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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Random_Dragon on September 10, 2015, 10:36:32 pm

Title: [47.02 - .47.05] Adventurecraft (latest update 11/27/2022)
Post by: Random_Dragon on September 10, 2015, 10:36:32 pm
This is a Wanderer's Friend derivative that I've been mucking about with for quite a while. At least since after DF2012 was finalized. Figures that I'll finally get in the mood to upload this while we're waiting on another update. A copy of the readme file, with accompanying appendices, is included alongside the raw file. Appendices are on the wiki page (http://dwarffortresswiki.org/index.php/User:Valos/Adventurecraft) for this mod, and in my third post here due to post length.

Thanks to Button (http://www.bay12forums.com/smf/index.php?paction=profile;u=77173) for the idea first found in their Expanded Plants (http://dwarffortresswiki.org/index.php/Modification:Expanded_Plants) mod, of allowing plant growths to cite entire plants for adventurer harvesting.

Additional thanks to Flint (http://www.bay12forums.com/smf/index.php?action=profile;u=63312) for the suggestion of simple lockbows (first used in Kobold Kamp), to Jackie for working on unarmed weapons, ZM5 (http://www.bay12forums.com/smf/index.php?action=profile;u=107591) for idea of and advice on the spear-thrower, Kallin for idea of clubs, as well as GIR, Tippex, and others elsewhere for testing, ideas, and help.

Current version for .47.02 - .47.05: http://dffd.bay12games.com/file.php?id=14758 (http://dffd.bay12games.com/file.php?id=14758)

Prior versions:
Spoiler (click to show/hide)

Changes from .47.01 Adventurecraft: Only reason a different version was needed is due to an added entity token, which renders 47.02 raws incompatible with 47.01. For some added !!FUN!! however, decided to give the new token to the Resurfaced tribals. Also some sphere tweaks for megabeasts, for a plan that ultimately fell flat.

Latest updates as of November 27, 2022: Per feedback, belatedly, FINALLY got around to implementing the suggestion of making infernal magic's stigmata and muteness side effects temporary, in exchange for the stigmata bleeding effect having a higher base severity.

Changelog is maintained in my next post due to post length.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy adventuring.

Notable features of the mod:
1. Extensive reaction expansions. Just about anything useful in adventure mode can be obtained somehow.
2. A way to render most generated beast extracts extractable, and modify the material properties of organic generated beasts. Not only is it more rewarding to hunt megabeasts, but the same applies to titans and other such beasts. RCP edits are good for your health.
3. Extensive rebalancing to combat. Not only can you joint-lock and neck-snap just about anything with limbs, but various attacks and weapons better fit the role they're expecting to fill, and many materials have been altered to make things like stone weapons and megabeast-bone crafts serve their purpose.
4. Fleshing out the world and its inhabitants. A wider variety of great beasts to hunt, unnatural variants of certain monsters that stalk the night as a tier of threat below semi-megabeasts, tribes of subterranean animal people who've ascended to live on the surface, etc.
5. Rudimentary magical interactions with a more primal focus, which show up intermittently in worldgen as secrets, but can also be acquired by seeking out certain beasts thematically connected to a specific ability.

Important Pointers Before You Start:
1. Helves have been adapted into staves, and are used for adventure-mode weapon crafting in the same way helves are used for stone axes.
2. Most of the plants I've made pickable in adventurer mode are not in season all year round, just as the plants already exploitable in adventurer mode can only be picked in certain seasons.
3. Proper manly (or dwarvenly) adventurers don't use thread, cloth, bars, or sheets obtained from markets, keeps, or other worldgenned sources. Recipe bugs mean non-player-crafted versions will last for a crapload of uses.
4. Metalworking makes use of the carpenter's workshop for the time being, as no other workshop can be crafted in adventure mode.

Features:
Spoiler (click to show/hide)

Bugs and Issues:
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Meph on September 11, 2015, 11:56:18 am
KurikAmudnil has written a script called autofixhandedness.lua which fixed custom made gauntlets and does not interfere with fort mode. If you want to have a look, it's in hack/scripts in the masterwork mod.

Quote
No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
SPATTER_ADD can add workable poisons to weapons, traps and ammos. No problem there.

Itemsyndrome can do the same for shields, clothing and armor, like rune-engravings or decorations of steel raising the armors durability.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 11, 2015, 01:43:44 pm
Interesting take. I went more extreme with the materials part just flat out giving copper/iron/steel properties and stronger skin/scales to gobs/trolls/semimegas, rocs, and hydras/dragons. Made them heavy as hell too, gotta be really damn strong to run around in a full set of the stuff and it makes them flat out bastards to fight.

I'll look through it later more closely but I will say the one thing I think the WF mod was missing most was a way to use bone stacks more sensibly. Added a cleaned bone item and used those so you can have an item be 1 bone + x cleaned bones and so on. I just use gm-editor to fix the handedness, might grab the autofixhandedness later but I've got gm-editor on shift+d anyways.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 11, 2015, 02:00:02 pm
EDIT: Changelog is now here due to post length.

Change Log:
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Meph on September 11, 2015, 04:15:26 pm
Quote
Ah. I should look into that, assuming it can be used with the raw files without requiring the user to run anything themselves?
The gauntlets are fixed automatically, the spatter-add is run through a reaction, so "poison your weapons" etc. But both require an install of dfhack.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 11, 2015, 06:02:41 pm
EDIT: Appendices are now here due to post length.

Appendix A, New Reactions (No Workshop Involved):
Spoiler (click to show/hide)

Appendix B, List of Forging Reactions (at Carpenter's Workshop):
Spoiler (click to show/hide)

Appendix B, List of More Useful Stones:
Spoiler (click to show/hide)

Appendix D, List of Monsters With Improved Body Materials:
Spoiler (click to show/hide)

Appendix E, List of Monsters That Yield Venom Sacs:
Spoiler (click to show/hide)

Appendix F, List of Plant and Misc Craftable Extracts:
Spoiler (click to show/hide)

Appendix G, List of Plants Made Harvestable in The Mod:
Spoiler (click to show/hide)

Appendix H, List of Obtainable Magic:
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 11, 2015, 06:39:09 pm
As for clean bone tools, thing is you can't get the stack size to translate reasonably into a reasonable number of faked clean bone tools. And if I recall, reactions demanding multiples of a given reagent are bugged.
Well, you can tweak how many it makes, I just went with two per bone, and have various reactions which need 1 bone (or skull, which I added to the templates because dammit I need to be able to wear a damn dragon skull helm after killing one of the flying intelligent steelboned bastards!) and between 1 and 3 cleaned bones along with some needing leather. It's not perfect but I prefer 1 bone+3 cleaned bones+1 leather for a big hunk of armor than 1 bone+1 leather or something.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 11, 2015, 07:14:44 pm
Hmm. So wait, asking for multiple cleaned bone tools will work? Thing is, I'd prefer stack lunacy to requiring a mix of raw bone and cleaned bone.

Even then, there isn't an easy way to get raw bones to convert into a sensible number of clean bones, right? It's either eat the whole stack (so you haven't actually avoid that issue), or one dragon turns into a shitload of cleaned bones.

I am however curious how you make skulls usable for crafting, as I've tried and failed to make skulls cite a material to allow their use in reactions. Tellll meeee. owo
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 11, 2015, 09:35:09 pm
I added skulls to a template, it's the same material as the bones, it's just that the skull specifically uses the skull material and then I added the reaction class tag to the skulls.

The bones get produced from one bone to two cleaned atm with this:
Code: [Select]
[REACTION:BONECARVING_ADV]
[NAME:separate bones]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:2:TOOL:ITEM_TOOL_BONE_CLEAN:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
Then as an example:
Code: [Select]
[REACTION:CRAFT_BONE_HELM_ADV]
[NAME:carve skull helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:skull:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SKULL]
[REAGENT:cleaned bones:2:TOOL:ITEM_TOOL_BONE_CLEAN:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:skull:NONE]
[SKILL:BONECARVE]

That works great for me, uses up bones enough that I frequently run out before I'm able to just spam masterworks until I get highly skilled, so I end up settling for a mix of quality levels with earlier stuff.

This in the spoiler is the dragonskull template, just point to it in the body detail plan, the material properties are the same as the dragonbones (more or less steel but a bit denser and much sharper as I recall, eliminates the glass-cannon dragon issue) just with the skull names and stuff in there.
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 11, 2015, 10:19:18 pm
Hmm. I could've sworn that just using a different template for skulls failed to work right, I'll have to try again. I'm still reluctant to copy that bone cleaning idea. What's stopping you from drowning in cleaned dragon bones?

EDIT: Okay, I think you're just fucking with me here. First, you didn't even put a reaction class in that material template. Second, I tested making a skull material template by copying the bone template and giving it a reaction_class, then changing the body detail plans to reference that material for skulls. Just as when I tried this last time, it didn't work.

EDIT 2: Though maybe I fucked up by forgetting to define a tissue template. Nope. Didn't work either.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 01:28:24 am
No, they definitely work.

Spoiler (click to show/hide)

You can make more or less cleaned bones, and I generally end up with a pile left over or wind up trying to decide what to use the last couple pieces on.

For skulls I added these references:

creature_standard points to the relevant skull tissue and material templates
DRAGON has: [BODY_DETAIL_PLAN:DRAGONSCALE_MATERIALS
[USE_MATERIAL_TEMPLATE:SKULL:DRAGONSKULL_TEMPLATE]
[BODY_DETAIL_PLAN:DRAGONSCALE_TISSUES]
[USE_TISSUE_TEMPLATE:SKULL:SKULL_TEMPLATE]
[SELECT_MATERIAL:SKULL]
[REACTION_CLASS:SKULL]

b_detail_plan_default points to the skull material and tissue templates
 DRAGONSCALE_MATERIALS has: [ADD_MATERIAL:SKULL:DRAGONSKULL_TEMPLATE]
   
DRAGONSCALE_TISSUES has: [ADD_TISSUE:SKULL:SKULL_TEMPLATE]

material_template_default has [MATERIAL_TEMPLATE:DRAGONSKULL_TEMPLATE]

tissue_template_default has [TISSUE_TEMPLATE:SKULL_TEMPLATE]
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 02:11:56 am
Hmm. As I found from checking your mod on Guthib. I tested that and it still won't work. The reaction refuses to acknowledge the skull as a valid reagent no matter how I mess with it.

Are you using DFHack or something in all those lua files to make it work? Because right now I'm reluctant to believe this being doable through raw edits alone.

Also, again. A one-to-one ratio of raw bone to clean bone isn't really ideal, and taking multiple units of raw bone is bugged and has been bugged for as long as I can recall.

EDIT: Nope. Not even the clean bone idea works right. Cleaning bones consumes a full stack to produce one cleaned bone, ignoring stack size. I am getting very sick of this, because so far I've yet to see any evidence that your mod is doing what you claim it'll do.

EDIT 2: This time I went so far as to just copy-paste the raw files and test those. Now the bone-cleaning reactions works SLIGHTLY, but it still only takes 1 bone at a time. Meanwhile, your skull reaction is outright useless even after copying the full raws. Either you're using DFHack to make it work, the lua files are required (didn't find any evidence this is the case), or...
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 09:14:22 am
No, the only thing I need dfhack for is the gauntlet handedness. The skulls work without it.

You can't make the bone cleaning do anything but take one bone at a time, that's why I introduced it, so you can have something use 5 or 6 bones for something instead of 1 bone.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 09:18:13 am
With it in place, kill a megabeast or goblin and butcher the corpse, there should be a skull item which can be used for the helm or war hammer reactions. You can createitem WEAPON:ITEM_WEAPON_HAMMER_WAR DRAGON:SKULL too and it will produce the right item. The scripts aren't necessary for it at all, they're just the toys or stuff I've worked on, the wanderlust folder is self contained. The creatures do require a world-gen to show up but I assume you did that.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 10:38:44 am
I've been testing this in the arena, and it should be working there if it'll work at all. You're telling me it's supposed to work by just dumping the raw replacements in the raw folder, right?

Oh wait. I've been testing this on humans, let me try a goblin...


Spoiler (click to show/hide)

Nope. Not even. Gonna test this in adventure mode in a bit. By the way, I'd started testing this in adventure mode with a human and discovered a little extra dose of batshit insanity.

Ohgodwhatkillitwithfire::
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 11:02:24 am
Huh, I thought I fixed that... oh wait, I left that so I can make like dragon nail knives or roc feather knives I think?

Regular humans don't have the tag added, their skulls are just bones, kill a goblin and do it, or find a hurf/erf/dorf, the adventurer castes, or a troll, yeti, sasquatch, semi-mega, or megabeast, or add the reaction class to regular skulls.

Fair warning, I tested and balanced all the stuff like the gear weight, monster toughness, etc, using a hacked adventurer with like 300 attribute points and 500 or something skill points, and THEN tried it with a regular character, so... don't go trying to casually whack a dragon in the head with a copper war hammer and expecting it to fall over like vanilla ones. >.>
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 11:11:09 am
Ahem. That first screenshot in my last post was testing on a goblin. Getting some screenshots of an adventure-mode goblin.

Roc feather knives would almost make as little sense as this:
Spoiler (click to show/hide)

Then I grabbed the unfortunate fellow's skull and...

Oh the suspense:
Spoiler (click to show/hide)

Nope. I don't know how you made skull helms and hammers, but it clearly wasn't through normal adventure mode crafting. This does. Not. Work.

I'm fairly certain I know the likely cause of this, namely as it seems like the skull item drops all references to the material its made of when butchered. Gonna have to test a reaction letting me use any item to force skull usage and see if it spits out an item made out of "none" or some other body material.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 11:19:58 am
Ok but see... I just started df without dfhack, just ./df and did this:
Spoiler (click to show/hide)

There's nothing that makes use of any of the reaction tools in dfhack, I just did that in df by itself.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 11:26:08 am
I don't know what you're doing to make it work, but it's not work on my end. Are you sure you're not using some other raw tweak besides what's in the folder in your Github repository?

Screenshot:
Spoiler (click to show/hide)

Because something here is making skulls refuse to reference their material when returned as a butcher item. This is a issue I've been wrestling with since this mod's DF2012 days.

Having you actually post a screenshot of you doing this yourself and making it works at leasthelps some, but doesn't answer the question of why it's not working right on my end. I'm sorry for getting so pissed off about it, but it was a bit hard to believe you'd actually tested this in adventure mode. ._.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 11:29:32 am
Even checked goblins.
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 11:30:34 am
Okay, what are you doing to make this work?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 11:41:41 am
To make absolutely sure I even pulled the files off github again, I had to paste three reactions back in because this save was a different testing iteration I haven't pushed to github (you can see the bone bolts on there for example) but those reactions were just the bolts, and then I have the regular bone knife/needle and claw/tooth knife/needle reactions in this save.

Just bashed a goblin, chopped him up, and you can see even the helm retains the skull reaction class.
Spoiler (click to show/hide)
So I'm not sure why it isn't working.

Spoiler: reaction_other.txt (click to show/hide)

Note that I've never gotten the lua hook thing at the end to work right but I've tried repeatedly and it has nothing to do with the skull thing because it works the same in ./df as ./dfhack either way.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 11:57:58 am
Hmm. Tested again by overwriting the files of a fresh raw copy with the Wanderlust raw files, and generated another new world.

Long screenshot is long:
Spoiler (click to show/hide)

You said you tested this in an existing world. You sure you didn't apply something via DFHack or some other mod not in the Wanderlust folder that did that? Have you tested this in the arena, or in a fresh world?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 12:27:05 pm
Without dfhack, freshly dropped the wanderlust folder contents into the raw/objects, did the overwrites, then I generated a world, made a character, went upstairs, ran into a goblin friend of mine, bashed her in the neck with a war hammer, cut her apart, made a stone knife, cleaned bones, and this:
Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 12:33:05 pm
Huh. I have no idea why it's working on my end. At least point at least I believe you that it's actually working without hacks, but I'm out of obvious solutions.

Is this a different version maybe? I've been testing in .40.24, but as this has been a problem even since DF2012 I doubt it'd be a version difference causing this.

Spoiler (click to show/hide)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 12:58:53 pm
It's 40.24, the dfhack is mostly the r3 with some r4 stuff and my own scripts in there, but as I said it doesn't matter.

The nervous tissue knives, yeah, I couldn't find a way to tag it to use claws/nails/horns for knives right so I just threw the hack in.

Interesting discovery last night, I stumbled across a necromancer tower and my demon buddy ran in and started getting swarmed, not wanting to deal with them I just set them all on fire because I'm fireproof for the most part and he's totally fireproof.

Then I start noticing I'm bleeding and couldn't figure out why.

Hydra scales and bones are dragon template materials and fireproof, their nails are not apparently, so I had to dump a ‼*hydra nail knife*‼ out of my backpack because it was melting my bodyfat.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 01:05:52 pm
Weird. I'm completely stumped in that case.

Also, you should be able to give nail, tooth, horn etc templates a reaction_class for that, then restrict the reaction to demanding that. It's how I allowed making sewing needles out of almost any hard body material. >.>
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 03:38:32 pm
Since you went all "J'ACCUSE!" I shall return the favor and claim you are sabotaging yourself to make your version look better! Ha ha!

(kidding)

(mostly)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 03:45:00 pm
I oughta eat you for that. ;w;

Still, if we both did the same thing, why the hell is it working on yours but not mine? ._.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 05:20:31 pm
Because I am not random!

Honestly though I'm stumped, you on linux?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 05:41:56 pm
Pbbt. Given the hilarity that's ensued due to working with Cataclysm DDA modding on Github, sometimes I wish. Just ye olde Windows 7, 32-bit. >.>
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 06:50:22 pm
there'syourproblem.png
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 06:55:04 pm
I'm struggling to figure out how "skulls forget what they're made of" is an OS-specific issue.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 07:08:19 pm
[Goldblum]Windows uh... finds a way.[/Goldblum]

Really not sure how it isn't working though, I mean, they shouldn't even show up if they didn't get incorporated right, so it should just be a matter of the reaction tags but why would they work for me and not you then?

Why did I not know about the GET_ITEM_DATA_FROM_REAGENT thing?

Yours seems more suited for a more raw vanilla power level game incidentally, which is good, as I aimed mine the other way, bumping up against the edges of what you can do without dfhack. I like a lot of the ideas you have in there, the refit part is really neat, might spin something similar for fitting bones onto leather stuff.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 07:16:15 pm
I'm fairly certain skulls would show up on butchering even if the skull material wasn't working right. Far as I can tell, ignoring the material seems to be the default behavior. Most likely because, looking at totems, they don't specify being made out of bone, right? Most end products seem to always reference the material in the item name, not the tissue. Whereas totems...

Between this and the fact that making totems is controlled by something completely different from most reactions, hardcoded or otherwise...they use a flag in the body part definition, not a [BONE] or similar material definition token, nor an item_reaction_product or what-have-you also to be used in the material.

Anyone else tried messing with this to see if it works when they do it? ._.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 07:30:48 pm
Well, in the save you have, try createitem HELM:ITEM_HELM_HELM DRAGON:SKULL and see if it loads up as the right material?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 07:34:55 pm
Goody, was hoping this mod would have some usefulness to it.

And hmm, I'll need to add a reaction for that, I assume?

EDIT: Yeesh, something made your edited files a real headache to look at.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/drunken%20formatting_zpsm1jlzei1.png)
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 07:42:06 pm
Add a reaction for?

I just meant to try a createitem test with the save you took those screenshots from and see if it loads up or if dfhack reports missing material.

Yours makes more use of the metals around, I don't rely on them except early on usually, but I like the idea of being able to improve the leather armor I grab in the starting forts. The troll hide is usually the best stuff in there beyond the copper in the shops, but you gotta buy that (or drop it outside the shop and wait >.>) to avoid being a thief.

You need the other notepad, like ++ or some shit for windows.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 07:48:33 pm
Ah. Which entails toying with DFHack, when in theory a reaction citing CREATURE_MAT:DRAGON:SKULL for it's product material should work in the same way. At least I hope. =w=

EDIT: The aforementioned test reaction yielded a goblin skull helm when I told it to cite goblin skull material, as expected. I don't know if that's a good sign or a bad sign.

EDIT 2: And for the formatting, ye olde wordpad also worked better. I'm used to using wordpad for Cataclysm editing, so no idea why I was still doing DF edits with notepad.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 07:56:59 pm
Well, at least it partially works, just not sure why the tags didn't load properly the way they were.

Least you've got some experience with them now if you want to play with it.

Oh, the megaheart in random monsters is neat as well, probably gonna steal that too.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 08:00:00 pm
Trying to pester a friend to test it himself to see if skulls failing to reference their material is more than just an issue on my end, as well. Will need look into DFHack to see if it gives different results that way, yeah. @_@

And feel free to. Now if I had a way to unfuck gauntlets without using DFHack... <.<

EDIT: And adding to the list of annoyances, your reaction for carving tooth needles refuses to accept goblin teeth, and goblins don;'t yield skin when butchered. What the...?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 12, 2015, 10:22:57 pm
Ok that's gotta be something else screwing with things, wait, did you install this on top of your mod?
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 12, 2015, 10:31:38 pm
No. Had installed this on top of a fresh copy of the DF raws. ._.

EDIT: To put things back on topic, fixed an issue where giant tortoises had their "tanned scale" material removed, but I forget to tell it to use toughened scale instead.

"You make a giant tortoise fatty."
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on September 13, 2015, 02:30:25 am
I did that with the first attempts to get the dorfs to use the dragon scale material.

Butcher a dorf, tan the skin.

"You make a dwarf fatty."

'I make a what?'
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 13, 2015, 10:11:30 am
Plus I think I did that with some of my first attempts to make tanned scale and chitin a separate material from raw scales/chitin, way back when.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: barlth on October 11, 2015, 07:10:33 am
Having a small problem, or perhaps I'm just being stupid
Downloaded it and got it to work.
Going into adventure mode trying to craft a stone axe. I got the Axe head, the knife and the wood stave...
But I can't seem to get it to craft. How in the world am I to hold three things in two hands O_o
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 11, 2015, 10:09:27 am
Odd. It should still work if you drop the components onto the tile you're on. ;w;

Other than that, if you strapped the dagger to your body to free up a hand, it no longer counts as available for crafting for some reason. ._.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Deon on October 20, 2015, 01:16:13 pm
It's DF oddity. You cannot use anything from your inventory in crafting.

You have to hold it in your hands or drop under yourself on the ground.

Quote
How in the world am I to hold three things in two hands O_o
If you keep "removing" items from your inventory with R hotkey, you can hold as many items in 2 hands as you want.
Title: Re: [.40.24] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 21, 2015, 09:46:12 am
And don't forget, that trick means you can use all the shields.

All of them.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2015, 11:56:56 am
Boom. We're back, and now in DF2015. Well, .42.01.

Download link for current and last version on first post. Wanna bet that we get an update within a day? ;w;
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 02, 2015, 04:55:50 pm
+1 for neck breaking. Now I can do more stealth kills.

And people are talking about not being able to use these kinda mods because of the ethics thing.Have you fixed that?

Also,suggestion: If you can make so if adventurers can craft their own mugs and brew their own beer I'm going to hug you to death.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2015, 04:59:55 pm
I partially fixed the ethics idiocy. Semi-megabeasts are no longer sentient, now. They get a selection of natural skills instead.

