYALGUARD]
[AXEMAN:KOBOLD_CAMP:3:10:AS_IS:ROYALGUARD]
[HAMMERMAN:KOBOLD_CAMP:4:10:AS_IS:ROYALGUARD]
[MACEMAN:KOBOLD_CAMP:5:10:AS_IS:ROYALGUARD]
[SPEARMAN:KOBOLD_CAMP:6:10:AS_IS:ROYALGUARD]
[PIKEMAN:KOBOLD_CAMP:7:10:AS_IS:ROYALGUARD]
[LASHER:KOBOLD_CAMP:8:10:AS_IS:ROYALGUARD]
[CROSSBOWMAN:KOBOLD_CAMP:9:10:AS_IS:ROYALGUARD]
[BOWMAN:KOBOLD_CAMP:10:10:AS_IS:ROYALGUARD]
[BLOWGUNMAN:KOBOLD_CAMP:11:10:AS_IS:ROYALGUARD]
[CHAMPION:KOBOLD_CAMP:0:11:AS_IS:ROYALGUARD]
[MASTER_WRESTLER:KOBOLD_CAMP:1:11:AS_IS:ROYALGUARD]
[MASTER_SWORDSMAN:KOBOLD_CAMP:2:11:AS_IS:ROYALGUARD]
[MASTER_AXEMAN:KOBOLD_CAMP:3:11:AS_IS:ROYALGUARD]
[MASTER_HAMMERMAN:KOBOLD_CAMP:4:11:AS_IS:ROYALGUARD]
[MASTER_MACEMAN:KOBOLD_CAMP:5:11:AS_IS:ROYALGUARD]
[MASTER_SPEARMAN:KOBOLD_CAMP:6:11:AS_IS:ROYALGUARD]
[MASTER_PIKEMAN:KOBOLD_CAMP:7:11:AS_IS:ROYALGUARD]
[MASTER_LASHER:KOBOLD_CAMP:8:11:AS_IS:ROYALGUARD]
[MASTER_CROSSBOWMAN:KOBOLD_CAMP:9:11:AS_IS:ROYALGUARD]
[MASTER_BOWMAN:KOBOLD_CAMP:10:11:AS_IS:ROYALGUARD]
[MASTER_BLOWGUNMAN:KOBOLD_CAMP:11:11:AS_IS:ROYALGUARD]
[BONE_CARVER:KOBOLD_CAMP:0:19:AS_IS:DEFAULT]
[LEATHERWORKER:KOBOLD_CAMP:1:19:AS_IS:DEFAULT]
[WOODCRAFTER:KOBOLD_CAMP:2:19:AS_IS:DEFAULT]
[STONECRAFTER:KOBOLD_CAMP:3:19:AS_IS:DEFAULT]
[STRAND_EXTRACTOR:KOBOLD_CAMP:3:19:AS_IS:DEFAULT]
[TANNER:KOBOLD_CAMP:4:19:AS_IS:DEFAULT]
[WEAVER:KOBOLD_CAMP:5:19:AS_IS:DEFAULT]
[CLOTHIER:KOBOLD_CAMP:5:19:AS_IS:DEFAULT]
[GLASSMAKER:KOBOLD_CAMP:6:19:AS_IS:DEFAULT]
[FURNACE_OPERATOR:KOBOLD_CAMP:7:19:AS_IS:DEFAULT]
[WOOD_BURNER:KOBOLD_CAMP:7:19:AS_IS:DEFAULT]
[METALSMITH:KOBOLD_CAMP:8:19:AS_IS:DEFAULT]
[BLACKSMITH:KOBOLD_CAMP:8:19:AS_IS:DEFAULT]
[WEAPONSMITH:KOBOLD_CAMP:8:19:AS_IS:DEFAULT]
[ARMORER:KOBOLD_CAMP:8:19:AS_IS:DEFAULT]
[METALCRAFTER:KOBOLD_CAMP:8:19:AS_IS:DEFAULT]
[JEWELER:KOBOLD_CAMP:9:19:AS_IS:DEFAULT]
[GEM_CUTTER:KOBOLD_CAMP:9:19:AS_IS:DEFAULT]
[GEM_SETTER:KOBOLD_CAMP:9:19:AS_IS:DEFAULT]
[BOWYER:KOBOLD_CAMP:10:19:AS_IS:DEFAULT]
[CRAFTSMAN:KOBOLD_CAMP:11:19:AS_IS:DEFAULT]