Since the bulk of the tougher body materials are the (semi)megabeast-tier, and they have heart extracts too, that's kinda high on the list. ;w;

And mugs. Damn tempting. I wasn't yet sure how best to implement brewing in a logical way, but maybe I should now that it has a use. Should I go with df-style dry brewing, or make it require water?

Though wait, it might still not allow liquids in reactions.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on December 02, 2015, 05:17:44 pm
Which tags did you remove, just [CAN_LEARN]? I was trying to make an interaction to do this  but it isn't working for some reason and I'm tired of focusing on it instead of playing around with dancing and musical silliness.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 02, 2015, 05:19:38 pm
There is always adv-fort if you don't manage to do it in your mod.I'll just brew stuff from a workshop and make me a mug of Elf bone  ;).

Also,I know that this on God of War levels of gaming,but is it possible to tear out limbs via wrestling and using no bites?Just curious.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2015, 05:34:13 pm
Which tags did you remove, just [CAN_LEARN]? I was trying to make an interaction to do this  but it isn't working for some reason and I'm tired of focusing on it instead of playing around with dancing and musical silliness.

Just CAN_LEARN, yeah. I would've altered INTELLIGENT to just CAN_SPEAK had any of the semi-megabeasts used that combo token.

There is always adv-fort if you don't manage to do it in your mod.I'll just brew stuff from a workshop and make me a mug of Elf bone  ;).

Also,I know that this on God of War levels of gaming,but is it possible to tear out limbs via wrestling and using no bites?Just curious.

Mugs. So tempting now. I might add reactions for it, it'll take a while to add faked growths and pick growth seasons for all of the brewable plants. @_@

As for tearing enemies limb from limb? If you have a massive size/strength advantage, pinch bodyparts can potentially do that.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 02, 2015, 06:27:51 pm
(https://i.imgur.com/SMmg8Ni.png)

I cannot thank you enough.

Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2015, 06:34:40 pm
Seeing that always brings me a chuckle.

Hmm. Any suggestions for how best to implement a reaction for brewing? Requiring a mug would be amusing, but that I suspect holds less than a waterskin. And the issue of water or no water, and how involved the reaction should be.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 02, 2015, 06:56:58 pm
Seeing that always brings me a chuckle.

Hmm. Any suggestions for how best to implement a reaction for brewing? Requiring a mug would be amusing, but that I suspect holds less than a waterskin. And the issue of water or no water, and how involved the reaction should be.

Hmm..I think for the reaction to work it should need any kind of liquid container(barrel/mug/bottle/waterskin) + water(shouldn't be much of an issue since there is water everywhere) + the plant in question(i'm starting to see potato beers around taverns so I think the plants from human farms and dwarven underground could be an easy start) + pot/cauldron(or not,if you want) = container with beer.

Or we can just use the workshops from fortresses,tho I think that needs adv-fort.

Or something much,much simpler:water in container + plant = Low quality beer

Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2015, 07:17:58 pm
Hmm. Either a pot, or a mortar and pestle. So that sounds decent. X3
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 03, 2015, 12:29:52 am
Hmm. Well, brewing has been stymied by my being knee deep in the bugfixes.

EDIT: And brewing should be a thing now. o3o
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 04, 2015, 09:18:49 pm
Much as I hate to triple post...delicious booze brewing, and more universal joint applications. Want to snap a hydra's seven necks? Knock yourself out.

Future plans are to add paper and mugs to the crafting list. Then maybe see how to unfuck hardtack.
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Pwnzerfaust on December 05, 2015, 06:08:47 pm
Is this compatible with 42.02?
Title: Re: [.42.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 05, 2015, 06:37:07 pm
Is this compatible with 42.02?

Holy shit Toady got on that fast.

I've yet to test that, so I think it'd be prudent of me to start work on a 42.02 version.
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 06, 2015, 04:00:06 am
There we go. Apologies for the update taking me so long.
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kiloku on December 07, 2015, 07:15:01 am
When you craft clothing with this mod, is it automatically the correct size for the species you're playing?
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 07, 2015, 11:06:01 am
When you craft clothing with this mod, is it automatically the correct size for the species you're playing?

Yep, it's sized for the user. You can also alter clothing of the wrong size, assuming it's not made of metal, and the end product will be in your size. Though if you're feeling wasteful, the refit recipes don't care if you resize clothing that already fits. XP
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kiloku on December 08, 2015, 06:15:11 am
Is there any way to make the mod compatible with texture sets? When I installed it, most creatures (and a few items) started showing up as letters again.
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 08, 2015, 10:25:15 am
Is there any way to make the mod compatible with texture sets? When I installed it, most creatures (and a few items) started showing up as letters again.

Ack. I really should toy around with DF tilesets, but never tried before. From what I know of them, you'd have to go and set the tile definition of every single creature/item that it overrides,

And lunacy like that already makes me miss the way it's done in CDDA, where the sprite assignments are defined by in the tileset's files. @_@
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 08, 2015, 07:17:16 pm
Is there any way to make the mod compatible with texture sets? When I installed it, most creatures (and a few items) started showing up as letters again.

Weird,I had no problems  :P
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 08, 2015, 08:53:37 pm
Doubly weird. o3o

In any case, hope that the brewing and papermaking proves useful.

I've still yet to devise a way to make biscuits that won't crash the game. ;w;
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kiloku on December 09, 2015, 11:12:30 am
Is there any way to make the mod compatible with texture sets? When I installed it, most creatures (and a few items) started showing up as letters again.

Ack. I really should toy around with DF tilesets, but never tried before. From what I know of them, you'd have to go and set the tile definition of every single creature/item that it overrides,

And lunacy like that already makes me miss the way it's done in CDDA, where the sprite assignments are defined by in the tileset's files. @_@

I managed to fix it, and I assume I didn't break anything while doing it. I copied everything from the base game's (with textures) raw/graphics folder into the mod's raw/graphics folder.
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 09, 2015, 11:39:23 am
Oh. Ooooh. That makes sense. I never messed with the graphics folder in the raw, only objects.

Shit, if it's that easy, I could just include the objects folder instead. Though telling people to only replace their objects folder, instead of just the raw folder, is more complex.

An alternative would be to mention in the mod's initial instructions to only use the objects folder if they have a graphics pack they wish to use.
Title: Re: [.42.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 12, 2015, 12:42:37 am
Bug of the day: Removing the body part definition for the upper spine in Body_RCP causes necromancy to not exist.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 15, 2015, 12:16:11 pm
(http://vignette3.wikia.nocookie.net/fallout/images/f/f9/Muggymugs.jpg/revision/latest?cb=20120625113642)

Guess what? Mugs. Finally remembered that yes, they do in fact have a use in adventure mode.

Feel free to serve everyone a round of barbed haze and watch the Fun ensue.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Rammok on December 16, 2015, 11:45:15 am
Nice work. If you have no objections, I would like to include this mod in the next release of Dark Ages. There is already some overlap, but I really like what you've done with mega-beast extracts.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 16, 2015, 11:52:44 am
Nice work. If you have no objections, I would like to include this mod in the next release of Dark Ages. There is already some overlap, but I really like what you've done with mega-beast extracts.

Ah, go right ahead.

I've also still trying and failing to get two different oddball ideas to work. One, making skulls usable without removing the [TOTEMABLE] token. Two, making hardtack. :V
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 17, 2015, 04:26:37 am
Nyeheheheh. Skulls and hardtack are back with a vengeance.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on December 20, 2015, 08:59:20 am
I've got a problem, if I try to extract essence from a megabeast heart I only get grease.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 20, 2015, 12:16:07 pm
I've got a problem, if I try to extract essence from a megabeast heart I only get grease.

Uhoh. Crap, let me see what went wrong. @_@

EDIT: Doh! It was a typo that occured when I was changing mentions of "essense" to "essence" it seems. Will fix shortly.

EDIT 2: Fixed. Thank you for finding that.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on December 21, 2015, 09:46:13 am
I've got a problem, if I try to extract essence from a megabeast heart I only get grease.

Uhoh. Crap, let me see what went wrong. @_@

EDIT: Doh! It was a typo that occured when I was changing mentions of "essense" to "essence" it seems. Will fix shortly.

EDIT 2: Fixed. Thank you for finding that.

Have you modified the download because I've redownloaded, created a new world it and it's still grease.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 21, 2015, 10:01:43 am
Have you modified the download because I've redownloaded, created a new world it and it's still grease.

I updated the... *checks DFFD*

What the fuck, why is that typo still there? >.<

EDIT: I am an idiot. I uploaded that update to the .42.02 version instead of the .42.03 version.

EDIT 2: Fixed, and this time I made sure it went into the right version.. If it still borks after that, I will be saddragon.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 21, 2015, 01:19:46 pm
Bug of the day: Barbed haze fails to induce berserkgang due to the drinker lacking the [NOT_LIVING] token.
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Dozebôm Lolumzalìs on December 21, 2015, 01:39:22 pm
A backwards check for "livingness"?
Title: Re: [.42.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 21, 2015, 01:59:11 pm
A backwards check for "livingness"?

Or something to that effect. What's more bothersome is that barbed haze also adds the "crazed" tag with also should've had an effect.

EDIT: And add unusable skulls for tougher monsters to my fix list.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 02, 2016, 02:34:24 am
I've been messing around with this mod for a day or two, and it's been a nice addition! One quick issue though:

Making metal armor (by crafting leather armor then reinforcing them) always seems to result in an item with no quality modifier. I've tested it with 20 or so helms, as well as a few other pieces of reinforced armor. I've made plenty of other stuff just fine and gotten quality level modifiers left and right, so I'm assuming this isn't intentional.

Some quick stats from my adventurer: Dab Tanner, Dab Weaver, Skil Clothier, Comp W Craft, Comp M Craft, Dab Leatherworker, Dab Spinner.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on January 02, 2016, 07:09:27 am
It's impossible to scrap angel weapon or armor in the current version, is there a possible fix ?
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 08:45:13 am
Making metal armor (by crafting leather armor then reinforcing them) always seems to result in an item with no quality modifier. I've tested it with 20 or so helms, as well as a few other pieces of reinforced armor. I've made plenty of other stuff just fine and gotten quality level modifiers left and right, so I'm assuming this isn't intentional.

Oh that is odd. Wait. I think I see a likely suspect for the cause. I didn't think to assign a skill to the reactions because I wasn't sure what might be fitting for it. Why didn't I think of using metalcrafting or armorsmithing? I am a dunce. >.<

It's impossible to scrap angel weapon or armor in the current version, is there a possible fix ?

That would require...oh. That might be easily fixable. I'd gone the HARD way and gave the material_reaction_product to all metal definitions that can show up in weapons or armor, when just giving the TEMPLATE it would've made more sense. >.<
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on January 02, 2016, 09:06:05 am
I noticed that creature in creature_adventurecraft have "essense" instead of "essence"
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 09:13:56 am
I noticed that creature in creature_adventurecraft have "essense" instead of "essence"

Ack. Sorry about that. @_@

And as for scrapping angelic materials, I'm encountering a problem. It seems that dumping the item_reaction_product info into the metal template doesn't work as planned.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on January 02, 2016, 09:46:44 am
I noticed that creature in creature_adventurecraft have "essense" instead of "essence"

Ack. Sorry about that. @_@

And as for scrapping angelic materials, I'm encountering a problem. It seems that dumping the item_reaction_product info into the metal template doesn't work as planned.

Well you could have another reaction for it

Code: [Select]
[REACTION:DISMANTLE_WEAPON_2_ADV]
[NAME:dismantle weapon 2]
[ADVENTURE_MODE_ENABLED]
[REAGENT:carver:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item:1:WEAPON:NONE:METAL:NONE]
[PRODUCT:80:1:TOOL:ITEM_TOOL_SCRAP:GET_MATERIAL_FROM_REAGENT:item:NONE]
[SKILL:CLOTHESMAKING]

That one work with angelic weapon
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 09:57:31 am
A bit odd, though material type "metal" sadly isn't how it works. Would use "inorganic" instead, but...

What would work is instead assigning a reaction_class to make it reference that instead, but this would break for non-metal items. For weapons this is only a concern with cloth or leather slings, but it would hinder dismantling armor. Adding separate versions for metal and non-metal gear might work, but then that leads to yet more glorious reaction clutter.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Glatux on January 02, 2016, 10:10:25 am
Angel don't have metallic armor, only their weapon and shield are made of metal, the rest of their stuff is divine cloth which is only fire proof silk, so only having a secondary reaction for metal weapon could be enough(and maybe one for scraping shield).
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 10:18:58 am
Ah right, odd. In which case it might work for metal weapons, and I've actually yet to add a shield dismantling reaction.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 02, 2016, 06:02:12 pm
Oh that is odd. Wait. I think I see a likely suspect for the cause. I didn't think to assign a skill to the reactions because I wasn't sure what might be fitting for it. Why didn't I think of using metalcrafting or armorsmithing? I am a dunce. >.<

Wow, quick response! On that note, actually, wouldn't some of the skills, like weapon making, make more sense under weaponsmith instead of metal crafter? Meanwhile decorating with metal or making metal crafts would use metal crafter.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 06:44:00 pm
Possibly, though there's also the issue that you're not smithing anything. Then again fortress-mode metalcraft uses a forge anyway, so it might still be logical to use the equivalent skill.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 02, 2016, 07:03:03 pm
Well I happen to be peeking through the files and making the changes on my end anyways. If it would save you some trouble, I could toss you a copy of the changes I make.

Also: any thoughts on adding the ability to smith 2h swords, mauls, hammers, etc? I'm feeling in a productive mood tonight.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 07:14:13 pm
Might be interesting to add a few more options for weapons, though wasn't sure. Was initially limiting it to some of the simpler weapons, but it might still be fine to add to the list of options.

As for changing those, should be simple enough. Weaponsmithing for metal weapons, and...not sure whether to use armorsmithing for reinforcing non-metal armor or not.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 02, 2016, 08:28:27 pm
The key things I've noticed so far:

I'm assuming the only changes that need to be made for those issues are in reaction_other.txt. I'll toss up a copy of that file in an hour or so if anyone wants it.

Spoiler (click to show/hide)
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 02, 2016, 10:28:00 pm
Hah, well it seems you beat me to the punch on at least some of that. Here's my version of reaction_other (http://dffd.bay12games.com/file.php?id=11598). It's not completely obsolete, at least!

It was a fun little first-step into Dwarf Fotress modding, at any rate. Mainly, it changes a few metalcrafting references to use armorer/weaponsmith (forge_armor/forge_weapon) as appropriate.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 02, 2016, 10:43:10 pm
Meep. Can snag the skill re-assignment at least, sure. as for armor and weapons...hmm. The armor at least was largely restricted to things that can be crafted using bones, shell, or leather, so most other types would need to essentially expand this into being less "go forth and be a monster hunter" and more general-purpose. Which might be interesting, true.

Though does add to the list of recipes, some of which might be redundant and/or awkward to implement.

Spoiler (click to show/hide)
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 03, 2016, 01:55:01 am
AGH! As with all new skills, mistakes will be made. I used the wrong skill token (http://dwarffortresswiki.org/index.php/DF2014:Skill_token) (should be FORGE_WEAPON, not METALSMITHING) in a few places. My save hasn't exploded horribly or anything yet, but I didn't use any of the bugged reactions before I caught the mistake. I went ahead and fixed that, and made a few tweaks to the reaction descriptions while I was at it.

Here (http://dffd.bay12games.com/file.php?id=11598) is the new version if you want it. Changelog is over on the dffd page. A changelog for a mod of a mod (of a mod?). Truly, what has this world come to?

While looking around, I spotted mention of Categories (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Category) for reactions. However they're apparently only for Fort mode. Such a pitty.  :-\
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 03, 2016, 11:12:58 am
Ack. Right, forge_weapon. Easily fixed, literally just some flexing of the ctrl-G and ctrl-V muscles. o3o
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hawkwing on January 06, 2016, 11:42:50 pm
Just a few idle thoughts from my time playing and tweaking this mod. Others may not share my opinions, of course.

The ability to directly forge metal armor would be nice. It didn't make much sense to me why I had to make a non-metal version, then reinforce it. Especially in the case of gauntlets, under which players are generally wearing a pair of gloves anyways.

There are a lot of low-tier items in the crafting list that I just can't see myself ever making. Stone and bone tools sound cool, but serve no purpose once you find even a slight bit of metal. Maybe if megabeast bones had properties similar to adamantine or even steel, but otherwise I can't see myself ever making anything with them. That said, adorning the grip of my sword with dragon bone is pretty awesome.

Two step production of spears is a pain. Again, I'm never going to bother with stone/bone/wood spears, so maybe I just don't see the point and others care about it more.

Being able to resize clothes and armor sounded nice, but in practice it's better just to tear everything down to scrap and craft a ☼new version☼...

...Except that you can't craft many important types of clothes, like leather shirts, trousers, and more. If part of this mod's goal is to enable players to walk around in the skins of their defeated foes, this seems important. Especially for players who don't want to sacrifice their metal armor for bone.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 07, 2016, 01:30:07 am
The idea of reinforcing was a bit of a derpy idea on my part, yes.

Regarding gauntlets or gloves? There is a good reason you can't make those in Adventurecraft: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273)

Stone and bone tools are largely useful for worlds that lack much in the way of existing civilizations, same reason I had to muck about with ensuring outsiders were still playable if no civs exist.

Spearheads might be a flavor detail I could afford to skip, and scraping (pun intended) the refit mechanic in favor of dismantling might be acceptable, and reduce reaction screen bloat.

And finally, as for clothes? Compared to armor, there isn't as much use for them. The added option of a cloak is the most useful clothing craftable, though adding variety might be interesting.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on January 10, 2016, 05:49:00 pm
Hey,before I do something stupid,how does the poison thingy that I make works?Do I just throw it at the enemy or do I coat my whip with it?
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 11, 2016, 01:06:58 am
Hey,before I do something stupid,how does the poison thingy that I make works?Do I just throw it at the enemy or do I coat my whip with it?

Pretty much just tossing it at the enemy, sadly.

I wish there was a viable way to coat weapons in poison, but the classic Wanderer's Friend solution didn't work. I even tried mucking about with material properties to see if I could make the frozen decorations instantly melt, but that just led to vanishing venom.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ygdrad on January 15, 2016, 12:17:34 pm
Hey there. I remember you from CDDA. I'll be trying this out. I've recently gotten back to DF adventure mode after 2 years or so away from it and am looking for extra crafts to round up adventure mode.
Title: Re: [.42.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 16, 2016, 03:30:09 pm
Hey there. I remember you from CDDA. I'll be trying this out. I've recently gotten back to DF adventure mode after 2 years or so away from it and am looking for extra crafts to round up adventure mode.

Ah right, the name does seem familiar. Have Fun with it, then. X3
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 18, 2016, 02:24:00 am
Swiggity swooty. And now the version is updated, whee.

On the plus side? So alterations I made to dismantling items should allow for taking apart angelic weapons/shields now.
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Dozebôm Lolumzalìs on January 19, 2016, 02:15:42 pm
Sounds incredibly, amazingly useful.
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Roxfall on January 20, 2016, 09:14:04 am
I'm sad that the swords you can make with the mod tend to be so underwhelmingly short.   :)

Some of us enjoy overcompensation a significant deal.

I like swords!

Anyway, here's a random thought about the exploit of the ammo and thread: what if those specific objects gave you 'tiny' amounts of resources when scrapped, and you had a separate reaction for combining, say, 25 'tiny scraps' into a single big one? Would that fix it?
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 20, 2016, 11:55:06 am
Meep. It might fix it, but that's not quite the problem.

The problem is the recipe for breaking down metal objects ignores item type. So this could be one sword, one statue, one crossbow bolt, one coin...but as far as I can tell, there's no way to exclude extremely small item types. It's either NONE:NONE or SPECIFIC_ITEM_TYPE:NONE (an example) for item tokens.

And I suspect metal bars might be a horribly broken thing to try this on. :V

And hmm, I'd started to expand on the list of weapons you can craft, but not all of them yet. Does lead to a lot more recipes on there, and I might want to split the weapon section by material like I did for armor/clothing.

Still, no crossbows. Maybe. o3o
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: 123nick on January 22, 2016, 12:28:33 am
what even is wanderers friend in the first place? i tried searching it on this board, but all i got was a wanderer mod for 0.40, so was that it?
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 22, 2016, 01:18:27 pm
what even is wanderers friend in the first place? i tried searching it on this board, but all i got was a wanderer mod for 0.40, so was that it?

Far as I can tell, this seems to be the oldest one and possibly the original: http://www.bay12forums.com/smf/index.php?topic=61304.0 (http://www.bay12forums.com/smf/index.php?topic=61304.0)
Title: Re: [.42.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 11, 2016, 03:34:12 am
Well, while I'm in the process of updating this mod to .42.06, I decided to test something that I knew hasn't worked for quite some time.

Bug of the day: THIS is why I added crude thread and cloth.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/floof_zps79f9s8c0.png)
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 16, 2016, 12:39:17 am
Hmm. And now, I'm not sure whether to expand the weapon selection further. Now most of the weapon skills have at least one craftable option. Still no pike or crossbow though.

On another note, I really wish the gauntlet bug wasn't a thing. -w-
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on February 18, 2016, 04:42:13 am
While looking around, I spotted mention of Categories (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Category) for reactions. However they're apparently only for Fort mode. Such a pitty.  :-\
Just thought to see if you had done this yet and saw this post.
(http://i.imgur.com/czM4YPI.png)

That's not Adventurecraft of course, is my mod, but you get the idea, each of those entries has 4~8 reactions, and the leather one actually has two sub-categories with 6~8 each.

[CATEGORY:SOME_THING]
[CATEGORY_NAME:Some thing]
[CATEGORY_DESCRIPTION:Something about some thing.]

Then another reaction with:
[CATEGORY:ANOTHER_THING]
[CATEGORY_NAME:Another thing]
[CATEGORY_DESCRIPTION:Something about another thing.]
[CATEGORY_PARENT:SOME_THING]
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 18, 2016, 01:56:14 pm
Already been putting those to good use, yes. Thank you though.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/craftsderp_zpsdics7hyp.png)

So far I'm torn between whether to retain vanilla DF's way of making bone trinkets (which only consumes 1 from a stack) or to retain the Adventurecraft method (where stacks are required entirely). I might be able to make the former work by replacing [REACTION_CLASS:CARVE_BOTH] with [ANY_HARD_MATERIAL].

The latter remains the only way to keep the reactions consistent with other reactions, due to various stack and product dimension bugs, but it makes the decorative stuff stand out as inconsistent with vanilla. Then again, unlike making bone armor I have no need to make the decorative reactions take more than one unit of material at a time, avoiding the "need multiple stacks" bug. >.<
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on February 19, 2016, 06:05:43 am
Yeah, I didn't have any luck making it take x bones from a stack so I'm sticking with the make cleaned bone tool items > use a bone from the stack + x cleaned bones/hides/whatever method I guess.
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 19, 2016, 12:45:42 pm
Yeah, I didn't have any luck making it take x bones from a stack so I'm sticking with the make cleaned bone tool items > use a bone from the stack + x cleaned bones/hides/whatever method I guess.

Glorious. Though...hmm. I could've sworn I pondered the idea of processing all the bones into psuedotools as cleaned bone, then seeing whether those work right when multiple inputs are asked for.

Only problem is that even it that works (I can't remember what the result was), that leads to inventory spam. >.<

EDIT: Well, I thought I'd be clever and use ammo as a workaround to reduce inventory spam. That works. But then it encounters the reaction fuckery. Oh sure, ask me for -19 cleaned bones. :V
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Max™ on February 20, 2016, 03:34:11 pm
I don't carry the cleaned bones around, much, since the material is taken from the first bone I will sometimes supplement a smaller stack of good bones with random other cleaned bones I grab from nearby.
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 20, 2016, 03:36:53 pm
Ah right. If cleaned bones as ammo would work, it would be a fairly easy way to make carrying multiple units of it easier. Sadly that doesn't work. ;w;
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 26, 2016, 08:01:36 pm
And now that the shoggoth fixes are more or less finished...

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/ouch_zpsz4ckx9i9.png)

Enjoy a mug of Fun.
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on February 27, 2016, 06:06:36 pm
Hey,I noticed that instead of showing the NPCs name as usual it shows things like "The skinny kobold recruit Kilis" or "The deep-voiced human farmer".Is this a thing added by your mod or is this a vanilla thing now?Either way is very neat that adv mode is receiving more cool updates like that :)
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 27, 2016, 06:07:28 pm
Huehuehue. Nope, that's a vanilla thing. :V
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on February 27, 2016, 06:19:49 pm
Huehuehue. Nope, that's a vanilla thing. :V

Toady pls...

I want to ask,what do you plan adding to the adventure building mode if it is not hardcoded?Any ideas for new furniture stuff or some cosmetics?
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 27, 2016, 07:44:01 pm
I want to ask,what do you plan adding to the adventure building mode if it is not hardcoded?Any ideas for new furniture stuff or some cosmetics?

I'm not sure yet, because I'll have no idea just yet how much control modding will give me over it. It might be nothing than adjusting my toolcrafting to be consistent with the way Toady will have hafted axes, or it might entail changing whatever Toady adds to be consistent with my reactions, or it might be a mix of both (like how I handled the vanilla bonecrafting).

Anything beyond reaction adjustments is still up in the air until I see what I can do with it. owo
Title: Re: [.42.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 07, 2016, 07:02:41 pm
Hnng. Dangit DFFD. Thing seems to be down, was plotting a minor update. :V

EDIT: Updatededed.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 10, 2016, 06:23:44 pm
Beware, I liiiive! Kobold Kamp will get The Updatening later on.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Deon on May 11, 2016, 05:34:11 pm
Congrats on the update.
Is it me or there's no way to build anything but Carpenter's workshop? I am so disappoint. I was going to make tons of special workshops :) for adventure mode.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 11, 2016, 05:43:43 pm
Congrats on the update.
Is it me or there's no way to build anything but Carpenter's workshop? I am so disappoint. I was going to make tons of special workshops :) for adventure mode.

I'm disappointed too. Thing is, I don't know how the game handles the "you can build this workshop" code. There are three possibilities, in decreasing order of likelihood:

1. It is entirely done via hardcoded stuff that only the carpenter's workshop has. We modders are fucked.

2. It's done via a building token that is not apparent due to only being used on a non-raw workshop, but could be cited in custom buildings. Obtuse as fuck but WOULD be the sanest way for Toady to add it if he intends for more workshops to be usable in adventure mode.

3. Adding adventurer recipes that cite a given building automatically adds it to the build menu. This would be a batshit insane way to implement it, so I doubt it.

But yeah, if we could I'd be sorely tempted to add other crafting workshops. Like maybe shift metalsmithing off to a workshop for balance, to further encourage players to rely on megabeast body materials. :V
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on May 11, 2016, 05:53:55 pm
If there is no way to build more workshops the is it possible to use the ones that already exist in dwarven fortresses?Otherwise we could use advfort to build them.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 11, 2016, 05:56:06 pm
If there is no way to build more workshops the is it possible to use the ones that already exist in dwarven fortresses?Otherwise we could use advfort to build them.

Fucked if I know, but that sounds like a feasible thing to test.

EDIT: Tested theory 3, no dice. Theory 2 remains unsolvable beyond confirming that [ADVENTURE_MODE_ENABLED] doesn't do anything when placed on a building.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on May 11, 2016, 06:19:13 pm
You know,I kinda feel sad for Toady after I heard that one interview where he said "Yeah,the modders are way ahead of us.They already added craftable armor and weapons and meanwhile we added the ability to make basic stone axes." or something like that.I wonder how long it will take for him to catch up with Adventurecraft and Wanderer's Friend.
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 11, 2016, 06:31:22 pm
I wonder how long it will take for him to catch up with Adventurecraft and Wanderer's Friend.

A negative amount of time, seeing as now I gotta update my mods again, 43.02 is out.

Though that's...interesting. That does imply that Toady does have more awareness of mod content than others have claimed. I'm still wondering whether the branch idea was perhaps inspired by this, but I'll be honest: I got the idea from elsewhere to begin with, and he implemented it better than I did anyway. XP

EDIT: Fixed. I found a trick to make the most time-consuming part (checking which raw files have been changed) fly by in a heartbeat.

Spoiler (click to show/hide)
Title: Re: [.43.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urlance Woolsbane on May 11, 2016, 07:31:26 pm
Though that's...interesting. That does imply that Toady does have more awareness of mod content than others have claimed. I'm still wondering whether the branch idea was perhaps inspired by this, but I'll be honest: I got the idea from elsewhere to begin with, and he implemented it better than I did anyway. XP
It would be hard for him to ignore the content of all Dwarf Fortress mods, given his status both as moderator and as bug-tester. However, he doesn't actively seek inspiration from them, since he has a very clear-cut idea of what he wants for Dwarf Fortress. He stated not so long ago that if he wanted a particular element in DF (e.g. Dragon Men) that it would already be there.

I think that a mod would have to be extremely novel in order to inspire Toady. That most mods are but skin on the skeleton of DF makes this a rather unlikely occurrence.
Title: Re: [.43.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 11, 2016, 07:36:05 pm
He stated not so long ago that if he wanted a particular element in DF (e.g. Dragon Men) that it would already be there.

That is the specific quote I was leery of. Not the idea of "if he wanted X, he'd work on X" but the fact that that statement is phrased such that it implies that "if he wanted X, we'd already HAVE X" which seems patently false. He can't add every little thing at once.

While mod content like adventure mode weapon/armor and such is fairly trivial to add compared to some rather more complex mod ideas, it's understandable that Toady might see a mod feature as desirable put leave implementing it on hold due to having other things tend to.
Title: Re: [.43.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Jerry The Hellbound on May 22, 2016, 11:28:52 am
How do i manage to merge my mod with this mod without breaking?
Title: Re: [.43.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 22, 2016, 11:49:38 am
How do i manage to merge my mod with this mod without breaking?

It would pretty much depend on what files the mod adds or edits. For example, anything that changes a creature file is going to have a hard time. Whereas one that adds new creatures in its own file will work better, but may run into unexpected consequences (namely the reason WHY all the creature files are changed, which will lead to things like the new creatures being a bit tougher than they normally are).
Title: Re: [.43.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Jerry The Hellbound on May 24, 2016, 04:14:40 pm
How do i manage to merge my mod with this mod without breaking?

It would pretty much depend on what files the mod adds or edits. For example, anything that changes a creature file is going to have a hard time. Whereas one that adds new creatures in its own file will work better, but may run into unexpected consequences (namely the reason WHY all the creature files are changed, which will lead to things like the new creatures being a bit tougher than they normally are).

I myself just want to get the race i have into the game. The Solari race that is my mod? yeah that race. doesn't even have an entity file, just a creature file, an interaction and material_template file, along with a graphics file duo (the folder that contains the image and the graphics_solari file itself) the things that seem to have conflicted/missing is the pieces of the body templates that were removed for some odd
reason.
For example this is what i get in the error log
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_solari.txt"
BIRD_SOLARI:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
BIRD_SOLARI:Unrecognized Creature Caste Body Token: NECK
BIRD_SOLARI_TRUE:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
BIRD_SOLARI_TRUE:Unrecognized Creature Caste Body Token: NECK
BIRD_SOLARI_REPTILE:Unrecognized Creature Caste Body Token: HUMANOID_JOINTS
BIRD_SOLARI_REPTILE:Unrecognized Creature Caste Body Token: NECK
Title: Re: [.43.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 24, 2016, 05:59:21 pm
Ah, that hopefully should be the only error then. That was caused by my removing those joint body tokens in favor of adding the joints to the body entries themselves. Though now that I've had to edit all the creature files anyway (due to body material plan changes as mentioned earlier), it might be less hassle if I reimplemented joints as a separate body entry, and just add appropriate versions for quadrupeds. @_@
Title: Re: [.43.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 30, 2016, 02:26:16 am
Bug of the day: axes as tools are fucked (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9797 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9797)), and thus the derpdragon's crappy little mod is somehow ahead of the curve for the moment.
Title: Re: [.43.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on June 20, 2016, 02:24:46 am
EDIT: Oi fuck. I hit "quote" instead of "modify" when I was updating the OP. Doh.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: philli46 on July 08, 2016, 03:19:03 am
So I decided to give this a try. Played a polar bear man and spawned as a peasant inside the goblin pits. 3 minutes in I get hit with a 10 goblin ambush, and all I have is a wooden spear. ¡FUN! ensues, and my polar bear man marches himself out of the pits with a full set of goblin bone armor and weaponry. (I say marches, but it was more like dragging his broken body away from a bloody nighmare with his one remaining functional limb...)

Thanks for the mod man, its great!
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 08, 2016, 11:45:37 am
I'm guessing you added in the "mark the target" interaction Max devised, or else found some way around the cannibalism bug? o3o

In any case, thank you.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on July 24, 2016, 12:59:33 am
Found a bug. Crafting wood darts produces wood arrows instead.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 24, 2016, 01:29:17 am
There we go, easily enough fixed. Sorry about that, and thank you to finding that.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 03, 2016, 10:38:46 pm
Noticed some odd behavior with crafting stone spears. While you need to have a sharpened stone to make one, the reaction will consume unsharpened stones instead on occasion if they are available.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 04, 2016, 01:46:39 am
I suspect that might be a side effect of bumping up the max edge of basic stones. Any specific types of stone that consistently do that?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 04, 2016, 04:29:30 am
I suspect that might be a side effect of bumping up the max edge of basic stones. Any specific types of stone that consistently do that?

Well I've really only been working with gneiss so far, but I'll let you know when I find others.

Edit: found some shale on the beach and made some spears with it. Didn't use the blunt ones at all this time.

Also, I'm quite curious, is there some sort of hierarchy of effectiveness with stone like there is metal? I understand that Obsidian is the best and chert second best, but where to the other stone types lie?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 04, 2016, 03:06:21 pm
If I recall, I kinda haphazardly selected stones that my attempts to search suggested where historically used for stone tools, then made them in between the base stone template and chert. Then there's the native stones, which vary in effectively depending on their relevant metal's properties.

The list is in Appendix B in the readme file, the original post here, and on a section of my user space on DF's wiki. I really should link to it from here or on DFFD. :V
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 08, 2016, 08:18:47 am
Whelp. major bug. Unraveling a peice of cloth produces all the thread. As in I could cloth the world with it. So much in fact that I can't even tell how much there actually is.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 08, 2016, 04:04:29 pm
Whelp. major bug. Unraveling a peice of cloth produces all the thread. As in I could cloth the world with it. So much in fact that I can't even tell how much there actually is.

Was this a piece of cloth you made yourself, or one found elsewhere? Product dimensions have always been fucked up, hence why player-made thread and cloth only have single product dimensions, unlike five-digit amounts for thread and cloth. Adventure-mode reactions currently do not work well if they ask for more than a single unit of thread, cloth, or bar. Basically it does things like try to ask for 15000 SEPARATE pieces of thread instead of a single piece of thread of size 15000.

If you unraveled a piece of cloth you made yourself and found you can repeat it another 9999 times, THAT is unintended. If you unraveled a piece of cloth you made yourself and it instantly buries you in 10000 separate threads, that is also unintended. If you found cloth in a mead hall or shop and it unraveled into 10000 separate threads, that is also also unintended.

If you found cloth in a mead hall or shop, and found you could unravel it into thread 10000 times, one at a time...that would be an unfortunate, but intended, side effect of my bug workarounds. @_@
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 08, 2016, 08:45:31 pm
Was this a piece of cloth you made yourself, or one found elsewhere? Product dimensions have always been fucked up, hence why player-made thread and cloth only have single product dimensions, unlike five-digit amounts for thread and cloth. Adventure-mode reactions currently do not work well if they ask for more than a single unit of thread, cloth, or bar. Basically it does things like try to ask for 15000 SEPARATE pieces of thread instead of a single piece of thread of size 15000.

If you unraveled a piece of cloth you made yourself and found you can repeat it another 9999 times, THAT is unintended. If you unraveled a piece of cloth you made yourself and it instantly buries you in 10000 separate threads, that is also unintended. If you found cloth in a mead hall or shop and it unraveled into 10000 separate threads, that is also also unintended.

If you found cloth in a mead hall or shop, and found you could unravel it into thread 10000 times, one at a time...that would be an unfortunate, but intended, side effect of my bug workarounds. @_@

I bought it at a shop, only unraveled it once.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 08, 2016, 09:27:44 pm
Yep. So long as it didn't instantly explode into a million threads, it's unfortunate but working as intended.

See issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712)

This issue is fucking old. You'll see the last post was back in 2015, my post more or less hashing out the !!SCIENCE!! of working around it the bug.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 09, 2016, 06:46:27 am
Yep. So long as it didn't instantly explode into a million threads, it's unfortunate but working as intended.

See issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3712)

This issue is fucking old. You'll see the last post was back in 2015, my post more or less hashing out the !!SCIENCE!! of working around it the bug.

It did "instantly explode into a million threads" is what I'm saying.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 09, 2016, 12:54:31 pm
Oh shit. That answers my question. I'll need to see what I did wrong, but I'm guessing that it's either a lack of REACTION_CLASS, or the "does not affect result" token.

EDIT: Adding [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] was enough to prevent it from exploding. Sadly, [REACTION_CLASS:NOT_GUT] was insufficient to prevent the "can repeat the reaction several times" issue, but at least it won't do so all at once.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arbinire on August 10, 2016, 07:38:25 pm
Dunno if this is a bug or working as intended but I had 2 stacks of 22 elk bone, used the make bone needle reaction and the make bone stave reaction and now all 44 bones are gone.  Seems each reaction will eat a stack of bones instead of a set number
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 10, 2016, 08:47:06 pm
Dunno if this is a bug or working as intended but I had 2 stacks of 22 elk bone, used the make bone needle reaction and the make bone stave reaction and now all 44 bones are gone.  Seems each reaction will eat a stack of bones instead of a set number

That is also intended. Again, more derpy bugs. Main reason is balance, if I used the vanilla method you could take a single stack of bones and make a ton of armor, weapons, etc. But if I tried to make a bonecarving reaction take multiple units of bone, to balance it? It bugs out in a similar way to the thread/cloth/bar product dimension bug.

See issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=9106 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9106)

You'll also note this issue, like the last one I cited, is one where I seem to be the only one doing !!SCIENCE!! on it or overall giving a shit about a bug that is ANCIENT. In fact you'll see the last post was my snarking about the fact Toady finally added bonecarving to vanilla adventure mode, only to ignore the issue because he added stuff that wouldn't NEED more than one bone at a time.

So basically Adventurecraft is Endless Workarounds To Dumb Reaction Bugs: The Mod.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arbinire on August 10, 2016, 11:18:30 pm
nods, that's disheartening but oh well :/ we'll get there eventually :P
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Malakor on August 14, 2016, 12:27:08 am
Hey there!

I have a question about the Item Dismantle function.

So i happen to be able to get myself some divine armor pieces, Twisted metal.
I dismantled it and got Twisted metal bars. So if i make weapons and armor out of them, does the metal still
have its stats? Or does it get overwritten by something else thru the mod?
(Wiki says that divine metal is a tad better than steel but worse than Adamantine)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Arthropleura on August 14, 2016, 01:38:10 am
Hey there!

I have a question about the Item Dismantle function.

So i happen to be able to get myself some divine armor pieces, Twisted metal.
I dismantled it and got Twisted metal bars. So if i make weapons and armor out of them, does the metal still
have its stats? Or does it get overwritten by something else thru the mod?
(Wiki says that divine metal is a tad better than steel but worse than Adamantine)

It gets uses the material of whatever bar you used to make it, so your good to go. Think you can also make some silly stuff like zinc longswords because of this as well.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Malakor on August 14, 2016, 03:40:27 am
Oh, really nice! Thanks!!
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 14, 2016, 12:53:12 pm
Sorry for the belated response, but yeah. It'll just take the material used. I can't recall if the divine weapons are generated, or if they use the same default weapons in the raws.

If they do generate their own weapons, then there's the possibility that some weapon properties might be higher, like the amount of force behind each strike. It's just as possible that some downsides might be added, or that

In either case, the material itself grants most of the advantages, so any weapon you can craft from it will be better than mundane metals. Unless you're using a blunt weapon. While it's denser than adamantine, it's still rather light.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Malakor on August 15, 2016, 09:31:15 am
So, I dunno if this is a Vanilla problem or Mod problem, but I have encountered 2 liars using Hatch covers. Problem is everytime I somehow can't open them, nor can't I go down into the liar. I hope there is a way to solve it. Using DF with Adventurecraft 0.43.05, Lazy Windoze pack (for soundsense and graphics)

Here a screen:
Spoiler (click to show/hide)

EDIT: I managed to get down but it took me a while running over it several times, still wonder why you can't just go down with the first attempt. (Maybe the ramp below blocks you from going down the hatch?)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 15, 2016, 11:55:40 am
That is very much vanilla behavior. ಠ_ಠ

You have to alt-move onto it, and even then it requires you enter from a direction where the ramp beneath is actually usable.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Malakor on August 15, 2016, 03:25:20 pm
Thanks!

And also big thanks for the mod itself!

Little question about smithing:

Would it be possible to make it requiring a stone/metal smithing hammer to craft with metal bars instead of a "simple" stone? :P
I know you can add new weapons due to the existence to mods containing new weapons/armor etc. , tho i don't know if you
need DFHack for it.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 15, 2016, 03:37:29 pm
It would be possible to add a hammer to the recipe, either a warhammer or adding in a tool version. Granted, I'd be more tempted to do so if we had more options for adventurer-built workshops. As it stands it's more like you're hammering the metal into shape, which realistically would only make sense for the softer metals, or for really crude items.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Malakor on August 16, 2016, 08:13:56 am
What about heating the metal bars into a campfire, giving them a (bendable) state so you can form them with the hammer?
Just throwing in ideas, maybe something like that is possible. :D

Btw. a question in general:
Did vampires get the ability to increase thier attributes?
I noticed my vampire increased 2 of his attributes while being vampire-cursed by a god.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 16, 2016, 12:32:07 pm
It would be nice if "heated by fire" was a property reactions could cite, but no. Easier would be to just make the reaction require some form of fuel.

And some vampire curses do that, yes. >.>
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 25, 2016, 02:57:51 pm
Nyahahah. And now...well, mostly just made megabeast-tier body materials restricted to legit megabeasts. On the plus side, the designated "megabeast-tier chitin" role is now filled by a new monster.

Also a few minor lair-forming beasties to add some more Fun.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: philli46 on September 03, 2016, 05:39:26 am
Hey! Remember me? I'm just wondering what all you have medicine-wise in your mod, and how far you could go with it. Specifically I am interested in applying ointments to various wounds to fight infections and aid healing, or brewed drinkable medicines that do things like numb pain or heighten senses. Is any of that possible to do? What about giving medical care to your companions? I have some other ideas on alchemy as well, but I won't bombard you with those just yet. If your interested in my thoughts on alchemy and medicine please let me know!

Thanks!


Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 03, 2016, 04:03:37 pm
There are some items along those lines. Most of them are limited because adventure-mode healing is very oddball. Slow outside of fast-travel, while resting or traveling rapidly advances healing. No sign of any syndrome effect that can affect infections, as well.

All of them are available in the cooking/alchemy crafting category, either from plants or a megabeast heart. They're listed in the OP under Appendix E, but I'll list your medical options here:

Spoiler (click to show/hide)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: philli46 on September 03, 2016, 04:29:17 pm
Haha silly me, I guess I didn't look hard enough... Time to start a new alchemy based adventurer.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on September 24, 2016, 03:10:54 pm
Don't know if I asked this before but is this compatible with all races playable mod?

If not,how do I make,say,giants and leech men,to be adv playable?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 26, 2016, 10:49:38 am
Like with any extensive raw-changing mod, it'd be hard to say. For making them so, depends on whether you want an actual civilization, or just ensuring they can be chosen as outsiders.

There's the [OUTSIDER_CONTROLLABLE] creature token that allows you to make given species playable as outsiders. Granted, adding that to ALL intelligent creatures would be a pain in the ass, but you could massively reduce the hassle by going to the very end of the animal-person creature variation (in c_variation_default) and where you'll see this:

Code: [Select]
[CV_NEW_TAG:CAN_LEARN]
[CV_NEW_TAG:CAN_SPEAK]
[CV_NEW_TAG:EQUIPS]
[CV_NEW_TAG:CANOPENDOORS]
[CV_NEW_TAG:LOCAL_POPS_CONTROLLABLE]
[CV_NEW_TAG:LOCAL_POPS_PRODUCE_HEROES]

You can add [CV_NEW_TAG:OUTSIDER_CONTROLLABLE] to it. In Adventurecraft's version of the file, there's a second animal-person variation for the creature-variant underground animalpeople (due to resizing bugs), since these can already be played as outsiders no change there is needed.

That'll definitely bloat the race-selection screen with choices though.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ☼Another☼ on December 10, 2016, 05:32:26 pm
Is it meant to be that the make leather (the only one I did) sandals makes only one sandal?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 10, 2016, 05:37:38 pm
Odd. It should be a pair, I'll double-check. I've also discovered that the reaction for making scepters doesn't work, so I'll have that fixed as well.

EDIT: Swiftly fixed.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 14, 2016, 10:06:13 pm
Yet another derpy update. Main change is adding gambesons, and also options for crafting masks, which in turn have been changed to not compete with helmets.

Haircloth gambesons will also be less of a joke due to hair now getting in on the material tier business.

Also minor stuff like removing the now-obselete fake weapon axes, and some tweaks so that various tools (stone axes, sewing needles, cooking pots, bone glue) can hopefully spawn in some civilzation inventories and cite sane materials.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: oh on December 17, 2016, 10:57:23 am
Is it intentional that the DFFD zip download contains only an RTF readme file? If so, why? ;)

Loved the mod back when it was downloadable btw!

(The .04 version contains a raw directory so I'm assuming you just goofed when you packaged the .05 version)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 17, 2016, 06:27:53 pm
...ack. I fucked up. >.<
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 19, 2016, 12:56:38 am
Rather easily fixed at least. Another update after that, that took more time? Discovered that eternal things are prone to pulping in only a few hits, and issue I've had with mi-gos before. Squishy chitinous buggers.