[MINER:KOBOLD_CAMP:0:20:AS_IS:DEFAULT]
[MASON:KOBOLD_CAMP:1:20:AS_IS:DEFAULT]
[STONEWORKER:KOBOLD_CAMP:1:20:AS_IS:DEFAULT]
[WOODCUTTER:KOBOLD_CAMP:2:20:AS_IS:DEFAULT]
[CARPENTER:KOBOLD_CAMP:3:20:AS_IS:DEFAULT]
[WOODWORKER:KOBOLD_CAMP:3:20:AS_IS:DEFAULT]
[ENGRAVER:KOBOLD_CAMP:4:20:AS_IS:DEFAULT]
[ARCHITECT:KOBOLD_CAMP:5:20:AS_IS:DEFAULT]
[BUTCHER:KOBOLD_CAMP:0:21:AS_IS:DEFAULT]
[ANIMAL_DISSECTOR:KOBOLD_CAMP:0:21:AS_IS:DEFAULT]
[FISH_CLEANER:KOBOLD_CAMP:1:21:AS_IS:DEFAULT]
[FISH_DISSECTOR:KOBOLD_CAMP:1:21:AS_IS:DEFAULT]
[FISHERY_WORKER:KOBOLD_CAMP:1:21:AS_IS:DEFAULT]
[FISHERMAN:KOBOLD_CAMP:2:21:AS_IS:DEFAULT]
[ANIMAL_TRAINER:KOBOLD_CAMP:3:21:AS_IS:DEFAULT]
[ANIMAL_CARETAKER:KOBOLD_CAMP:3:21:AS_IS:DEFAULT]
[HUNTER:KOBOLD_CAMP:4:21:AS_IS:DEFAULT]
[RANGER:KOBOLD_CAMP:4:21:AS_IS:DEFAULT]
[TRAPPER:KOBOLD_CAMP:5:21:AS_IS:DEFAULT]
[HERBALIST:KOBOLD_CAMP:0:22:AS_IS:DEFAULT]
[CHEESE_MAKER:KOBOLD_CAMP:1:22:AS_IS:DEFAULT]
[THRESHER:KOBOLD_CAMP:2:22:AS_IS:DEFAULT]
[PLANTER:KOBOLD_CAMP:3:22:AS_IS:DEFAULT]
[MILLER:KOBOLD_CAMP:4:22:AS_IS:DEFAULT]
[FARMER:KOBOLD_CAMP:5:22:AS_IS:DEFAULT]
[MILKER:KOBOLD_CAMP:6:22:AS_IS:DEFAULT]
[BREWER:KOBOLD_CAMP:7:22:AS_IS:DEFAULT]
[COOK:KOBOLD_CAMP:8:22:AS_IS:DEFAULT]
[MECHANIC:KOBOLD_CAMP:0:23:AS_IS:DEFAULT]
[ENGINEER:KOBOLD_CAMP:0:23:AS_IS:DEFAULT]
[SIEGE_ENGINEER:KOBOLD_CAMP:1:23:AS_IS:DEFAULT]
[SIEGE_OPERATOR:KOBOLD_CAMP:2:23:AS_IS:DEFAULT]
[PUMP_OPERATOR:KOBOLD_CAMP:3:23:AS_IS:DEFAULT]
[SOAP_MAKER:KOBOLD_CAMP:4:23:AS_IS:DEFAULT]
[LYE_MAKER:KOBOLD_CAMP:4:23:AS_IS:DEFAULT]
[POTASH_MAKER:KOBOLD_CAMP:4:23:AS_IS:DEFAULT]
[DYER:KOBOLD_CAMP:5:23:AS_IS:DEFAULT]
The scrimshawer definitely has some weird things going on. I'll admit that I've been away from DF for a little while, so I may be not perfectly helpful on this, but here's what I'm seeing as problems:
Craft Bone Sword: I don't actually see a sword in the kobold item list at all. There IS a training machete so the idea is probably to have a machete.