On the plus side, now that gargoyles no longer use max-tier body materials, we now have a source of megabeast shells again.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: King_of_Baboons on December 19, 2016, 04:32:26 pm
How good are the bones in this mod?

Is it actually worth it to build bone stuff in fortress and adv mode?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 19, 2016, 04:57:03 pm
Depends on what you use. Basic bones haven't been buffed any, but if I recall skulls and shells are buffed some relative to bone. Mid-tier stuff is improved a bit, but it's the megabeast-tier stuff that can stand up to more abuse.

The high-tier stuff should be about tough enough to not be damaged by iron or bronze weapons, and survive mundane wildlife. Megabeasts will still give you a bad time. :V
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on December 27, 2016, 11:28:46 am
PTW. Also, could you add a reaction that turns a log into charcoal? Then smithing could require fuel.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ☼Another☼ on December 27, 2016, 12:02:47 pm
Or a branch.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on December 27, 2016, 12:19:08 pm
Or a branch.
I don't know how much wood is needed to forge stuff, but I'm guessing it's not a single branch, and you can get logs in adv mode now.(sorry if that sounded mean, I had no intention of doing so.)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 27, 2016, 02:27:29 pm
PTW. Also, could you add a reaction that turns a log into charcoal? Then smithing could require fuel.

I'm planning to if more workshop options become available for construction in adventure mode. Would like to move the metalworking reactions to its own workshop, ideally a custom one.

However, I'll likely retain the current "hammer scrap metal to shape" method for at least some basic weapons and tools. Or possibly restrict it to metals that can easily be worked cold, like copper (though realistically, you want heat to anneal it for any extensive work).
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ☼Another☼ on December 27, 2016, 03:02:16 pm
You could also create a workshop item, say give mini-forges a use.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 27, 2016, 04:03:47 pm
Maybe, though mini-forges are of course for smol dwarven children. It would be hilarious though if toy forges were fully functional. XP
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 30, 2016, 12:35:35 pm
Welp, know hat I forgot is usable in adventurer mode? Minecarts. Adding those to the recipe list.

I really wish you could use blocks in construction. Was tempted to add those.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on January 03, 2017, 11:09:04 am
Maybe, though mini-forges are of course for smol dwarven children. It would be hilarious though if toy forges were fully functional. XP
These are dwarves! Every toy is fully functional. just try the toy hammers.

Minecarts are awesome. Just try using them to fight some bandits, while wielding a crossbow.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 03, 2017, 02:20:50 pm
Ah, the magic of dwarven engineering.

So, I have a poll. Reason is, much like writing material in vanilla, instruments can sometimes be hard to get ahold of, especially when you want a specific one your musical styles require. They also are civilization specific, with no way to at least adapt a comparable instrument to another musical style, even at a penalty. Lastly (not highly important), generated names are not good for easily telling what type of instrument it is, which is a minor annoyance.

My idea is that you can still use the old [INSTRUMENT:X] entity token to give civilizations generic instruments, based off real-world ones. This would allow my to add crafting recipes for them. It'd also allow the possibility of an instrument being available to multiple entities, allowing a musician that learns a foreign style to potentially play them.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 04, 2017, 02:40:11 pm
Also, there are a few complications if I supplement generated instruments with raw-defined ones, as opposed to replacing generated instruments entirely:

* I don't yet know if that actually works to give a civ a mix of defined instruments and generated ones in a single category of instrument. Working on some example reactions and instruments to test that, though.

* Will reduce the ability of players to craft what they need for styles they know. However, even if I fully replace generated instruments, I already planned to disallow adventurers crafting large stationary instruments.

* Minor, the raw-defined instruments will possibly stick out like a sore thumb in contrast to generated ones.

For now, got a list of various instruments I was pondering as ideas:

Spoiler (click to show/hide)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ☼Another☼ on January 04, 2017, 02:45:29 pm
On an unrelated note:

If you do make Human Hamlet, would you have the option for people combine it with this mod?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 04, 2017, 03:30:56 pm
Hmm. Not sure. I do have a minor mod of that sort unreleased, but it's nothing special. Like with Kobold Kamp, might be hard to finagle them to be compatible.

Meanwhile, my first worldgen test suggests that adding any raw-defined instruments will preclude generation. I added a drum and flute, and the end result was the generated instruments available to embark were all string and keyboard instruments.

A single generated percussion instrument DID show up in the crafting menu, but not at embark. Since the crafting menu can pick up on foreign instruments that dwarves learn to use, and I didn't give the other civs generic instruments, I assume this is a foreign instrument.

This suggests that I might not be able to supplement generated instruments with raw-defined ones, which is unfortunate given (last I checked) that choice is winning by a bit. ._.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 05, 2017, 01:49:24 pm
Okay, huh. That's odd. This time I went ahead and tested a full selection of instruments I've spent a good while working on. And this time a single generated percussion instrument was available, and assorted (presumbly non-native) instruments were available

This is...hmm. On the one hand that'd make it easier if I only added some simple instruments, but on the other hand there's still the issues with mixing raw-defined and generated instruments, and I don't know how often generated instruments will show up.

Plus I already worked on several, from the parts to the stats to crafting in both modes (except stationary instruments in adventure mode). 16 so far. >.<
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ziusudra on February 20, 2017, 06:08:17 am
You can pick up web as thread if you jump onto the tile it's on. And of course they have a dimension of 15,000 so you only really need two.  :-X

Hmm, can spider people just walk onto it to pick it up?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 20, 2017, 01:25:38 pm
Yep, and that's a biiit exploitable in this mod, and for good reason.

Basically, make a reaction that requires 15000 thread. In fortress mode, that's how using cloth for anything normally works, and will generally consume a full stack of cloth.

In adventure mode, doing that'll make it request 15000 separate stacks of cloth, and consume a single unit of thread from each of them.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ziusudra on February 20, 2017, 04:32:52 pm
Meh, it's not like there aren't already a bunch of exploits in vanilla adventure mode. Of course even masterful ☼mods☼ like this would expose more - you might even say it was inevitable.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 20, 2017, 06:01:45 pm
Huehuehue. ;w;
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ziusudra on February 21, 2017, 06:53:04 pm
Attacking with a needle trains the Mace skill. Maybe because of the METAL_WEAPON_MAT tag? (Edit: Or not, scroll rollers also train Mace.) Looks like (http://dwarffortresswiki.org/index.php/DF2014:Skill_token) SKILL:MISC_WEAPON could be used.

I tried it out - SKILL:MISC_WEAPON does make attacking with a needle train Misc Object User. As for scroll rollers - maybe they should train Mace? The cooking pot, mortar, pestle, and totem also train Mace. OK, looks like it might be this known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4379).

Another thing, is it intentional that bone leggings and greaves can be worn at the same time? (Having thought about it - it makes sense that chain leggings at least wouldn't be "SHAPED".)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 21, 2017, 11:24:02 pm
Pbbbt. That sounds like Toady broke bapping people to death with random crap. :V

As for leggings? Yes, all leggings are set to not have the [SHAPED] token in this mod. I could do like in Kobold Kamp and add a second version of leggings that players craft, and make reactions craft one or the other on a case-by-case basis, but I'm not sure if it's that big a deal. I would assume that bones even being usable for leggings already only make sense if you're splitting the bones into small scales or lames... :V
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: FunkyBomb on March 04, 2017, 12:27:38 am
Drinking "homemade" alcohol doesn't satisfy the Drink Alcohol need
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 04, 2017, 01:09:52 am
Drinking "homemade" alcohol doesn't satisfy the Drink Alcohol need

Aw hell. That doesn't make any sense because it produces the exact same stuff as the fortress-mode brewing, even using the same material reaction product.

Have you tested whether the same brews stolen from taverns affect the need?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: FunkyBomb on March 05, 2017, 12:31:26 am
Helping myself to some dwarven wine at a fortress DID fulfill the need
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 05, 2017, 12:45:09 am
Strange. I swear, why do I get all the weird bugs? ;w;
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Vitor_Goatman on March 06, 2017, 07:11:31 pm
It's not a bug, its a feature. Homebrew booze can't be as good as the ones made by real dwarf chefs, therefore, you character doesn't get satisfied at all.  :D
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 20, 2017, 02:43:00 am
It's not a bug, its a feature. Homebrew booze can't be as good as the ones made by real dwarf chefs, therefore, you character doesn't get satisfied at all.  :D

Quite belatedly, that is derp. ;w;

On a less belated, but not related, note...I discovered what makes people send the player off to kill reptile man mayors and other law-abiding citizens of surfaced cave-furry tribes. Turns out it's their biome info making them count as subterranean critters, same reason dwarves will sometimes send the player to murder innocent gorlak citizens.

Sadly, this token is what's allowing adventure mode to still exist in worlds where the surface world is an unplayable hellhole.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Vitor_Goatman on April 28, 2017, 03:52:06 pm
Sadly, this token is what's allowing adventure mode to still exist in worlds where the surface world is an unplayable hellhole.

You mean a !!FUN ZONE!!
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 28, 2017, 04:32:04 pm
The funnest of zones.

Also, katars and caesti are a thing now. Bronze caesti in particular are proving pretty powerful.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 29, 2017, 10:56:43 pm
Well. A few have wanted separate forging to be a thing. A massive overhaul of crafting menus has ensued. Now go use a carpenter's workshop if you want to fiddle with metal. Also ended up adding recipes for metal darts and sling bullets, repairing metal stuff, and a requisite makeshift forge item.

Shields are now either in leather armor, wooden crafts, or metal armor. Overall organization is shuffled so that minor things like brewing and papermaking are down at the bottom near instruments, instead of creating a gap in-between clothlike crafts

Also some other minor tweaks. Separate metal knuckles are a thing that I snuck into last update by mistake, now they exist properly and don't have to be balanced relative to leather, as with the caestus. Couple other minor tweaks to the weapons designed to only appear in non-metal form, like staves and clubs. And finally maybe played around with a suggestion of making caps closer to arming caps in application.

No metal instruments yet, but should I?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Vitor_Goatman on April 30, 2017, 06:24:59 pm
I mean, spending some points in Misc Object User and killing people with a steel guitar sounds metal to me.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 30, 2017, 06:54:48 pm
I mean, spending some points in Misc Object User and killing people with a steel guitar sounds metal to me.

More or less metal than a dragon skull guitar? XP

Think I'll get a change to fiddle with it soon, now that the major errands of today are dealt with.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on May 02, 2017, 02:31:20 pm
How about a guitar which is made from the shattered remnants of Deaths's scythe?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 02, 2017, 04:30:50 pm
If there was a Castlevania mod to mesh with this one, maybe. 3:

In any case, implemented forging instruments and instrument parts. Even added recipes for metal strings and guitar bodies, which I'd forgot to do for fort-mode.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on May 10, 2017, 09:33:42 am
If there was a Castlevania mod to mesh with this one, maybe. 3:
I was actually referring to Soul Music.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on May 10, 2017, 01:34:32 pm
If there was a Castlevania mod to mesh with this one, maybe. 3:
I was actually referring to Soul Music.

I kinda figured it was referencing something else, I was mostly just being a derp. 3:

Meanwhile...manticores are a thing now. Mostly because no other megabeast-tier hair besides titans, ever since I nerfed semi-megabeasts.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on June 07, 2017, 03:27:52 am
* Gave makeshift forges a tile that doesn't look like eggs.
* Ordered handmade instrument reactions before workshop-only reactions.
* Made megabeast-tier body materials reliably better than bronze and iron. Skin is unaffected (leather is buffed though), so fighting megabeasts should still be possible, just harder.

That said, if a forgotten beast made entirely of bone ever becomes a thing, pray to Armok.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on June 23, 2017, 11:35:51 pm
"You lick the frozen essence of draconc fury [3]"
I have an old version, and no clue how to use the essence. Also typo in "draconc" I guess it was meant to say draconic.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on June 24, 2017, 12:17:41 am
...why. You just bloody said it's an old version. Did you try reading the changelog?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on June 24, 2017, 01:11:34 am
...why. You just bloody said it's an old version. Did you try reading the changelog?
I wasn't sure it was the cause, I guess I'll have to try the mod when my current adventurer dies.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on June 24, 2017, 10:53:50 am
Now if this repeats in latest version when I know I fixed those issues, then something is being weird. :V
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on July 09, 2017, 06:31:05 pm
Making a small base in middle of an area without trees. Walked back and forth with 0.019 speed due to holding logs but I made it.
(https://image.prntscr.com/image/VrRd905gTjKUgLNKkB-EIw.png)

Now I wonder if the roof is just floor on the next layer.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 09, 2017, 06:38:04 pm
:V

Cute, but Adventurecraft doesn't really mess with vanilla construction much since it's hardcoded stuff, aside from the workshop reactions.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on July 09, 2017, 06:47:41 pm
Ha! I thought it was part of Adventurecraft as I had to claim a site to make the workbench for carpentry. I never really did anything other than becoming a heartsperson and kill stuff, get cursed, kill more stuff and then become a necromancer, so I had no clue what claiming sites could do for me.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 09, 2017, 06:49:42 pm
Nooope, construction in adventure mode and claiming sites are hardcoded stuff.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on July 09, 2017, 10:27:21 pm
Does Stoneskin stack? It would make sense since you get 3 per extraction. I wonder how many it would take to have arrows glance off a birth suit.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 09, 2017, 11:46:54 pm
Sadly no, didn't give them the token that allows intensity to stack. Main reason it gives 3 is for consistency since a flask holds 3. Plus in case the player doesn't like using the "infinite refills" exploit. 3:
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Murdath on July 11, 2017, 05:13:36 pm
The effects of the mega beast extracts are not permanent, I wish I knew that I wouldn't have used it randomly. I guess it's not worth crossing all the map to visit the last remaining maze.
The weapons that use striking are nice, I've tried the knuckle and the katar so far.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 11, 2017, 05:53:58 pm
More reason I love that exploit. :V

The unarmed weapons are thanks to Jackie on the DF Discord, after some tweaking due to their originally having cooked up several different weapons. I'd pondered the idea of unarmed weapons before, but never attempted any work on them before.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Bolverkr on September 18, 2017, 11:38:50 pm
Where does, say, megabeast scale or chitin armor compare to steel? What about bone?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 19, 2017, 01:17:28 pm
At the moment leather, chitin, scale, and such range from just a bit better than iron or bronze, to comparable to or slightly better than steel at the higher range. Up at that high range the yield values (the part the determines weapon/armor damage) become superior, while the fracture values (which seem to have a lesser but still important effect on damage calculation) are still below that of steel.

Bone, shell, and skull are up there in that high range (superior), while teeth, claws, and such are at the very top. Idea there is that killing one megabeast makes the adventurer a much bigger threat to future megabeasts and harder to kill with normal weapons, but megabeasts can still threaten said adventurer.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Bolverkr on September 19, 2017, 06:32:57 pm
Do these values transfer over to weapons? For example, would a tooth sword more dangerous than that of steel?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 19, 2017, 06:38:33 pm
Seeing as you can't make tooth armor...yeah. :V
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Bolverkr on September 19, 2017, 07:39:48 pm
One more question, I know, sorry. Killed a Titan with deadly spittle. Drank essence to see what would happen. Saw no discernible effects, and couldn't figure out if I could apply it to weapons. Could you help me understand how poisons and randomly generated Titan essences work?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: peasant cretin on September 19, 2017, 07:43:10 pm
@Random_Dragon: Was thinking about upping max edge on stone and bone. I noticed you've got stone at 5k. Have you felt that was a good cut value versus unarmored? Was 10k too much?
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 19, 2017, 07:46:23 pm
Hmm. If the return was described as "failed" then it means whatever poison the titan has didn't use the POISON local material that titan/FB/demon extracts normally use. Which might be a sign that deadly spittle is coded to use the SPIT local_mat name. If it DOESN'T use the default, effectless failed extract then it's a complete and utter crapshoot.

However, most titan effects are coded with its contact effects in mind. That means a high chance that the effects are localized, barring stuff like unconsciousness and other effects that outright can't be local. As I've found out, localized effects are ignored if you ingest the material.

@peasant_cretin: default stone template has 5000 max_edge, I've since moved the buffed max edges, along with the buffed shear values, to all the tier+ stones.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 27, 2017, 09:59:22 pm
Just popping in to say I'm back to playing this mod on a Jaguarman adventurer. I'm basically a Kaijit Dovahkin from Skyrim, but without the shouts and other magic. I'm the head of a guard force working out of Magicfurnace and we've killed two lesser dragons, a cyclops, a gorlak, and one human bandit clan. The only kills I personally made so far are five humans, but I call myself a Dovahkin because I decked my character out in lesser dragon scales, and lesser dragon skulls. Like a dragonskull helmet AND a dragonskull mask. It's hilarious. Dragonscale armor, and dragonscale high boots, too. I'm dual wielding a shale ax and a dragontooth long sword.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 28, 2017, 11:46:56 am
Nice. What next, a dragonskull guitar? XP
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 28, 2017, 08:27:43 pm
If that's an option! :D

But no, I kid. Next is actually a new adventurer. Aiming for another Tigerman like the last time. I love playing as those guys. I learned from the Jaguarman that I love dual wielding, so this time I'm going straight up double axes to save on skill points. I'm putting points into ax, armor, and dodge, eschewing shields since I'm doubling weapons. Going to also invest in bone carving and appraisal as well as the usual smattering of reading, swimming, and observation. I loved my little Kaijit dragonborn so much I want to play this next one exactly like my Skyrim campaigns: as a self-supplying merchant who sets up a base camp and goes from town to town wheeling and dealing.

Where does lesser dragon bone and tooth weigh in on weapon effectiveness? Gotta say, the only things I really killed myself were sleeping humans, and that lesser dragon tooth sword didn't seem to perform to my ideal specs. Didn't like how the shale ax did either, but that was expected since it was a stone ax, and we humans switched to metals for a reason in real life.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 29, 2017, 12:11:13 am
I added skulls as a guitar body option for exactly that reason, it's funny.

And they're just mid-tier like a lot of critters, any +tier stone should be close to it if I recall, while it's megabeast/titan/etc where you get the ultra-tough ++ stuff.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 29, 2017, 01:07:02 am
Okay, well, I didn't manage to get a Tiger Man, but I did get a Lion Man. Not quite as awesome, but awesome enough. Sadly, I haven't been sent against any dragons or anything. I've killed a few Lords/Ladies/Recruits of the beastman varieties, been ambushed with allies by a small horde of ten hyenas we slew with minor injuries. I made them into armor, clothing, and containers but not much else. Filled my pack with food and my skins with water at least. Won't starve between battles! And we just slew a giant who did nothing but run away until we got enough hits in on him that he knew he needed to fight back or die a coward. He died, but not as easily as he could have.

I'm dual wielding a battle ax and a halberd. XD This is fun, though I'm realizing that hitting with one thing at a time is better. Just means I slash with the halberd til it lodges, then strike with the ax until it, too, lodges.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 29, 2017, 10:17:01 am
Being an ax berserker makes having an army that much more important. We were able to take out a dragon as a team effort, with all of us doing our part to bleed the thing out. I replaced my helmet, armor, and greaves with ++dragon gear, and grabbed the teeth, claw, and heart for later. I've already distilled the heart down to an essence of draconic fury, so there's that.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 29, 2017, 10:55:22 am
Nice. Being able to breathe fire is definitely a good advantage. X3
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 29, 2017, 08:40:34 pm
o.o Is that what the essence does? Holy shit. I figured it was a rage or strength thing. It lets you breathe fire? Dude, that is fucking metal! But damn, I don't wanna waste that on anything I can kill with weapons alone. I want the skill building. Might wanna use it on Vault Dwellers or something. Any idea how long it lasts?

ETA: Nope, looked it up. Willpower boosting and trance inducement. Still useful, without being an overkill ability.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 29, 2017, 10:58:18 pm
Is there a way to kill a shoggoth with sharp weapons? Because I'm up against one and just can't win no matter how much I slash and stab my way into it. I know, "Blunt weapons and pulping!" but I'm a sharps expert in this campaign.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on September 30, 2017, 12:14:05 pm
o.o Is that what the essence does? Holy shit. I figured it was a rage or strength thing. It lets you breathe fire? Dude, that is fucking metal! But damn, I don't wanna waste that on anything I can kill with weapons alone. I want the skill building. Might wanna use it on Vault Dwellers or something. Any idea how long it lasts?

ETA: Nope, looked it up. Willpower boosting and trance inducement. Still useful, without being an overkill ability.

Odd. There should be a "can do interaction" effect in the syndrome too, willpower and traces is ooold effect, back before I realized I could make it temporarily grant fire-breathing.

Is there a way to kill a shoggoth with sharp weapons? Because I'm up against one and just can't win no matter how much I slash and stab my way into it. I know, "Blunt weapons and pulping!" but I'm a sharps expert in this campaign.

That's actually good, sharp weapons can cleave parts asunder, and in fact it's immune to blunt weapons for reasons I keep forgetting to fix. Because making blob monsters neither squishy NOR unkillable is annoyingly difficult, it's a bit of a puzzle boss...

Spoiler (click to show/hide)
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on September 30, 2017, 08:45:43 pm
Okay, then I'll give it a few more goes in save scumming. I was thinking I'd need to retreat from this one, report a failure, and go on to other missions. Knowing what I know now . . . this should get better.

ETA: It takes three steps for the Essence to kick in, and it indeed does give the power of fire breath. I'm roasting that fucker alive as we speak.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 02, 2017, 12:13:58 pm
A little belatedly, niiice. Even after I gave the essences the syndrome effect that makes their effects trigger instantly, some effects are annoying incompatible with

Side note, finally fixed the whole "can't kill shoggoths with blunt weapons" thing.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on October 02, 2017, 01:46:17 pm
Awesome. I Roy Mustanged that shoggoth out of existence and then got sent against other things. Kind of irked that doing it that way doesn't count as a proper kill for rumors, but the mission was completed anyway. Right now I'm in a town dungeon trying to see if it connects to the catacombs where a criminal organization lurks. I don't have climbing skill yet, so going the direct way is a pain in the ass.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on October 03, 2017, 09:31:34 pm
I made a new adventurer. A hamster woman with singing and stringing skills. She has a self-made saguaro guitar and several songs to sing. After bouncing around the country side singing and swiping goods, she's in a town. She traded in every spare item for about 60 gold coins. Then spent four on leeks and she's now in a tavern, deciding if she wants to spring two more coins for a room and some booze. She could get five mugs of raspberry wine for the remainder of the second coin.

I love this game. Even when you're not violent there's stuff to do.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on October 09, 2017, 03:43:23 pm
I can definitely say that until Toady expands the crafting parts of Adventure mode, I am never playing that without this mod again.

It's nice to be able to build your own equipment to your specs instead of having to roam around hoping you can find the right things. Especially if you're playing a non-standard character like one of the big cat people.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 10, 2017, 10:42:59 am
Ah, thank you. And yeah, awkward-sized characters are a big reason for adventurer crating mods in genera these days, I suspect. That, and for worlds deliberately generated to be Monster Islands or otherwise outsider-only. Though now you have to mod to ensure such a world won't be legends-only.

I'm definitely looking forward to seeing what all I can do with the stuff Toady has planned for next update. If anything, the rework to kobold caves is likely going to be more interesting to me than the whole "you can fight over fancy named items" thing, since both my released mods allow playing as kobolds in some fashion.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on October 10, 2017, 10:24:25 pm
I'm more interested in the possibility of display stands. I could build a temple to a god of the Hunt or something, and display all the skulls of my kills as totems.

Totally doing that in a way with my current hunter character, Ases. His name literally translates out to Danger Clawpelt, and he's a Jaguar Man. Can you tell I love the big cat folk? I might make a thread about him in the future if he does much of note. Right now he's working on his lodge and hunting for food and crafts. My hamster woman bard taught me how to work the merchant system and I'm going to use that to get rich. So much leather between seven of the other nine kills I made giving up leather (minus one made for his spear-quiver) and I just took down a six-wolf pack with no injuries.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 12, 2017, 12:11:40 pm
Yeah, the possibility (dunno if confirmed) of display stands being constructable in adventure mode means some extra vanilla crafting options will exist, which might have a lot more potential for modding depending on HOW it's handled.
Title: Re: [.43.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on October 18, 2017, 03:42:22 pm
Sorry, I've been away for a while.

Last thing I did with Danger was finish the lodge and kill a pack of wolves. I've gathered all the crafts I made for sale, but I don't really have any towns in reach. They all seem to be fortresses, which I detest. This is a human civ. There should be towns somewhere.
Title: Re: [.44.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 23, 2017, 01:55:55 am
And now...YAHAHA!

Unfortunately nothing of note seems useful for this mod, though expanding the Resurfaced some via some variety of animals might be in the works soon. However, FUCK the idea of giving them caves, they are a pain in the ass to leave. ;~;
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Trigon on November 28, 2017, 12:13:41 pm
Are you thinking of making metal armor craftable? I noticed that we can disassemble metal objects, but we can't make anything out of the dismantled metal. I remember wanderer's friend having something like that.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 28, 2017, 01:15:00 pm
Are you thinking of making metal armor craftable? I noticed that we can disassemble metal objects, but we can't make anything out of the dismantled metal. I remember wanderer's friend having something like that.

Carpenter's workshop, all the other metalworking recipes have been workshop-shifted. Sadly carpenter's workshop is the only workshop the player can build.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Trigon on November 29, 2017, 02:36:16 pm
Thanks! I didn't think to even check the carpenter's workshop.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 29, 2017, 02:44:47 pm
Yeah, I'll admit it's not that helpful of me, but does make the basic crafting menu less cluttered. @.@
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on December 06, 2017, 06:21:50 am
I played an adventure with this mod for probably 200+ hours and it's absolutely great  :)  Next time through I'm going to mod in gauntlets & gloves and probably 2H swords too.
The mod also has an especially Fun synergy with Knight Otu's Random Raw Scripts, because all of the RNG creatures end up being made of ++ body mats.  It can get crazy if they're undead though because if they're bigger than horse-sized or so it's practically impossible to sever any bony limbs or crush the skull.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ☼Another☼ on December 06, 2017, 09:41:22 am
Gauntlets and gloves aren't in because if you want them to actually be wearable, you need to have a DFHack script called fix-handedness running.

EDIT: Spelling, 10 days later. Thank's Random_Dragon.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on December 06, 2017, 01:31:06 pm
I know.  It's easy to fix them though, and unless you're dwarf-sized it's hopeless to find good hand protection in-game.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 06, 2017, 01:57:26 pm
I played an adventure with this mod for probably 200+ hours and it's absolutely great  :)  Next time through I'm going to mod in gauntlets & gloves and probably 2H swords too.
The mod also has an especially Fun synergy with Knight Otu's Random Raw Scripts, because all of the RNG creatures end up being made of ++ body mats.  It can get crazy if they're undead though because if they're bigger than horse-sized or so it's practically impossible to sever any bony limbs or crush the skull.

Yeah, that's due to making it so the standard vanilla material templates have the swole strength, while instead defining differently-named material templates used by all the other raw-defined creatures. This is how titans, demons etc get their super-strong materials.

The two-handed swords thing was admittedly just me not wanting too badly clog up the reactions menu, since then I've heavily fiddled with submenus to make each more readable (I hope), so I could probably add them.

Guantlets and gloves are in because if you want them to actually be wearable, you need to have a DFHack script called fix-handedness running.

Aren't, you mean. But yeah, the "there's a DFHack script" discussion about this waaay back on the first page, though I think I've since eaten my old replies to the suggestion to move changelog and appendices to them due to post length. Basically, I prefer my released mods being as accessible as possible, with as few external tools required as possible. Okay that and I've been putting off really doing much with DFHack due to distractions and laziess. ._.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on December 10, 2017, 01:22:35 am
I found a mistake in material_template_default.txt for leather +
Line 2445:
Code: [Select]
[SHEAR_YIELD:70000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:26250]
Fracture should always be > yield.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 10, 2017, 02:39:55 pm
Ah, odd. Seems I might've messed that one up a bit. As you can likely see, the other value is a lot closer to the value of the vanilla template, reflecting the intent of mid-tier being only marginally better than normal leather.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 10, 2017, 09:52:49 pm
If you ever overcome the laziness, do it as an optional patch and you can still be accessible. Those who want gauntlets can get DFHack and the patch, and everyone else can skip it.

I'll grab this again when there's a fixer patch for Adventure mode. Right now it's horribly broken.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 10, 2017, 10:10:51 pm
...hmm. That could work. Will track down the gauntlet-fixing script and test it out. Bit extreme describing it as horribly broken due to lack of gauntlets. ;~;
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 11, 2017, 02:38:45 am
Well, er. I have good news and bad news. Good news is that I did add two-handed swords to crafting options earlier. Bad news is autofixhandedness kinda...doesn't work anymore.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 11, 2017, 01:37:03 pm
Um, no, not lack of gauntlets. Reports I've heard about adventure mode in general paint it as a broken mess, since nobody wants to fight right now due to a bug that makes everyone in adventure mode act like a spy keeping their cover.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 11, 2017, 02:37:42 pm
Um, no, not lack of gauntlets. Reports I've heard about adventure mode in general paint it as a broken mess, since nobody wants to fight right now due to a bug that makes everyone in adventure mode act like a spy keeping their cover.

Oh. Doh. Sorry. @.@

Well I've since been scrambling trying to get this working. And failing miserably. It doesn't help that DFHack is doing the exact opposite of what people are telling me it'll do, via not giving me ANY debug info in the console when I try to fuck around with the script.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 14, 2017, 12:35:04 am
Muahahahaha!!!

Taking on a manticore alone is suicidal, but bring twelve friends along and the fucker goes down. Goes down hard, but goes down. Bleed 'em out. I cut my way to his guts and cut into them while he bled out.

Helmet, armor, needle, waterskin, and essence of trickery are all mine because of that one kill. Which is great because I'm a leopard man surrounded by humans and all their gear is too big.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ivanovic on December 14, 2017, 06:25:11 am
Is the mod usable at this stage? I ask because I read someone saying it's currently "a broken mess" because nobody wants to fight?
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 14, 2017, 08:54:53 am
Oh this mod is fine. From what I've heard from others, it's DF Adventure Mode itself that is broken right now. If you aren't experiencing that brokenness yourself, then by all means enjoy the mod.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 14, 2017, 11:31:29 am
Taking on a manticore alone is suicidal, but bring twelve friends along and the fucker goes down. Goes down hard, but goes down. Bleed 'em out. I cut my way to his guts and cut into them while he bled out.

Nice. Admittedly as far as additional critters are concerned, manticores are on the mundane side compared to the pain-in-the-ass-to-balance stuff like eternal things and shoggoths. XP
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 15, 2017, 12:03:38 am
Agreed. I won't touch a Shoggoth without Draconic Fury, or mixing Spellcraft mod in there and learning spells for that fight.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 15, 2017, 02:20:36 am
Agreed. I won't touch a Shoggoth without Draconic Fury, or mixing Spellcraft mod in there and learning spells for that fight.

Not helped by my handling of it, due to the fine line between "falls apart instantly" and "impossible to kill," making it essentially a puzzle boss. XP
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 15, 2017, 09:07:00 am
Next time I'm staying within sight of the bastard when I burn it to death. I didn't witness it last time, and lost out on the rumor spreading.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on December 16, 2017, 10:56:18 pm
New world, new adventurer. Tigerman as usual. I love them too much not to be one. ONLY disadvantage is not being able to share gear, but that's okay. I'm a Demigod point level but a peasant in social standing. I got a bunch of info from some local traveler in my hamlet, and went out after a nearby treant. On the way in, I found lots of elephants. I'd grabbed sling stones and arrows and practiced my throwing against a muscular elephant. I didn't put any points into that skill, so I was starting off completely unskilled. By the last of my stones and arrows, I'd disabled the elephant's legs, and leveled up my throwing to novice.

I tore that elephant apart with my scimitar and made it into armor and a helmet, as well as an ivory spear for throwing. Then I went onto the treant. At first it was a draw, but after a while I nailed the damn beast in the stumps and made it fall over. Took a mix of throwing and stabbing, but eventually that one died and I carved his ++wood into a shield to beat the bronze one I started with.
Title: Re: [.44.01/.44.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 17, 2017, 10:26:50 pm
Nice. Recently been mucking around when I noticed some weirdness with plump helmet men. Fixed for now.
Title: Re: [.44.01/.44.02/.44.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ivanovic on December 31, 2017, 07:16:47 pm
Is Adventurecraft compatible with the Fortress mode? I'd like to alternate between adventure and fortress mode in the same world, but I don't know if that's possible. For example, on the Wiki page I see this bug acknowledgement:

"The addition of faked granite for outsiders adds an unusable material to the forge in fortress mode. "

Is that bad?
Title: Re: [.44.01/.44.02/.44.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 01, 2018, 12:12:07 pm
Others have fiddled with Adventurecraft worlds in fortress mode before, and it seems to work fine. The bug you mentioned is that, due to some stuff to make outsiders start with cheap stone weapons instead of copper, there's a material that looks like granite, has the strength of granite, but is otherwise unobtainable and technically counts as a metal.

The forges however still list ALL metals that exist on paper as options to craft stuff out of, even if they can't be obtained. It has no effect on fortress mode gameplay, it's just an oddity looking at the forge menu, ordering some furniture, and seeing the unusable option to forge stuff out of "granite" in addition to the normal metals.
Title: Re: [.44.01/.44.02/.44.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: pikachu17 on January 04, 2018, 05:33:47 pm
You know, you could make it so "granite" is only the adjective name, and the noun name is "unusable metal", or something.
Title: Re: [.44.01/.44.02/.44.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 04, 2018, 05:53:30 pm
That might be useful for communicating this to the player, yeah. Though it being there is still a minor annoyance to me.
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on January 13, 2018, 12:00:51 am
Updated to the latest game version. Man, worldgen slowed down for me now. Still managed to make a world. I'm a tigerman hunter based just south of a hamlet called Dragoncrux, in a tiny pavilion I just made. I killed a tigerfish and a honey badger so far, throwing sling stones and then closing in for the kill. I think this is definitely going to be a hunting campaign at first, til I can find strong enough prey to make actual armor out of.
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 13, 2018, 03:04:46 am
Nice, hope it goes well and bug-free. ^^"
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on January 13, 2018, 07:54:40 am
The last one I managed to kill an elephant and make armor out of its skin.

I've also finally figured out how to break down a stack of bones so I can make more than one craft out of them. Throwing. I hadn't thought of that before, but last night I accidentally threw a piece of fish at a badger, and it was only one piece of fish out of a stack of eight.
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 14, 2018, 11:55:21 am
The last one I managed to kill an elephant and make armor out of its skin.

I've also finally figured out how to break down a stack of bones so I can make more than one craft out of them. Throwing. I hadn't thought of that before, but last night I accidentally threw a piece of fish at a badger, and it was only one piece of fish out of a stack of eight.


...oh. Oh. I didn't know you could throw bones to split the stack now. In fact I'd tried that way back when I first had to fix some crafting oddities and it threw the whole stack. >.<
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on January 15, 2018, 12:03:53 am
I don't know what kind of sorcery you have going on over there but throwing bone stacks doesn't split them for me.
Title: Re: [.44.01 - 4] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 15, 2018, 12:58:45 am
I don't know what kind of sorcery you have going on over there but throwing bone stacks doesn't split them for me.

Yeah, for as long as I can remember it's been impossible to split bone stacks.

Also, evidently there are no raw changes in the new version, but I've been busy most of the day and had yet to grab it, confiirm for myself, and update descriptions to state that.
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on January 17, 2018, 12:33:09 am
I have no idea. I thought it would but I haven't touched the game since that night. I know throwing MEAT splits the stack. Thought bone would be the same. Then again, meat asks you how many you want to pick up. Bones do not.
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 17, 2018, 01:05:31 am
Translation: did not test the thing. ;~;
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Urist McVoyager on January 17, 2018, 02:29:46 pm
Nope, didn't test. Saw it work for something else and wrongly assumed. Sorry.
>.<
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Neothanos on January 18, 2018, 06:44:34 pm
Hi! good work with this mod, loved it on 43.x!

I'm trying to merge this mod with the modpack "meph tileset" on 44.5. If i understood correctly, most of the creature modification can't be simply merged with copy pasting the raw folder, and because meph's modpack adds other mods creatures and changes CREATURE_TILE: etc, so I should need to modify those creature for your joint system and different skin and bodypart that you can obtain in advnenture mode.

I'm afraid its too much work for me (i dont really know shortcuts that could make this process less tedious), and was wondering: Is there a way to implement ONLY the craft system of this mod, without modding the raw and the combat of the rest of the object folder? I've found reaction_adventurecraft, but with my extremely limited experience I doubt pasting only that file could work :P

Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 18, 2018, 07:34:13 pm
If you're just after the reactions you'll want to start with all the reaction_X files. Then copy over most of the item_X files to avoid missing the tools, added weapons, gambesons etc that these recipes allow crafting. I'll list which are essential below.

Then you'll want material_template_default and tissue_template_default, as these add the material properties allowing you to salvage cloth/leather, dry chitin, make gut thread, skull helms, etc.

Note that doing this and not copying over the creature files will effectively buff every mundane critter in the game to use megabeast-tier body materials, because of the way I tricked the hardcoded generation of demons, titans, etc to use upgraded materials.

The easiest way to fix THAT would be to also copy over b_detail_plan_default, but you're going to want to edit it a small bit. Look at the second body_detail_plan listed in the file, titled normal_standard_materials. And look at the fourth body_detail_plan, normal_chitin_materials. Just delete the "normal_" in the names of the second and fourth BDPs, then delete the first and third BDPs.

The end result is megabeasts and such are no stronger than normal animals, but no creature-copying is required.

Finally, if you want hardtack to work, you'll want to copy over plant_adventurecraft. Yep, it's a dirty hack.

Adding entity_default will port over some world flavor stuff like civs having slings, the Resurfaced civ, etc but isn't vital.

The resulting list of files copied is:
Code: [Select]
* b_detail_plan_default.txt (this gets edited)
* entity_default.txt (optional)
* item_ammo.txt
* item_armor.txt
* item_instrument_adventurecraft.txt
* item_tool.txt
* item_weapon.txt
* material_template_default.txt
* plant_adventurecraft.txt
* reaction_adv_carpenter.txt
* reaction_adventurecraft.txt
* reaction_instrument_generic.txt (only required if also copying entity_default.txt, not needed otherwise)
* reaction_other.txt
* reaction_smithing_adventurecraft.txt
* tissue_template_default.txt



If you want the changes to other armor and items, you can copy over the following item files as well:
Code: [Select]
* item_helm.txt
* item_pants.txt

If you want to retain the improvement to stones (chert, diorite, etc), outsiders starting with crude stone weapons, and the ability to pick otherwise-unobtainable plants, you can also copy over their files. These are:
Code: [Select]
* inorganic_other.txt
* inorganic_stone_layer.txt
* inorganic_stone_mineral.txt
* plant_crops.txt
* plant_crops.txt
* plant_garden.txt
* plant_standard.txt
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Neothanos on January 18, 2018, 08:03:23 pm
A very complete answer, thanks! I'll try that!
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 18, 2018, 08:28:57 pm
Hope it goes well. Gave the bare-minimum variant a quick load-test to confirm I didn't miss anything and to check for errors, so it should work.
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: scourge728 on January 20, 2018, 02:20:16 pm
Is there any difference between the reaction_adv_carpenter included in the mod compared to the one already in the game? Because I wasn't seeing any
EDIT: Is there any particular reason say, the new ammo types are in the same file as the old ones, I understand it when modifying things already in the game, but why when adding new things?
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 20, 2018, 09:05:07 pm
The main reason for the carpenter file difference is the shield reactions have been changed, and moved to the reaction file for adventurecraft reactions. Difference is mainly that you don't need the workshop to craft them.

As for new items, largely out of force of habit (placing items where they would belong in vanilla), I hadn't really had a lot of requests and questions about mod mixing actually.  ^^"
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kamdiere on February 12, 2018, 07:29:46 am
I'm having a problem with skulls not being recognized by reactions. Bug or did I improperly install the mod? I have a handful of others added in so I had to manually go through and merge a few files, but I may have missed something.
Title: Re: [.44.01 - 5] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 12, 2018, 01:48:28 pm
Likely cause would be changed to material_template_default, as I had to do some fuckery there just to make skulls usable in the first place. Otherwise I've had an issue with skulls acting as though they had no material and/or no associated usage tokens, despite Max's sorcery somehow getting the damn things to work when repeating his steps usually failed for me. :V
Title: Re: [.44.01 - .44.06] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 09, 2018, 08:30:39 pm
Welp, another update and another version with no raw changes breaking compatibility.

Quote
Verified compatibility with 44.06. Heavily rebalanced alcohol and venom durations based on testing of DWF_STRETCH, so now booze and venom will act at a more consistent rate relative to fortress mode. Made plump helmet men slightly less prone to getting their shit kicked in (or rather, getting their shit kicked OFF).
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: LizardKing on April 22, 2018, 01:47:54 pm
Hi there. I've been mucking around with DF for the first time in 7 years, and this mod seemed like a good way to spice up adventurer mode. Seems pretty cool so far (once I figured out how DF handles holding/putting/dropping/picking up). Only thing I can't figure out is how to build the workshop. Any time I press B it says I can't build there. I tried moving away from settlements and whatnot. Does it need to be on solid rock or something? I think the only rocky terrain on my map is in the far corners.
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 22, 2018, 02:24:28 pm
That'd be a vanilla issue, as the construction feature is hard-coded. You basically need to be in the wilderness to do so, being too close to towns, the coast, to far up a mountain, a lair, etc all seem to mess with that.
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: LizardKing on April 22, 2018, 03:14:31 pm
That'd be a vanilla issue, as the construction feature is hard-coded. You basically need to be in the wilderness to do so, being too close to towns, the coast, to far up a mountain, a lair, etc all seem to mess with that.

Ah, I see. I searched around all over the place but couldn't find out what the requirements were. Guess I'll do some wandering then. Thanks.
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: LizardKing on April 26, 2018, 10:01:30 am
Okay, got that stuff working. I'm playing a large animal person so it's nice to be able to melt down all these useless small things and make weapons and armour that fits me. One more  thing though: With gauntlets, is there any way (using dfhack or something) to get ones that will fit?
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 26, 2018, 11:15:22 am
Okay, got that stuff working. I'm playing a large animal person so it's nice to be able to melt down all these useless small things and make weapons and armour that fits me. One more  thing though: With gauntlets, is there any way (using dfhack or something) to get ones that will fit?

DFHack is the only way, yeah. You'll need to find the autofixhandedness script.
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: LizardKing on April 26, 2018, 03:25:55 pm
DFHack is the only way, yeah. You'll need to find the autofixhandedness script.

That's so much easier to find with an actual name to go on. I found this one here (http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829), which is pretty old, but seems to work fine. I've got some nice iron gauntlets that fit now. Thanks again :) Hopefully that's everything.
Title: Re: [.44.01 - .44.09] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 27, 2018, 12:37:19 am
Glad that it works.

Meanwhile...oof, an updoot. Minor idea stuff mostly, though I am mildly proud of having made centaur-style bodies behave a little more sanely.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Seshien on August 10, 2018, 05:26:19 am
Hey, love that mod :). Did you thought about adding ore smelting? That would be lovely for reclaiming old fortresses, and then using ore from them to make your own armor and weapons :). If it doesn't sounds good for you, could I ask for help how to add it by myself? I searched raws and I don't see any reaction for smelting ore. Is adding a reaction for each type of ore requiring that ore, logs, forge and creating bars would work? 
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 10, 2018, 01:33:44 pm
Hey, love that mod :). Did you thought about adding ore smelting? That would be lovely for reclaiming old fortresses, and then using ore from them to make your own armor and weapons :). If it doesn't sounds good for you, could I ask for help how to add it by myself? I searched raws and I don't see any reaction for smelting ore. Is adding a reaction for each type of ore requiring that ore, logs, forge and creating bars would work?

I've considered it, but it can be pretty rare in use for most players unless you deliberately set it up in fort mode. Even the existing reaction to break a boulder apart into small rocks is likewise little more than a footnote, and in practice the "break down any stone item" reaction is useful more often, even if it doesn't yield stone 100% of the time. Making alloys from bars would be useful in more circumstances, but giving the player the ability to make steel by scavenging iron goods would be hilariously broken. Conversely, tin goods are such a crapshoot to find that bronzemaking would be quite underused regardless of whether it uses ores or bars.

However, if you want to take a stab at it, reaction_smelter is the file where the raw-defined alloy reactions are found, and you can convert them into non-workshop versions without too much insanity. Some things to keep in mind though:
1. Adventurecraft relies on producing and using single units of "bar" when fort-mode metalworking operate on the assumption that a bar is 150 units. This is due to some giant pain-in-the-ass reaction bugs that crop up in adventure mode.
2. I don't know if the stuff like [REAGENT:A:1:METAL_ORE:ZINC] plays well with adventure mode reactions. My preferred handling is to exploit REACTION_CLASS and/or HAS_MATERIAL_REACTION_PRODUCT, because that avoids some other things that I've seen crop up with ANY_BONE_MATERIAL and related stuff.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Seshien on August 11, 2018, 05:33:50 am
To be honest balance in adventure mod is almost nonexistant anyway. It just isn't focus of developers I think. You can become legendary fighter and wrestler in 30 minutes and only roleplaying stop people from doing it.

Okey, fair enough. Thanks for advice, I will try to make a mod for it itself :)
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 12, 2018, 01:28:50 pm
To be honest balance in adventure mod is almost nonexistant anyway. It just isn't focus of developers I think. You can become legendary fighter and wrestler in 30 minutes and only roleplaying stop people from doing it.

Okey, fair enough. Thanks for advice, I will try to make a mod for it itself :)

True, and I'm hardly any good at balancing myself. I end up with rough ideas to follow, but even then they sometimes clash. Like how I tried to make it so that the right kind of stone will generally be better for weapons than basic bone, but conversely I made top-tier bone and such strong enough to encourage the player to make items from megabeasts, titans, etc.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Seshien on August 13, 2018, 02:37:14 pm
So it is going like stone>bone>stone+>bone+>stone++>bone++?. Yeah, I love that that ++ stuff is as good as steel and it is just cooler to use that dragon's skin, who you killed in fiery duel than normal metal armor. My adventurer first goal was killing a dragon for his parts. It kinda felt sad that I could only do one piece of armor, and two weapons from all of dragon, but balance. But that fight costed him leg and it caused all of his following adventures.