Craft Bone Spear: Spears have been replaced with pointy sticks, so I believe the code could be replaced as follows
[REACTION:CRAFT_BONE_SPEAR]
[NAME:craft bone short spear]
[BUILDING:SCRIMSHAWER:CUSTOM_P]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[ANY_BONE_MATERIAL]
[USE_BODY_COMPONENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_POINTY_STICK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
Craft Bone Dagger: Same issue as the machete, we've got a training dagger but no actual dagger.
Craft Bone/Shell Hammer: There also isn't a bone/shell hammer under item_kobold, though there are bone throwing hammers which don't appear to be listed as a kobold reaction.
Craft Bone Chopper: Choppers appear to be incorrectly referenced as ITEM_WEAPON_AXE_CHOPPERS.
[REACTION:CRAFT_BONE_CHOPPER]
[NAME:craft bone chopper]
[BUILDING:SCRIMSHAWER:CUSTOM_C]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[ANY_BONE_MATERIAL]
[USE_BODY_COMPONENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CHOPPER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
Craft Bone Shovel: Looks to be in order to me!
I'm not sure about ranged weapons (as I was pretty much just looking at the basic melee bone weapons) but I think those are the major scrimshawer problems. I'm not sure if this is the case in game, but I'm also noticing that item_kobold has a banded skirt, shin guards, and a shield, but no chest armor. That also could be a matter of design choice. If there is anything I can help with for Kobold Camp, please let me know! I'm trying to get back into playing and would be happy to assist
Also, I was planning on looking at the kobold items to add in interesting attack-descriptions there (definitely for my own amusement, possibly to offer if KC or Masterwork wanted them), but don't yet know what the strings mean. I'm sure you both have more important things to do, but I'll let you know if I come up with anything!
Yes, I didn't realize the scrimshawer was so messed up. At some point I made a bunch of name changes to item_weapon_kobold and didn't make the appropriate changes elsewhere, a rather amazing mistake that makes me wonder if I didn't just completely accidentally copy/paste an old raw.
I'm still doing some playtests and all that, although I should likely make a patch soon just to fix that sort of thing. Since while KC's gotten rough around the edges, the scrimshaw is just borked.
I'm not sure about ranged weapons (as I was pretty much just looking at the basic melee bone weapons) but I think those are the major scrimshawer problems. I'm not sure if this is the case in game, but I'm also noticing that item_kobold has a banded skirt, shin guards, and a shield, but no chest armor. That also could be a matter of design choice. If there is anything I can help with for Kobold Camp, please let me know! I'm trying to get back into playing and would be happy to assist
Also, I was planning on looking at the kobold items to add in interesting attack-descriptions there (definitely for my own amusement, possibly to offer if KC or Masterwork wanted them), but don't yet know what the strings mean. I'm sure you both have more important things to do, but I'll let you know if I come up with anything!
I certainly will accept help when offered, but as mentioned, I am currently playtesting just to see what does need doing to clean up things. Although, if you do drop some raws for attack descriptions (or anything for that matter) then I will peruse them and most likely put them in.
Speaking of that, I still need to successfully put in solifuge's spritesheet. Attempting it once just led to the default 'k' for kobold graphics. Ever since 2010 it sort of felt like sometimes the graphics wouldn't work for no reason whatsoever, but maybe that's only been a problem with me.
From the graphic files Meph left, I changed the initial text to match the spritesheet at /solifuge/kobold.png:
graphics_solifuge_kobolds
[OBJECT:GRAPHICS]
[TILE_PAGE:KOBOLD_CAMP]
[FILE:solifuge/kobold.png]
[TILE_DIM:16:16]
[PAGE_DIM:12:27]
Everything else in the raw is copy/pasted and wasn't changed. If someone knows offhand how I messed it up, that would be great.
Guess I should post this in here too. I updated those cutebold sprites, added quite a few more jobs.
Awesome. I'm not sure why I took the original graphics out, but that's been par for the course lately. I'll be putting them back in, when graphics start cooperating for me.