BTW, I think there is a bug, adamantine wafers are not used up in craftings. And is there a way to craft adamantine cloth from strings?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 14, 2018, 06:39:10 am
BTW, I think there is a bug, adamantine wafers are not used up in craftings. And is there a way to craft adamantine cloth from strings?

That's o-

Wait. Did you make them yourself via breaking down adamantine items, or scavenge them from a fort? If the former then it's the whole "fort-made bars have a high product size" thing, which is a side effect of the "make 1, use 1" workaround from other reaction bugs.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Seshien on August 14, 2018, 03:13:21 pm
Ahh.. it explains that. Most of that adamantine was from stuff I destroyed, but there were also a few bars just laying about. Sorry for false alarm  ::)
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: draeath on August 29, 2018, 12:33:11 am
Why are unmodified files (like raw/objects/language_HUMAN.txt or raw/graphics/example/dwarves.bmp) included in the download?

This makes it more difficult to merge this with other mods. I have to dos2unix and diff each and every file to ensure they don't stomp on each other :|
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 29, 2018, 01:01:20 am
Why are unmodified files (like raw/objects/language_HUMAN.txt or raw/graphics/example/dwarves.bmp) included in the download?

This makes it more difficult to merge this with other mods. I have to dos2unix and diff each and every file to ensure they don't stomp on each other :|

Sorry about that. As for why, because it's overall the most idiotproof way to implement it. Telling the player to replace the whole raw folder is far less likely to cause problems than "dump these in and overwrite all things prompted"
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: draeath on August 29, 2018, 05:56:04 pm
Ah, that makes sense :)

I've figured out how to deal with your method of distribution on my end - basically turn a vanilla DF install into a git repo, and I can then drop your stuff on top and generate a patch that I can then apply to my real install. Which is also a git repo now, because it just makes it easier to manage over time.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on August 30, 2018, 10:50:06 am
Nice, hope that turns out useful then.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 07, 2018, 08:10:49 pm
Welp, after...quite a while I got in a mood to do a smol bit of tweaking to the mod.

Minor stuff out of the way would be footwraps being a thing, porting over some stuff from my other mod to make kobolds look less generic, and some changes to how caps and masks are considered armor vs clothing (reverting to vanilla handling for the former, allowing war masks for the latter).

Swordwomen and such is a minor flavor thing worth mentioning. It's not that big of a deal but does let you tell apart your human, elven, and goblin companions a bit more easily. Unless you're playing the same species it's not really needed for animal-people, but since there's the resident animal-people tribes that would be a factor more often than in vanilla.

The thing where it applies to animal-people is worth noting. I had to make a creature variation for the TWO genderless animal-people in the game because taking the streamlined way and dumping female profession names into the CV raw would break them.

Then there's the chance in values to humans. Instead of every value being a COMPLETE crapshoot, I set all of them to vary plus or minus 15 of what values old, pre-VARIABLE_VALUE humans used. The one exception was knowledge, which for whatever reason doesn't seem to have existed back when humans had fixed values. So I picked a range that would ensure they at least never HATE building libraries, as that's part of why libraries are infamously rare in DF.

The one that took a bit of time was trying to add just a bit more stuff to make kobolds and said tribes more distinct flavor-ise, and not much could be done. I went and dabbled in another possible way to make a civilization generate stone weapons, but that method didn't work. The only other option would be kinda less than ideal, as it'd populate allow stone clubs and staves, two weapons that are balanced with the density of wood and bone in mind, on top of making little sense (for staves it's self-explanatory, while a stone club logically shouldn't be any different from the existing option for players to craft stone maces).

Instead I went with adding a little extra to their clothing/armor lists. Not much really, Resurfaced get cloaks and footwraps as additional clothing, kobolds get caps, gloves, footwraps and sandals for extra clothes. For armor kobolds get gambesons in addition to the aforementioned caps, while Resurfaced gain leather armor and (wooden) masks.

As usual, if I borked anything or if any suggestions come to mind, feel free to throw them at me. :3
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 01, 2019, 11:54:35 pm
I'm really confused as to what this mod actually does. :(

I see it in lists of mods as an adventure mode expansion, but the opening post doesn't really give any sort of goal of the mod or what it really does.  Is the mod meant to let you craft things like in fortress mode?  Because the notable features list just lists poisoning weapons, extracting from beasts, and joint locks. 

Does it let me dig or craft armor?  Where do you get metal?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 02, 2019, 12:30:39 am
You'd have to read more of it, as the features bit only really references a few things that were notable back when I first released this, especially compared to other Wanderer's Friend-based mods.

It started as focusing largely on crafting and general improvements to adventure mode, allowing you to make almost anything that's remotely useful in adventure mode and expanding the playable race list. It's since diverged into a long array of various item additions (largely to flesh out other underused combat skills and niches), rebalances of various things, a wider array of monsters to hunt, alchemical stuff and other things to encourage hunting them, etc.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 03, 2019, 01:53:48 am
You'd have to read more of it, as the features bit only really references a few things that were notable back when I first released this, especially compared to other Wanderer's Friend-based mods.

It started as focusing largely on crafting and general improvements to adventure mode, allowing you to make almost anything that's remotely useful in adventure mode and expanding the playable race list. It's since diverged into a long array of various item additions (largely to flesh out other underused combat skills and niches), rebalances of various things, a wider array of monsters to hunt, alchemical stuff and other things to encourage hunting them, etc.

I see that now. 

Can you forge a metal sarcophagus?  So I can fill it with dead bodies and crush people with it in battle?

Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 03, 2019, 03:17:26 pm
I know I included a fair bit of metalworking options (you need a carpenter's workshop as this is currently the only adventure-buildable workshop), but I think I forgot that.

Seeing as how focused the adventure-construction system's hardcode is on the assumption that adventurers will only have access to wood, I'll double-check and test whether it figures out to place metal furniture, and add it if so. :3
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 03, 2019, 03:27:57 pm
I know I included a fair bit of metalworking options (you need a carpenter's workshop as this is currently the only adventure-buildable workshop), but I think I forgot that.

Seeing as how focused the adventure-construction system's hardcode is on the assumption that adventurers will only have access to wood, I'll double-check and test whether it figures out to place metal furniture, and add it if so. :3

Thank you very much!  I haven't played Adventure Mode for a while, so I saw this mod and figured it was to add lots of crafting, and figured thats what I wanted out of Adventure mode this time.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 03, 2019, 03:42:37 pm
About to run the test. And I just discovered some amusing shit while testing. It seems that the caste-level flavor profession names show up in the skill menu even though only half the species has it applied to them, meaning human skills get labeled axewoman, swordswoman etc despite there being a 50% chance that the profession name won't make any sense.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 03, 2019, 07:15:52 pm
Welp, there we go. Sorry that it took a while to add that, some interruptions came up while working on the reactions. Minor sidenote, you can now guess what gender charcreation picked from the skill menu for most creatures, as it picks caste at the very start and cites either the expected default profession names, or the caste profession name if the selected caste has one.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 03, 2019, 10:00:43 pm
Welp, there we go. Sorry that it took a while to add that, some interruptions came up while working on the reactions. Minor sidenote, you can now guess what gender charcreation picked from the skill menu for most creatures, as it picks caste at the very start and cites either the expected default profession names, or the caste profession name if the selected caste has one.

Thank you.  Since its so late,  will need to check it out later in the week probably.  Ill let you know what I think or if I find anything weird.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 09, 2019, 04:40:04 pm
I started the mod up last night, got some companions and attacked some goblin bandits.   Haven't had much time to try the crafting yet, probably will next time.  All the options seem great so far
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 10, 2019, 12:28:00 pm
Thanks, hope it goes well.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 14, 2019, 09:40:06 pm
Is there any way to get gold or platinum outside of delving into a dwarf underground and hoping for the best for something to melt down?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 18, 2019, 05:37:11 pm
I killed a giant and took his heart back to my base, but I can't extract anything from his heart, it doesnt show up in the crafting list as a heart.  Its in my hand, and I have tried to have it on the floor as well. 

Are giants set to be sentient?  I also couldnt eat giant meat.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 19, 2019, 11:00:28 am
I killed a giant and took his heart back to my base, but I can't extract anything from his heart, it doesnt show up in the crafting list as a heart.  Its in my hand, and I have tried to have it on the floor as well. 

Are giants set to be sentient?  I also couldnt eat giant meat.

I think I found the problem, I for some reason had original RAWs for creature standard, so it didnt produce a mega heart and it was set to learn.  I replaced the creature standard raws with the adventure craft one, but I still cant extract from his heart.  Is that because the heart I have isnt a mega heart?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 19, 2019, 12:21:03 pm
Yeah, most likely it's still using the old material due to being created before you applied the override. This is kinda why mods tend to be all-or-nothing unless a lot of effort is put into carefully combining them...
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SammyLiimex on February 19, 2019, 01:13:29 pm
Yeah, most likely it's still using the old material due to being created before you applied the override. This is kinda why mods tend to be all-or-nothing unless a lot of effort is put into carefully combining them...

Are hearts created when you butcher a monster, or will all megabeasts already have normal hearts, requiring a new world gen?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 20, 2019, 12:32:23 pm
I'm not sure actually, would be something to test. It might apply when you butcher the creature, but the material also comes into play for the living critter too (though that might be better about retroactive updates than items).
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: UristMcVampire on March 27, 2019, 10:44:16 am
How for the love of Armok do I kill a shoggoth!?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 28, 2019, 04:55:20 pm
How for the love of Armok do I kill a shoggoth!?

Taking it on in a straight fight is a bit of a puzzle, mostly because it's extremely hard to balance a blob monster in such a way that it isn't either hilariously easy to one-shot or literally unkillable.

Spoiler (click to show/hide)
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 19, 2019, 07:13:06 pm
Been Having a pretty massive issue with this mod constantly causing my game to crash in adventure mode, no idea why, i'm not trying to use any other mods alongside it, and i really like the look of the crafting system :/

Also i was wondering if there's a way to have the mod with only the crafting stuff? The civ race stuff changes the game in a way i'm not a fan of, with all the races having civs everywhere, it seems to make finding goblin pits far harder.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 19, 2019, 11:04:33 pm
Er, are you...do you have any errorlog content? I'm not sure what might cause crashing beyond the usual vanilla troubles. As for the crafting, I'd have to work on it, and been kinda not that active as of late (IRL things ate up a lot of my free time as of late), though once the update hits...
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 20, 2019, 06:16:30 am
Er, are you...do you have any errorlog content? I'm not sure what might cause crashing beyond the usual vanilla troubles. As for the crafting, I'd have to work on it, and been kinda not that active as of late (IRL things ate up a lot of my free time as of late), though once the update hits...

I managed to fix it, i think it was just an issue with TWBT being TWBT, although another thing i've noticed is that bonecrafting seems to work weirdly with bones, not sure if it's intended but when i went to make a bone stave with a stack of 21 lion bones, it used up all 21, same thing happened when i made a tooth dagger, i had 4 and it used up all 4, is this intended?

Edit: Yeah i re-tested it, made a single large dingo bone dagger, it used up 14 bones.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 20, 2019, 12:34:06 pm
Oof. That's mentioned as one of the fucky things about crafting in general. Notice how in vanilla adventure boecarving, everything you can make would logically only require a single bone. If you tried to make a recipe demand more than one bone, bar of metal, piece of cloth etc, it'll work fine in fortress mode but start acting up in adventure mode. Usual result tends to be it'll demand a separate stack for every unit requested, then take 1 from each stack, which would get downright fucky once you get to armor and other things that logically should be taking several bones at once.

And then you get to leather goods, where every hide is just one single unit and therefore 1 corpse will always equal 1 leather item, and at that point it ends up being a choice between:
1. Letting the player make hundreds of dragon bone goods from a single dragon yet only ever getting 1 scale item from each.
2. Needing several stacks of filler to actually use those dragon bones for armor (and still being able to make a ton if you do juggle this requirement), with high risk that it's going to pick the weaker bones as the primary material (meaning none of the benefits).
3. Just exploiting REACTION_CLASS so that at least it's consistent relative to how leather is handled, while also sidestepping all of these conundrums.

It's even worse with bars (average product size 150), cloth (average product size 10000), or thread (15000) for rather obvious reasons, and that's why in Adventurecraft the reactions are exploitable as all hell if you use cloth/thread/bars/sheets/etc spawn in sites instead or handmade ones (the reactions produce products with a unit size of 1 and consume only 1 unit to avoid these shenanigans).
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 20, 2019, 12:45:44 pm
Oof. That's mentioned as one of the fucky things about crafting in general. Notice how in vanilla adventure boecarving, everything you can make would logically only require a single bone. If you tried to make a recipe demand more than one bone, bar of metal, piece of cloth etc, it'll work fine in fortress mode but start acting up in adventure mode. Usual result tends to be it'll demand a separate stack for every unit requested, then take 1 from each stack, which would get downright fucky once you get to armor and other things that logically should be taking several bones at once.

And then you get to leather goods, where every hide is just one single unit and therefore 1 corpse will always equal 1 leather item, and at that point it ends up being a choice between:
1. Letting the player make hundreds of dragon bone goods from a single dragon yet only ever getting 1 scale item from each.
2. Needing several stacks of filler to actually use those dragon bones for armor (and still being able to make a ton if you do juggle this requirement), with high risk that it's going to pick the weaker bones as the primary material (meaning none of the benefits).
3. Just exploiting REACTION_CLASS so that at least it's consistent relative to how leather is handled, while also sidestepping all of these conundrums.

It's even worse with bars (average product size 150), cloth (average product size 10000), or thread (15000) for rather obvious reasons, and that's why in Adventurecraft the reactions are exploitable as all hell if you use cloth/thread/bars/sheets/etc spawn in sites instead or handmade ones (the reactions produce products with a unit size of 1 and consume only 1 unit to avoid these shenanigans).

I've been using http://www.bay12forums.com/smf/index.php?topic=140950.0 with the taffer update, that has working bone crafting, i was thinking of using that but it's missing a lot of stuff that your mod has, which is a shame. I do love your mode and the depth it has but having entire bone stacks eaten for a single craft is a pain. Are you on the Dwarf fortress discord?  I was talking to another modder about it and he said it had something to do with "editing the default materials" being the issue, i can ask him further about it if you want.

I think i misunderstood, so is in intentional for balance purposes? the only issue i can see then is not having enough bones to actually level the skill.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 20, 2019, 01:15:44 pm
Intentional for balance reasons, avoiding some oddities caused by weird reaction bugs, and consistency yeah.

I am in the DF discord though (as Chaosvolt) I haven't been active in a while due to various things.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 20, 2019, 01:18:23 pm
Intentional for balance reasons, avoiding some oddities caused by weird reaction bugs, and consistency yeah.

I am in the DF discord though (as Chaosvolt) I haven't been active in a while due to various things.

That's fair enough, it is a shame that there's no middle ground, i do much prefer how wanderer deals with it, having too many bones is better than having too few imo.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 20, 2019, 01:29:00 pm
If you mean the original Wanderer's Friend, I vaguely recall back before some mechanic changes stacks of bones would be automatically eaten up entirely by reactions as-is, making this more along the lines of trying to restore much-older behavior because the new mechanics act weird in some cases...
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 20, 2019, 01:37:11 pm
If you mean the original Wanderer's Friend, I vaguely recall back before some mechanic changes stacks of bones would be automatically eaten up entirely by reactions as-is, making this more along the lines of trying to restore much-older behavior because the new mechanics act weird in some cases...
Not wanderer's friend, just wanderer: http://www.bay12forums.com/smf/index.php?topic=140950.0  (http://www.bay12forums.com/smf/index.php?topic=140950.0)

Edit: By the by, is your mod supposed to change it so goblins need to eat? In vanilla they dont need food/water but when i was playing with your mod I did when playing one.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 20, 2019, 01:54:49 pm
Not wanderer's friend, just wanderer: http://www.bay12forums.com/smf/index.php?topic=140950.0  (http://www.bay12forums.com/smf/index.php?topic=140950.0)

Ah right, I'll want to check sometime and see if they do anything different. I have vague memories that one of the other common Wanderer variants had a method of using skulls in reactions that I was simply unable to replicate until I found a different method.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kavrick on July 20, 2019, 04:09:53 pm
Not wanderer's friend, just wanderer: http://www.bay12forums.com/smf/index.php?topic=140950.0  (http://www.bay12forums.com/smf/index.php?topic=140950.0)

Ah right, I'll want to check sometime and see if they do anything different. I have vague memories that one of the other common Wanderer variants had a method of using skulls in reactions that I was simply unable to replicate until I found a different method.

I look forward to seeing how this goes, i do love this mod and the amount of depth it has for crafting compared to other ones, although i think the only other problem i have is how low the succeed chance on breaking down metal stuff is, but i can probably change that myself.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: MachoNacho on August 26, 2019, 02:51:43 pm
ignore this I sent it as a PM instead
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Datti on October 12, 2019, 07:45:47 am
First of all, thanks for creating this mod, I've been having so much fun playing with it! However, it seems that centaurs don't ever spawn for me. I've even gone into advanced worldgen to try and create worlds with lots of joyous wilds. But when I look through legends mode, there's not a single centaur to be seen... is this a known issue?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: DerMeister on October 12, 2019, 11:43:28 am
This mod I could call good mod. With issues, but good.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 12, 2019, 04:09:36 pm
First of all, thanks for creating this mod, I've been having so much fun playing with it! However, it seems that centaurs don't ever spawn for me. I've even gone into advanced worldgen to try and create worlds with lots of joyous wilds. But when I look through legends mode, there's not a single centaur to be seen... is this a known issue?

I've had issues with good regions in general not often having a lot of their unique critters, and I suspect this is exacerbated by their being savage-specific as well. If the adventure critter list includes centuars, that should be a reasonable indication of enough spawns to expect an encounter in the right location, I hope...
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Datti on October 13, 2019, 03:43:20 am
Quote
I've had issues with good regions in general not often having a lot of their unique critters, and I suspect this is exacerbated by their being savage-specific as well. If the adventure critter list includes centuars, that should be a reasonable indication of enough spawns to expect an encounter in the right location, I hope...
Alright, thanks for the reply!
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SakuraHeinz on October 24, 2019, 06:20:59 am
Hoi! somebody of you know were I find a mod that only adds leather crafting and not all the other stuff? so I can play vanilla but at least have leather armor.

I want to play as a very small or very tall character an they cant get armor except their starting gear.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 24, 2019, 02:13:36 pm
Hoi! somebody of you know were I find a mod that only adds leather crafting and not all the other stuff? so I can play vanilla but at least have leather armor.

I want to play as a very small or very tall character an they cant get armor except their starting gear.

It would be relatively easy to separate the leather recipes from the rest of the mod, and plain crafting-only mods are abundant these days. If one were to grab Adventurecraft's take on it, about the only consideration to tweak would be the fact that the tanning recipe uses a different hook for finding valid skins compared to vanilla, due to enabling you to cure scales and chitin too (while also wanting to deny civs from making chitin items).

Here's a very quick implementation of all the major leatherworking recipe in the mod for you to copy into reaction_other as desired, stripped of items and recipe filtering that would be unique to Adventurecraft:
Spoiler (click to show/hide)

The noteworthy changes are:
1. Tanning uses the vanilla TAN_MAT instead of DRY_MAT, since it no longer has Adventurecraft's reaction class to look for.
2. Repairing leather goods wasn't ported over because I'm fairly certain the only sane way to screen for leather items was via the added reaction class.
3. Removal of the needle and thread requirements, and of requiring a cutting tool for the two recipes that used it.
4. Changing the reaction names to reflect the fact that they won't be able to make use of scales or chitin.

Feel free to use however much of those they actually want.

Fun fact, after all this time spent waiting around with nothing in particular to do modding-wise, looking through the recipes again made me notice a SMALL error I can fix. The recipe to make footwraps was crafting leather socks instead.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SakuraHeinz on October 24, 2019, 09:43:43 pm
Thanks for the help,  I love how passionate the dwarf fortress community is.

But I dont know what to do I added this to reaction_other and nothing changes ingame, do I need a new world?

Edit: yes I needed a new world :-X

Thank you very much!

Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 25, 2019, 01:17:52 am
Yep, new world. Hope that helps.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SakuraHeinz on October 29, 2019, 12:25:38 pm
Yep, new world. Hope that helps.

Hoi! crafting gloves and socks is missing from your list can you post me the entrys? I guess Im complete than, I just hope my character doesnt lose her hands^^'
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 30, 2019, 12:51:00 am
Didn't have a recipe for leather socks because those are generally made from fabric, which has a few wonky issues regarding product sizes. As for gloves, that's even more fucky, without DFHack any gloves created by a custom reaction lack the left/right flagging that makes them usable. :/
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: SakuraHeinz on October 30, 2019, 12:56:19 am
Didn't have a recipe for leather socks because those are generally made from fabric, which has a few wonky issues regarding product sizes. As for gloves, that's even more fucky, without DFHack any gloves created by a custom reaction lack the left/right flagging that makes them usable. :/

Thank you for the answer, I will try playing something else. I already had a plan B its not like there are a few races to play, I also plan to make a topic for Animal people body sizes and what armor they can wear for playing vanilla.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: MachoNacho on December 06, 2019, 05:10:52 pm
What changes do I have to make to a raw file to make it compatible with unmodded Dwarf Fortress? I am making a mod but I forgot that I had your mod installed while making it. I want to make one version for Adventurecraft users and one for non-Adventurecraft users, but IDK how to change the raw files to work without Adventurecraft.
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 06, 2019, 05:42:35 pm
What changes do I have to make to a raw file to make it compatible with unmodded Dwarf Fortress? I am making a mod but I forgot that I had your mod installed while making it. I want to make one version for Adventurecraft users and one for non-Adventurecraft users, but IDK how to change the raw files to work without Adventurecraft.

It varies depending on what changes you're trying to make, that's why mixing mods is a tad diffcult. @.@
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: MachoNacho on December 06, 2019, 06:28:33 pm
What changes do I have to make to a raw file to make it compatible with unmodded Dwarf Fortress? I am making a mod but I forgot that I had your mod installed while making it. I want to make one version for Adventurecraft users and one for non-Adventurecraft users, but IDK how to change the raw files to work without Adventurecraft.

It varies depending on what changes you're trying to make, that's why mixing mods is a tad diffcult. @.@
How do I make creatures that were made using Adventurecraft-modified creatures as templates work with non-AC DF?
Title: Re: [.44.10 - 44.12] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 06, 2019, 06:43:01 pm
Er, I'm not 100% sure there. It's kind of a case by case basis and I'm not entirely sure what it is you're trying to add...
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 30, 2020, 02:24:11 am
Welp, after some mucking about testing raws, it's time for a new version of Adventurecraft! Link is here, in addition to being in the OP. (http://dffd.bay12games.com/file.php?id=14682)

Code: [Select]
* Use of new healing syndrome effects. Not only does hydra essence now mend limbs the proper way instead of using transformation fuckery, but marshmend and golden salve are more effective at actual medical purposes.
* Converted staves, clubs, and caesti into tools, because the equipment purchase menu was eager to offer the player metal versions of these items that're 100% balanced around only existing in non-metal form.
* More animalpeople can dole out headpats, preemptively fixing the bug with legless animal people.
* Resurfaced gain altars as a bit of flavor.
* Craftable dice from wood or bone (or other CARVE_SMALL materials).
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on February 01, 2020, 04:38:45 pm
Wow, I just came to this thread to get the latest version for 44* it didn't even occur to me that this would be updated already. Way to go!

edit: I'm gonna miss those silver caesti though haha
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Deon on February 02, 2020, 07:19:12 am
Hey! Thank you for the awesome work man. I was about to look into updating my old DF Wanderer to .47, and the first thing I noticed is that legless animal people cannot pet.
Then it was my luck that I've checked the forum and noticed you've already updated, including the legless people!

I will step down and let you handle this field. It makes no sense to have 2 similar mods which mingle with the same idea, it will only distract people looking for a mod for crafting :). Instead I will play with your mod and come back if you ever need my useless suggestions of what I would enjoy added.

Godspeed!
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 02, 2020, 02:58:47 pm
Was easy enough to add the template stuff, yeah.

And wh-no, there's really no need to do that. Mine's kinda halfway to being a total conversion at this point, so a more pure reaction mod likely still fills a rather desirable niche. ^^"
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Taras on February 02, 2020, 04:15:19 pm
For cannobal adventurers, I use interaction, that resurrect sentient body or it parts with syndrome of removing CAN_LEARN and deadly paralizys. (https://i.ibb.co/kGmDYkH/image.png)
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 02, 2020, 04:29:43 pm
I'm familiar with that, and if I recall an alternative is an interaction that marks a living victim, removing CAN_LEARN. Which is something I considered adding to the mod, but been kinda putting it off. :/
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: ChaosPotato on February 02, 2020, 04:41:26 pm
The new version actually seems to have fixed the "no making stuff out of sentients" bug. I was able to make a troll skull helmet decorated with troll horns, despite trolls having [CAN_LEARN]. Not sure if I can also eat sentients, will probably try that later.
Title: Re: [47.01] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 02, 2020, 05:21:09 pm
The new version actually seems to have fixed the "no making stuff out of sentients" bug. I was able to make a troll skull helmet decorated with troll horns, despite trolls having [CAN_LEARN]. Not sure if I can also eat sentients, will probably try that later.

Trolls have had [CAN_LEARN] removed from them in Adventurecraft for a while, actually. :/
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 08, 2020, 05:02:20 am
And now, a 47.02 update since the new entity token precludes 100% compatibility with 47.01. Decided that Resurfaced will get to trigger HFS during worldgen.

There was also a brief experiment in trying to flesh out the Resurfaced a bit more by giving them gods. First I tried regional forces, but you know the sphere alignment for elves heavily favors trees. Well, forces are still hardcoded to align with forests and rivers it seems, so that attempt fell flat instantly.

Then I had what I thought was a clever idea: what if I gave them a pantheon with sphere profiles that favor the same spheres megabeasts have, so that they might worship megabeasts more often? Well, the first problem that came out was that then sphere and sphere_alignment tokens...reeeaaally don't seem to stop them from giving a wide, crazy variety of misc spheres to their gods. I tried adding sphere alignments exceeding a million, I tried making every apparently-related sphere have an alignment of zero, nothing. They love generating kooky as fuck gods.

Fantastic suspects that prophets from other civs are fucking with the pantheon via conversion bullshit magic, but the odd thing is every odd-job god available for the Resurfaced generated with a native gibberish name. So if this is the case, then either foreign gods automatically get translated into utterances when adopted by a civ that's primarily gibberish-speakers, or else prophet chicanery INJECTS spheres into foreign gods. My money is still on sphere_alignment simply not working, it's already provably not doing anything to alter elven forces, and its impact on human preference for war gods (the only other vanilla use for the token) is kinda hard to conclusively prove.

And then the insult to injury, at no point was I able to select a megabeast to worship, which was the only thing I wanted out of the pantheon addition. So Resurfaced remain godless for now, though Adventurecraft-specific megabeasts STILL got a few extra spheres for flavoe.

If I ever add additional secrets to add a magic expansion to Adventurecraft, I might ensure they align with spheres used by thematically-fitting megabeasts. Last time I tinkered with new secrets, I found out that megabeasts can be credited with giving out secrets if their spheres align. Assuming this is still a thing, it'd be a cute addition.
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Onel on February 15, 2020, 12:31:15 pm
Are you supposed to eat the essence to gain magic? I've made some essence of war magic and when I drink it nothing happens.
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 15, 2020, 01:28:30 pm
Are you supposed to eat the essence to gain magic? I've made some essence of war magic and when I drink it nothing happens.

Check your "learned abilities" menu. Annoyingly, I found out that changing title like interactions can do (i.e. having "mage" appended to your species name) doesn't seem to work for material syndromes, and it also doesn't trigger "you have learned X" like reading slabs does. This already be seen with the older Draconic Fury potion, you have to poke through your x menu to realize it temporarily lets you breathe fire. If you already have War Magic OR Protection Magic, it also should fail to do anything (though I might not have been able to implement the opposing pairs mechanic for megabeast-crafted spell stuff).

Meanwhile I did a...couple updates since then. Mostly just finally adding Max's idea of an interaction available to playable races, that strips CAN_LEARN from a critter temporarily so you can use their body materials. For ease of use however, I'll likely still have semi-megabeasts count as unintelligent. Also tinkered with some elven stuff, and about to release an update reverting the "staves, clubs, etc as tools" change, as I found out that weapon tools are bugged and wear out against clothing abnormally fast compared to weapons and misc objects.
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Onel on February 16, 2020, 05:39:34 am
Are you supposed to eat the essence to gain magic? I've made some essence of war magic and when I drink it nothing happens.

Check your "learned abilities" menu. Annoyingly, I found out that changing title like interactions can do (i.e. having "mage" appended to your species name) doesn't seem to work for material syndromes, and it also doesn't trigger "you have learned X" like reading slabs does. This already be seen with the older Draconic Fury potion, you have to poke through your x menu to realize it temporarily lets you breathe fire. If you already have War Magic OR Protection Magic, it also should fail to do anything (though I might not have been able to implement the opposing pairs mechanic for megabeast-crafted spell stuff).



Checked my learned abilities menu and there's nothing there. Tried a few times save scumming.
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 16, 2020, 11:23:33 am
Odd. Wait, what species are you playing as? If I recall...well wait no, that's only for the interaction, I wasn't able to add checks for CAN_SPEAK to the craftable version. You don't already have war or protection magic from a slab, I assume? And if I recall, I omitted the usual "check for GENERAL_POISON" thing since now we have playable experiments that're likely to lack that creature class...let me give another test to make sure...

EDIT: Ahah fuck, I found the problem, a missing syndrome token in several of the magical essences. I realized that the one used by gargoyles was working and found the token I was missing. >_<

There we go, just fixed it. For a game in progress, you should be fine just copy-pasting creature_adventurecraft, creature_standard, and inorganic_other from the latest version's raw/objects into your data/save/<WORLDNAME>/raw/objects folder.
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Onel on February 16, 2020, 01:44:39 pm

EDIT: Ahah fuck, I found the problem, a missing syndrome token in several of the magical essences. I realized that the one used by gargoyles was working and found the token I was missing. >_<

There we go, just fixed it. For a game in progress, you should be fine just copy-pasting creature_adventurecraft, creature_standard, and inorganic_other from the latest version's raw/objects into your data/save/<WORLDNAME>/raw/objects folder.

Worked perfectly. Thankyou very much.  :D
Title: Re: [47.02] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 16, 2020, 03:05:43 pm
No worries, sorry I didn't catch that sooner. @.@
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on February 23, 2020, 12:40:37 pm
I noticed that you put the tag [NIGHT_CREATURE_HUNTER] on a bunch of animals in creature_adventurecraft.txt. That tag doesn't make that
creature hunt night creatures, it means that it will hunt for people to convert into "spouses" like night trolls do.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 23, 2020, 01:03:15 pm
I noticed that you put the tag [NIGHT_CREATURE_HUNTER] on a bunch of animals in creature_adventurecraft.txt. That tag doesn't make that
creature hunt night creatures, it means that it will hunt for people to convert into "spouses" like night trolls do.

On its own, it means it's a night creature, not that it hunts night creatures (that's the player's job XP). In order to convert spouses, it also needs the SPOUSE_CONVERTER token last I checked (hence not encountering any converted feral ogres, sanguine dragons etc). Without, it its main effects are triggering hostility when contacting normal creatures (as MEGABEAST, SEMIMEGABEAST, and a few other tokens do), as well as triggering support for the LAIR and HABIT tokens. Evidently werebeasts can generate with this token as well, if the wiki is correct, if so they likewise still lack SPOUSE_CONVERTER since that's not their primary method of propgating.

The main reason they use that token was to add another tier of hostile animal beneath SEMIMEGABEAST and MEGABEAST, since those two tokens are handled in a particular way during worldgen (and I'm fairly certain that makes them not work well if you try to spawn a natural population of them). This way there's a small population of genuinely monstrous wildlife in certain biomes, and many of them will gain notoriety as historical figures and claiming lairs. Overall in-between LARGE_PREDATOR animals who just kinda exist and occasionally antagonize a civ by pure chance, and semi-megabeasts.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: hertggf on February 24, 2020, 10:59:31 am
OK, maybe I should have been more clear I was just checking that you put it on dire wolves/bears intentionally. HF ones seem to just be appearing out of the populations anyway so the game may be ignoring it.
I'm a big fan of this mod by the way and I'm really enjoying the recent additions.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 24, 2020, 12:48:20 pm
No worries. Yeah, it is intentional. I'm fairly certain the histfig generation is thanks to that token making it happen haphazardly during worldgen (which a feral population just existing in the wild), both the only behavior I'm 100% certain of is the way it enforces hostility towards normal critters.

Meanwhile, have had an update or two lately, mostly just general tinkering around with stuff.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: sxtxixtxcxh on February 24, 2020, 05:26:39 pm
there's a couple missing brackets, one in creature_large_riverlake.txt ~line 582 and one in creature_adventurecraft.txt ~line 835 which i found while trying to figure out why all the civs seem mixed up after world gen.

i'm not sure if it's intentional or expected or not, but dwarf civs don't seem to exist in fortress/adventurer/legends mode and every entity seems to be occupying the wrong site types (elves in goblin forest retreats, humans in mountainhomes, etc...) but _during world gen_ the sites seem to be appropriately labeled.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 25, 2020, 01:53:19 pm
Huh, thanks for spotting that, for whatever reason it wasn't ever reporting that in errorlog (presumably it interprets an opened token as a comment). Should be updated by now. :3

But, that would've just caused specific states of matter for those contact poisons to use the template's material name (extract) instead. I'm not sure why it's not generating civs right for you, as every world I've generated on normal settings forces a dwarven civ to generate. This is in fact one of the settings you can disable in advanged worldgen, and it's used by default (when it basically always places at least one ). Are you mixing this with another mod that touches entities?
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: sxtxixtxcxh on February 25, 2020, 06:41:03 pm
nah, i tried debugging the wonky civs after watching a stream where someone had the same issue...
here's where he loads up legends viewer: https://www.twitch.tv/videos/556883517?t=0h13m50s he tried a few times after this in this stream eventually went without the mod

so i tried a fresh extraction of the DF zip, and a full replace of raw/objects folder, and i got the same problem.

i _just now_ downloaded your update, unzipped a vanilla dwarf fortress download, replaced raw/objects, made a new world, and i still get the same thing: missing dwarf civ, and every other entity shuffled around.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 25, 2020, 06:53:00 pm
That's...odd. Nothing in the mod should be causing that at all, because the dwarven civ still has [SITE_CONTROLLABLE] in it, which controls fortress mode playability and the "always place a playable civ" togglein advanced worldgen.

I just now grabbed my raws and generated a civ, pocket world at five years with civs at minimum, and maximum sites after worldgen after minimum, and I'm not able to reproduce this so far. You said this is happening in vanilla too, though? Not sure what's causing it then, maybe standard worldgen is failing to respect the "don't forget to spawn the dorfs too" property so it just happens at random?
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: sxtxixtxcxh on February 25, 2020, 08:00:04 pm
yeah, i didn't think your mod should be causing this issue after reading through all these raws and diffing them against the vanilla raws and everything. but nah, i tried restoring vanilla raw/objects and i get dwarf civs just fine, but replacing the raw/objects folder (that is, a full replace: delete raw/objects, copy raw/objects from the mod download, paste... not a folder merge or overwrite) with the mod's, and everything goes sideways again. i even tried fortress mode and my starting 7 were humans and elves.

i wonder if it's a file encoding thing? the one thing that previously linked streamer and i have in common is we're both on windows. i'll keep poking at this... and see if i can't figure out what's wrong but i'm running out of ideas. it is helpful to know that it's _not_ what's supposed to happen though.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 25, 2020, 10:52:12 pm
Eh...that still sounds like either some sort of mixup, or else strange worldgen luck, because I still can't reproduce this so far. On Windows as well, 10 specifically, so that's not very likely to be the cause... :/
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 27, 2020, 04:12:39 am
I've been having the same problems as well. Humans have been living in mountain halls and hillocks, the gobins are in forest retreats, and in my experience, everything seems "stable" in savage areas. However, the moment I go into more populated areas (small hamlets seem fine, but towns, cities, and fortresses look to be more likely to crash), there's something going on in the background that causes the game to crash. I've recreated the crash, and attached the errorlog. Conditions were an elf in a wild boar town. Loaded in, and crashed after attempting to move one space.

As a side note, I've done this with a fresh install of 47.03, the latest version of adventurecraft, and with a total raw replacement.

Spoiler (click to show/hide)
A large portion of the error log had to be trimmed out to be postable. It was just more of the "unit as misaligned bp modifiers" messages.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 27, 2020, 12:22:32 pm
Woah wait. Oh fuck me, I see what the error is there. I miiiight've deleted an obsolete file in my file changes folder, but not in the copy of the raws I transfer them to. With GDS now living in creature_adventurecraft rather than creature_savage_tropical, that means a raw duplicate. Which honestly means I'm amazed the issues has been fairly consistent, given how absurd raw dupes can usually get.

Last time I accidentally triggered a raw dupe while testing another mod, people were wearing clothes made out of fire man skin (note that they do not HAVE skin) and "unknown substance" (AKA the stuff 40d-era tentacle demons used to use, and it being grouped alongside FILTH_Y and FILTH_B has concerning implications).

In any case, fix should be up by now, and sorry I didn't realize that until seeing the log.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 27, 2020, 02:00:41 pm
The magic of error logs. Thanks for the fix! Now I can finally get some new clothes for my animal man adventurer.
And since I haven't had much time to take a look around, I don't suppose there's a way to treat infection in this mod, is there? I don't think my adventurer has much time left...
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 27, 2020, 02:11:31 pm
Yeah, what's weird is I could've sworn I did the usual tests and didn't get any errorlogs. But, I can't recall if raw dupes only start generating errors when you start loading them in in-game, or if I simply bungled it and somehow let creature_savage_tropical slip in.

And there are a few options yeah, though I don't know how potent CE_CURE_INFECTION is at present. That said, necrosis is pretty weak in effect last I checked, there are evidently some bugs with it too, so hopefully you're not in that big trouble. :3
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 27, 2020, 03:20:16 pm
Hopefully not. Besides, I don't think this mod can help with that since I can't really find a way to convert vanilla worlds.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: sxtxixtxcxh on February 27, 2020, 08:11:48 pm
nice. confirmed working for me now... that x -> create menu is glorious

(i'm sure i could have tried it out before, but i couldn't let having those civs messed go)
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 28, 2020, 08:57:33 pm
Do NPCs repair items automatically if they have the means to do so? And if not, would it be possible to implement that?
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 28, 2020, 11:25:15 pm
Do NPCs repair items automatically if they have the means to do so? And if not, would it be possible to implement that?

Sadly, not even remotely possible. I could add a fortress-mode reaction to queue up so players can do it manually, but there's no way to sanity-check for pre-worn gear automatically, so they'd be wasting material on repairing potentially-intact items. Adventurer reactions are never used by NPCs either, where it has the advantage of leaving the sanity-checking up to the player.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 29, 2020, 03:28:56 pm
Shame. I saw something in the wiki about an auto-queue for NPCs, and I was hoping I could just sell them beat up stuff and buy it back later when they fix it. Probably gonna have to wait a couple of years for something to be added into the base game.  :-\
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on February 29, 2020, 10:20:31 pm
I found another bug for ya.

Apparently the forge isn't accepting staves (or branches) as an acceptable weapon shaft, and instead is trying to use the forge itself. I don't have any error logs, and so far I've only looked at making a spear.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 29, 2020, 11:49:47 pm
I found another bug for ya.

Apparently the forge isn't accepting staves (or branches) as an acceptable weapon shaft, and instead is trying to use the forge itself. I don't have any error logs, and so far I've only looked at making a spear.

Huh, alright. Will poke around in a moment, had been testing some other stuff today.

EDIT: Fixed. It was fucking up due to forgetting that I'd changed staves back into being weapons. >.<
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 01, 2020, 01:30:24 am
Awesome, thanks again! I tried to do it myself, but it just started asking for wheelbarrows instead. *shrug*
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 02, 2020, 01:33:36 am
Found another one.

Tried repairing a glove, and while it did repair, it didn't save the left/right status and rendered the glove unwearable.
Title: Re: [47.02 - .47.03] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 02, 2020, 01:53:54 am
Found another one.

Tried repairing a glove, and while it did repair, it didn't save the left/right status and rendered the glove unwearable.

Old bug, unavoidable issue with reaction code: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273)

In other news, just updated mods to port over the one smol raw change 47.04 added. But, I might re-test pantheons soon due to one of the bugfixes mentioned...
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 02, 2020, 09:00:31 pm
Got a question for ya. Are ropeweeds supposed to be harvestable? I've spotted them around everywhere, but there's no options to pick them at all, only to ignite them.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 03, 2020, 03:28:06 am
Got a question for ya. Are ropeweeds supposed to be harvestable? I've spotted them around everywhere, but there's no options to pick them at all, only to ignite them.

Yes, but they aren't ready immediately. Should start early into summer and on until early in winter, if I recall to mimic the summer-autumn fort-mode growing seasons pig tails have.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 03, 2020, 04:41:27 pm
That helps, they're just out of season then. Happen to know off-hand what fibrous plants are ready in early spring?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 03, 2020, 05:26:41 pm
That helps, they're just out of season then. Happen to know off-hand what fibrous plants are ready in early spring?

Let's see, none in early spring, earliest should be cattail in late srping. I'm thinking I should see if any in particular should be available earlier...
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 03, 2020, 09:20:09 pm
(Sorry if I'm being a pest at this point)

Is the astringent tincture supposed to be 'eaten' in order to be put into effect? And if so, is it intentional that carnivores are unable to do so?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 03, 2020, 10:13:36 pm
(Sorry if I'm being a pest at this point)

Is the astringent tincture supposed to be 'eaten' in order to be put into effect? And if so, is it intentional that carnivores are unable to do so?

The former, yes since it's a tad unavoidable. The latter, that's an oversight on my part, caused by not quite setting things up the same way I set up the magic-granting essences. I knew I forgot something. @.@
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 03, 2020, 10:45:25 pm
Well, luckily I'm in no need of it any time soon, so there's no rush to fix it immediately. And you also have my thanks for keeping this mod so well up to date when there's so many others stuck at 44.xx and below.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 04, 2020, 08:52:45 pm
There we go, sorry that it still took a bit. Had been juggling a different mod's updates earlier.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 07, 2020, 09:36:02 pm
No problem. Thanks for the update!
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 13, 2020, 11:51:39 pm
Its me again.. I tried making an astringent tincture recently, and it just made a "heat" instead. It disappears after a turn of walking.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 14, 2020, 12:52:41 am
Huh, that's...odd. Was this an update to the old save by pasting the new raws into it, or a fresh world?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 14, 2020, 07:26:57 pm
I updated by overwriting the raws
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 15, 2020, 02:12:29 am
Hmm. I'd tried to ensure that dumping the new raws into a recent enough save wouldn't hurt anything by retaining the old plant and material, and from double-checking the raws plus a few more tests I so far haven't had any luck reproducing this on a fresh save. When I'm able to tomorrow I'll try to get a more involved test to scour every single valid leaf type to see if any are acting up specifically.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 16, 2020, 02:33:05 am
If I remember correctly, I tried the reaction with prickleberry leaves and a marble mortar & pestle. ALso, if you need it, I can send you a used save for testing.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 16, 2020, 11:27:26 am
No worries, I'm finally a chance to test this. Bayberry was the one I was able to test first, since as a tree it's easily spawned in arena mode. Next up I created an adventurer to wander around and test any leaves I could find, fisher berries being the first. Those work, that's a good sign since both berry plants had to be converted from not having leaves to actually having usable leaves.

After eventually realizing prickle berries were a dry plant, not a wet plant, I decided to make a test world to make all the other untested berries easier to find. Upping their frequency, setting biome to ANY_LAND, making them both wet and dry, etc. Collected just about every berry leaf, even cloudberries, along with asparagus and caper leaves.

In particular I went to testing prickle berry leaves straight away, and the results were consistent. Still can't reproduce this. If it was updating an old save, most likely not all of the right files were copied in, or maybe the save was a couple more Adventurecraft updates old so some prior change broke something, not sure. ._.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 16, 2020, 06:18:35 pm
Darn. I think the save is 2 or 3 updates old, mainly because generating huge worlds take forever. Aside from a couple adventurers, I haven't gotten too attached to it. I'll try making a new one.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 16, 2020, 06:47:30 pm
That might be it, I didn't think of trying to preserve the old hascked-in plant version until basically the very last update. ._.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Snipa299 on March 21, 2020, 04:50:12 pm
Well, it's all good. Everything is up-to-date and working well. Though, I've noticed that astringent tincture only delays the inevitable as far as infection goes. I got a smashed claw that would never heal, so I'd either have to keep chugging tinctures, or finally give up and find alternative means.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 22, 2020, 12:35:32 am
Huh, very odd. I'm still not sure how the syndrome effect for curing infection works. This is more for bleeding admittedly, and I could've sworn infections were pretty much too minor to care about, but hmm. I suspect that cheesing it with transformations might still be the only 100% healing method. :/
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Vorox on April 01, 2020, 11:28:02 am
Do the added plant growths impact Fortress Mode gameplay? Like plant gatherers/farmers getting more products than they normally would.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 03, 2020, 10:43:32 am
They might be briefly harvestable during the correct seasons, but as the growth size is set to the minimum that should reduce how usable they are in fortress mode.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Chai on April 19, 2020, 11:45:04 am
Naming pets crashes the game (tested and worked fine without this mod)
For some reason the lock bow I made wouldn't work with bone bolts I made, said I have no ammo. Wooden bows and wooden arrows worked.
I can eat meat, make leather, make gut thread, and carve bones from sapient creatures made in world gen like those in catacombs or corpse pits, but I cannot do any of that with living ones I killed.
Nevertheless, I have my masterwork goblin skull guitar made of masterful goblin skull guitar body, masterful goblin bone guitar neck, and masterful brown recluse silk strings (ran out of gut thread in previous attempts)
This is only due to the world gen bodies. I am playing a kobold, for reference, and I noticed I can speak even though kobolds have no language. I'm guessing this mod removes [UTTERANCES] and I just didn't notice when downloading it, but I'm happy with this. Talking to people is fun.

This mod proves vital for kobold play since it's the only way to have clothes. I want more though, and I want to look pretty. Please add more clothing types like dresses and skirts, and the ability to make and apply dye.

Oh also does drinking poison and recovering repeatedly increase disease resistance? Pretty sure my kobold is now immune as I've subsisted almost 100% on poison to sate thirst for about a week
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on April 20, 2020, 12:03:34 pm
That's odd. I'm not sure what would cause pets to crash the game like that. Are you playing as a kobold or one of the animalman tribes maybe? It might be specific to trying to name a pet when you have the [UTTERANCES] token that causes gibberish names, which is a code problem but only visible in mods that allow utterance races to be playable.

I'm looking at lockbows and they're set to use bolts, the lockbow recipes both yield the correct item, and both the wood and bone bolt recipes return the correct item, so I'm not sure what's going on there. Ranged weapons are finicky and demand being the very first item wielded if I recall. If you're somehow dual-wielding a lockbow and a bow, that would likely explain it. :/

Being unable to eat sentient meat and use their materials is a known and pretty damn old bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9171) Catacomb bodies are usable because in technical terms they don't have the same link to their ID as a living being that a creature killed during gameplay has. The only workaround right now is in your abilities section, the "mark sentient prey" option.

Kobolds in Adventurecraft still have [UTTERANCES], it's just they also now have [INTELLIGENT] instead of [CAN_LEARN], so they can converse normally but still use gibberish names, and trigger any other behavior that depends on the [UTTERANCES] token. The main thing this addition does is not just let them speak, but also perform. As it is if I recall the vanilla kobold civ has access to dances, but without speech it'd be inaccessible to adventures since it's past the "tell player they can't speak if lacking the token" check.

I'm tempted to add more yeah, admittedly there are a ton of clothing items so I'm worried about clutter there. Before you ask, gloves and gauntlets aren't even doable due to yet another old bug in the code. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273) Dyes might be doable but I'd need to look at how they applying dye to an item actually works mechanically, I don't know if it's accessible to custom-defined reactions. If so, I'll want to define a wider range of plant-based dyes since a lot of real-world options aren't implemented in vanilla.

Ochre is one I'd want to do too, but dirt would be hard to use in reactions properly because each handful of dirt, sand, and clay (in adventure mode, in fortress mode they're gathered as itemtype BOULDER) is a POWDER_MISC with 150 units, which would mean running into at least two more bugs.

And huh, maybe it does? You can check your stats on the z screen. Any hardcode-defined poison like from titans takes affect real damn slow in adventure mode (issue is here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10432)), but all raw-defined venoms and poisons have been given a more usable DWF_STRETCH in Adventurecraft. Either way, I presume that pinging syndrome effects constantly proabably does affect your disease resistance, never tested it myself.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Chai on April 20, 2020, 12:44:12 pm
That's odd. I'm not sure what would cause pets to crash the game like that. Are you playing as a kobold or one of the animalman tribes maybe? It might be specific to trying to name a pet when you have the [UTTERANCES] token that causes gibberish names, which is a code problem but only visible in mods that allow utterance races to be playable.
Yes, kobold. Guess that explains it. Although, when I name an item, it tells me I have no intelligible language, and then it names the item something gibberish automatically. I wonder why it doesn't so do that with pets. The pets I started with got names automatically just fine too. I like that cave spiders were 1 point each. Walking around with 16 tiny spiders crawling on me is nice.
Quote
I'm tempted to add more yeah, admittedly there are a ton of clothing items so I'm worried about clutter there.
I think that works out fine with clothing and armor being separated already.
Quote
If so, I'll want to define a wider range of plant-based dyes since a lot of real-world options aren't implemented in vanilla.
I'd eagerly look forward to it. My favorite is pink, the nice pastel shade, but the common dimple dye's midnight blue is cool too. I also want to find that one evil zone plant that makes black dye. Go full edgy in black silk with a skull guitar. Needlessly goth kobold peasant.
Quote
And huh, maybe it does? You can check your stats on the z screen. [...] I presume that pinging syndrome effects constantly proabably does affect your disease resistance, never tested it myself.
It's the giant cave spider contact poison you added, so it would generally make me lose the ability to grasp and stand for a little while, and not breathe briefly, but outside combat that was harmless. Now when I drink it, even so much that I fill my belly, it does nothing besides sate thirst. z screen just tells me I have average disease resist, I don't know if the hidden value is almost "above average" or if it's still the base. All I know is that immunity to at least the poison I'm taking has set in. Will update on the matter if it ever changes.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: guard123 on June 10, 2020, 08:56:42 pm
Hey,

just a question, I am using meph graphicspack currently so how do i install the mod and still use the graphics pack?

The installation instructions isnt too clear on how to handle this mod alongside the the graphics pack.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on June 12, 2020, 12:34:46 am
That's...something I've been meaning to look into and providing better instructions for, a lot going on lately. @.@
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: guard123 on July 05, 2020, 08:39:51 pm
just some questions


1. Why is it that when i pick plants, i dont get any fruit or grains needed to make flour? all i get are leafs.


2. how advanced is gemcrafting let alone puting cabochons inside of unimproved objects and items? I tried but i cant put gems into objects through the create button.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ziusudra on July 05, 2020, 08:49:38 pm
1. Plants each have a time of year in which they produce their various growths. Games usually start in the early spring. When you `l'ook at a plant it shows what growths are present. If you want to start later in the year you can create an adventurer and repeatedly retire them to pass time 2 weeks at a time. (There's also a way to pass more than 2 weeks at a time with dfhack, but I'm not sure how.)
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 06, 2020, 10:32:11 am
Regarding point two, I hadn't actually added adding gemsetting to the list. You can decorate with raw materials like tanned hides, branches, bone etc, but not yet with gems. If I recall, reaction tokens don't really support the more complex improvement types like gemsetting since that's hardcoded, so it would just end up adding "decorated with X material" based on what the gem was made out of, if I recall.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: guard123 on July 20, 2020, 08:38:40 pm
just another question,

How to apply poison to your weapons?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 21, 2020, 05:35:33 am
just another question,

How to apply poison to your weapons?

Not something that can be done outside of DFhack stuff, this is mentioned in the OP as an issue that dates all the way back to the original Wanderer's Friend, which had a useless "decorate item with frozen extract" reaction outright stated to not actually work in a raw comment. That's why this mod resorts to refining venom sacs into contact poison instead, so you can at least throw them and get some benefit out of that.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: guard123 on August 09, 2020, 04:40:44 pm
another question though,


Can you mine in adventure mode? like mining for minerals or gems or metal ores?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ziusudra on August 09, 2020, 05:32:00 pm
No. (Unless you use dfhack's advfort.)
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: johiah on October 28, 2020, 01:03:28 pm
So I killed an eternal thing, made an essence of divine magic, used I on it, no interactions, and so I ate it. Nothing seems to have happened. How do you actually use the essences from creature hearts?
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on October 28, 2020, 01:36:13 pm
You may have to wait a few turns after eating it, I've noticed the interaction doesn't show up instantly. It also doesn't properly trigger "you have learned X" like learning a secret from a slab, it'll just silently populate the interaction menu.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Cataphract on November 05, 2020, 07:09:34 pm
Will I still run into procedurally generated clowns? Or just the old ones you put back into the game? I prefer the procedurally generated ones.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 06, 2020, 05:53:00 pm
Will I still run into procedurally generated clowns? Or just the old ones you put back into the game? I prefer the procedurally generated ones.

Both, if I recall. The raw-generated ones have a chance of showing up too, but unless you set number of demon types to zero when custom-generating a world, the generated ones should predominate.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Fi on November 24, 2020, 01:03:32 pm
Hi, does Adventurecraft have its own graphics for the additional creatures it adds to the game? If so, is there a way to add them alongside another graphics pack?

I'd hate to see a Manticore show up as ASCII characters or as a default Dwarf/Human instead of their full horrific glory.  :-\
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 24, 2020, 06:03:16 pm
No sprites yet, I've been meaning to look into how best to add them, but not that experienced with tileset stuff for DF. @.@
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Fi on December 02, 2020, 07:56:57 pm
No sprites yet, I've been meaning to look into how best to add them, but not that experienced with tileset stuff for DF. @.@

No problem! It would probably be best to wait until the release of Dwarf Fortress on Steam for that type of stuff anyway since it'll have an official graphics sst Mod Authors can base their own art on (or upon any custom graphics sets that come after the Steam release) alongside Steam Workshop support.

I do have another question, though: is it possible to use your reactions without the rest of what makes up Adventurecraft? If so, which reactions will I need to erase that are unique to Adventurecraft? I know the javelin-based reactions and probably the alchemical reactions are among the few I would have to erase.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on December 02, 2020, 08:06:31 pm
I do have another question, though: is it possible to use your reactions without the rest of what makes up Adventurecraft? If so, which reactions will I need to erase that are unique to Adventurecraft? I know the javelin-based reactions and probably the alchemical reactions are among the few I would have to erase.

There's a lot of material template and creature edits that allow the reactions to function, so it'd be a fair bit more complicated than that. This has come up before and I recall some people have done work on it, but I'm not sure where that is in the thread.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Fi on December 02, 2020, 10:05:59 pm
There's a lot of material template and creature edits that allow the reactions to function, so it'd be a fair bit more complicated than that. This has come up before and I recall some people have done work on it, but I'm not sure where that is in the thread.

Nothing came up with the keywords I used during my search in this topic hence the question, but I'll keep sifting around to see what I can find.

Thanks.
Title: Re: [47.02 - .47.04] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 18, 2021, 02:16:30 am
I've been kinda mucking about with some minor ideas rather than doing anything major, a while back I'd pondered a mod idea that would involve a more apocalyptic setting plus early gunpowder weaponry, but that idea never got very far. However, I decided to revisit the gunpowder idea and find a way to implement it in Adventurecraft:
Quote
1. Added primitive gunpowder weapons, mainly fire lances and hand cannons. These require explicit assembly in fort mode, and can be made in adventure mode too.
2. Relevant reactions for gunpowder production added to fortress mode. You can grind up saltpeter and brimstone directly, then use them together with charcoal or refined coal to make gunpowder, all using milling at a quern or millstone.
3. Alternative reactions for producing sulfur at a kiln, using galena or pyrite as sulfide minerals.
4. Alternative reaction for producing saltpeter at a farmer's workshop, using any plant you can turn into flour or thread, plus potash. This method is based off the method of making niter beds.
5. Added a reaction for producing potash from sylvite, adding another option for the potash needed for the niter bed reaction.
6. Added fort-mode recipes for producing fire lances and hand cannons, as well as powder and shot, both metal and stone.
7. Added gun barrels to dwarven tool selection so they can produce and embark with them. The weapons and ammo will still need to be assembled on-site, so they will likely not count as native weapons.
8. Added fire lances, shot, and gun barrels to the human and goblin civs.
9. Added adventure mode reactions for making charcoal and ash from logs.
10. Changed adventure mode smithing to use charcoal instead of logs.
11. Saltpeter production and gunpowder for adventure mode. Recipe is a bit simplified since there's basically no viable option for sulfur innawoods.
12. Added relevant reactions to make gun barrels, fire lances, hand cannons, and ammo in adventure mode.
13. Buffed shear value of lead a bit, to perform closer to bismuth when used for gunpowder weapons.
14. Misc fix to tool use for baking bread.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on January 28, 2021, 08:49:31 pm
And smol update now that .47.05 is out. So, in summary regarding recent work I've done...


General summary, I started off deciding that I might as well revive the idea of crude gunpowder weapons I tinkered with for an unreleased mode, adding full support for producing it in fortress mode too.

Next came a host of misc fixes, along with the realization that the backgrounds you can select not only have a practical use (free skills whooo) but what permitted jobs the entity has affect what backgrounds can be picked. So I added a bunch more after testing which ones actually have a use. At the same time I did some rebalancing for magic availability, letting curses dole out the nastier varieties with some side effects, changing which spells are given by which beasts, and a few related tweaks. Also notable was fixing it so trolls, beak dogs, and the like can be more readily picked up as pets by the goblins in worldgen, which is fun given the pet options adventurers have now.

The next update was dominated by a silly thought that came to mind: could I rig it so that human and other civilized NPCs will treat kobold adventurers as hostile as you'd expect them to, given how kobold NPCs would consistently behave towards human or other non-cave-dwelling adventurers? Rumrusher proved to be a MASSIVE help with this, but sadly every method we discovered to try this came with downsides of some sort. So the third notable update as of late came with a change that made kobolds and their pets semi-undead to exploit some hostility behavior, but this was soon removed since I discovered later than it prevents retiring. I went with the idea of making special variant pets for kobolds so that they'd not only behave properly towards their masters, but also so they wouldn't be slaughtered by the traps infesting kobold caves. Even after undoing the hostility feature, I retained that simply so it still makes their pets TRAPAVOID.

Then finally, today's update put a lot of focus on tissue and butchery stuff (plus the second half of my efforts to tinker with kobolds). A fair few tiny critters got size buffs until they were juuust large enough to be butcherable, with obligatory fixes to their giant variants. But on top of that, came sinew and feather stuff. I finally decided to make sinew a proper tissue that can be obtained from butchery, and set it to be used for the catgut thread recipe instead of guts, allowing guts to count as meat again. And as for feathers, lot of tweaks went into ensuring all birds you can butcher will give feathers, whereas in vanilla nothing smaller than an ostrich can do so. For now it's only useful in a decoration reaction since there's not much to do with them, as I'm not sure yet whether I'd want to make arrows and bolts require explicit fletching or not. That might be too much detail for my taste.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 11, 2021, 11:21:31 am
Hello.

So far have been enjoying the mod. I've noticed bone carving reactions consume entire stacks of bones.
I've looked through the raws to compare them to vanilla, what does the reaction class 'CARVE_BOTH' do? I can't seem to find it anywhere in the df documentation.

For example as in the bone ring reaction:
Spoiler (click to show/hide)

EDIT: Could it be a typo, instead supposed to be 'CARVE_BONE'? I noticed it soon after, by looking at some of the other ones.
E.g
Spoiler (click to show/hide)
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 11, 2021, 01:47:54 pm
The reaction classes are added specifically to make it use entire stacks, yes. In vanilla DF, every bonecarving reaction uses a single bone, both because all items are small, and because that actually works without bugs.

But in Adventurecraft, I ran into the problem where anything that tries to use more than one bone or other body material as a reagent is buggy as hell: https://www.bay12games.com/dwarves/mantisbt/view.php?id=9106 (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9106)

In a nutshell: Let's say you try to make a reaction take, for example, two bones. Instead of taking 2 bones out of a stack that has 2 or more bones, ideally with the option of combining 2 separate stacks that may each have only 1 bone, it instead demands 2 SEPARATE stacks of bone.

Since most items in Adventurecraft would logically require more than a single bone to make, the smaller items were set to take a whole stack purely for consistency. Being able to use horns, skulls, teeth etc also helps compensate for it to an extent by giving the player some extra options for what to target for making trinkets.

It also enforces consistency with how tanning hides are used. Even in vanilla a single skin always makes a single hide, and the potential for inconsistency would be a bit more noticeable with the ability to tan hides in adventure mode. Even the potential for cheesing things a bit is the same, you can make more leather out of one creature by lopping off limbs beforehand.

This, plus yet another reaction-related bug (https://www.bay12games.com/dwarves/mantisbt/view.php?id=3712 (https://www.bay12games.com/dwarves/mantisbt/view.php?id=3712)) is also why the recipes for obtaining thread from animal hair produce a thread that, internally, only has a single unit in it instead of the 15000 units thread normally holds inside it. Needless to say, potentially accidentally burying the player in a game-crashing 15000+ individual hairs on crafting, or being faced with a recipe that demands 15000 individual stacks of thread to weave cloth, would be a big problem.



tl;dr DF has some weird bugs, stuff was done on purpose to avoid wacky behavior and enforce some internal consistency for gameplay's sake
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 11, 2021, 02:49:54 pm
Okay, I see. Thank you for taking your time to explain it in detail.
I merely presumed something could be done by this point in development, similar to the gauntlets script.

Great work.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 11, 2021, 03:32:35 pm
With some use of scripting it might be doable, but as with gauntlets I never really got around to looking into providing DFHack resources in the mod, mostly since I worry that'd complicate instructions a bit more. I still need to look into the tileset stuff for the eventual steam release, too. @.@
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: kevinfragger2427 on July 13, 2021, 01:01:03 pm
Just popped in to drop a bug report: the Gargoyle, for some crazily odd reason, crashes the game every time I try to pull up a description for it. I don't know if this is because I'm on windows. And it makes no sense cause looking at the raws it should be fine. Tested it with both male and female, on a spanking shining clean (unmodded, untampered) game.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 13, 2021, 01:54:26 pm
I can confirm the gargoyle bug also appears on Linux, clean save; instant crash when accessing description.
Error log is empty, and the terminal only reports some form of segmentation fault.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 13, 2021, 05:15:46 pm
Ah, just confirmed it. My bet is I possibly made a typo of some sort in the description stuff (like color of shell or what have you), but if that's the case I'm not sure why it doesn't error on load. I'll look at other stuff that could maybe affect it but not sure what else would.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 13, 2021, 05:35:06 pm
Okay I can examine MYSELF if I'm controlling a gargoyle in arena mode without issue, but trying to view description from v and z in the fort-mode controls crashes it. Strangely, there is NO crash when examining another gargoyle at the adventure mode level, at least in arena mode.

So I'm guessing both crashes you've had have been in fortress mode, or am I missing something here? Aside from why it's doing this at all, still haven't figured that out.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: brewer bob on July 13, 2021, 06:30:08 pm
Okay I can examine MYSELF if I'm controlling a gargoyle in arena mode without issue, but trying to view description from v and z in the fort-mode controls crashes it. Strangely, there is NO crash when examining another gargoyle at the adventure mode level, at least in arena mode.

I'm not sure if this helps, but I had something similar happen with a creature. Asked about it on the question thread, and it was somehow related to the CAN_SPEAK token without having some other tokens. Here's the discussion:

http://www.bay12forums.com/smf/index.php?topic=110027.msg8249539#msg8249539

Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 13, 2021, 06:43:01 pm
I figured out what seems to be the problem while talking about it on the discord, and yeah it's basically that. Monsters with [CAN_SPEAK] but NOT [CAN_LEARN] evidently cause some unknown manner of problem now. I'm going to assume this is technically a weird DF code bug, but in practice there's no need for SMBs to be able to make small talk anyway.

I'm fixing it now, and once I've confirmed it doesn't fuck with minotaur taunts (the only verbal communition from SMBs of note, which seems to work via entirely different mechanics), then will have the fix up.

EDIT: And fix is up, let me know if I missed anything else. :D
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: kevinfragger2427 on July 13, 2021, 09:40:25 pm
I figured out what seems to be the problem while talking about it on the discord, and yeah it's basically that. Monsters with [CAN_SPEAK] but NOT [CAN_LEARN] evidently cause some unknown manner of problem now. I'm going to assume this is technically a weird DF code bug

Interesting, interesting! I'll keep that in mind in the future. Appreciate the quick response, btw. Your mod is one of very few Adventurer Mode mods out right now for 47.05 and I appreciate it greatly!!
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 14, 2021, 01:07:21 am
Nice work.
Does the SLOW_LEARNER tag still allow the creature to learn at all without the CAN_LEARN tag, in the mod raws e.g blizzard man, troll, ogre?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 14, 2021, 11:36:43 am
Nice work.
Does the SLOW_LEARNER tag still allow the creature to learn at all without the CAN_LEARN tag, in the mod raws e.g blizzard man, troll, ogre?

I'm not sure if it does, but I doubt it. It's usually used in combination with CAN_LEARN in vanilla, if I recall. At least it doesn't seem to break using body materials, cannibalism, and the like.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 18, 2021, 12:16:35 am
Found a minor potential bug, although I'm not sure if it's directly linked to the mod.
Alcohol brewed in adventurer mode does not seem to satisfy the drink alcohol need, it does cause inebriation syndromes and associated good thoughts, however.
Drinks spawned through dfhack exhibit similar behaviour, so far only worldgen alcohol found in taverns satisfies the need.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 18, 2021, 12:19:30 am
My guess would be it's a hardcoded thing regarding how the game tries to discern when you've actually had alcohol, and that player-made booze doesn't trigger it. :/
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Virok on July 18, 2021, 12:30:30 am
My guess would be it's a hardcoded thing regarding how the game tries to discern when you've actually had alcohol, and that player-made booze doesn't trigger it. :/

Well that's a shame. Thanks for the quick reply.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Behr11 on July 22, 2021, 06:45:42 pm
What is a B-Containing Item? I'm trying to craft a metal shot for my hand cannons and fire lances, but the only thing I'm missing is a B-Containing item.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 22, 2021, 06:50:57 pm
What is a B-Containing Item? I'm trying to craft a metal shot for my hand cannons and fire lances, but the only thing I'm missing is a B-Containing item.

Ah, I should make sure to use actual names for reagent tags, not just letters like a handful of recipes do. That should mean you're missing gunpowder, assuming it's in fort mode right?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Behr11 on July 23, 2021, 03:37:10 pm
Yes, it's in fort mode. Not sure how I go about making it, but I definitely saw a merchant trading it.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 23, 2021, 06:07:18 pm
Yes, it's in fort mode. Not sure how I go about making it, but I definitely saw a merchant trading it.

Spoiler (click to show/hide)
:3
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Behr11 on July 24, 2021, 10:36:24 am
Thank you kind sir, very good help. Actually, could you identify a C-Containing item for me as well? Says I need it to make gunpowder.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 24, 2021, 05:35:11 pm
That would be either sulfur or saltpeter, as if I recall I set it to allow bars of charcoal/coke outright instead of forcing the player to grind it into powder first. Been busy lately, I'll update the reagent labels later tonight if I get a chance. ^^"
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: memzak on February 28, 2022, 02:51:23 pm
Is there any way to disable the usage of entire stacks when bonecarving? I finally felled a large named creature and had 125+ bones and thought it'd be a cool idea to deck myself out in bone-related paraphernalia... only for ALL 125 bones to be used making a single needle ???

Even more frustrating is attempting to finally grind up some bonecarving levels by churning out 100+ cacobon's, like in vanilla adventure mode... only for the entire stack to be used on a single one .-. (if you want, just give a shout-out with regards to what I'll need to remove from the RAWs to fix this and I'll do it myself, as I see this was a weird intentional decision based on the last page's discussion)
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 28, 2022, 03:00:50 pm
Is there any way to disable the usage of entire stacks when bonecarving? I finally felled a large named creature and had 125+ bones and thought it'd be a cool idea to deck myself out in bone-related paraphernalia... only for ALL 125 bones to be used making a single needle ???

Even more frustrating is attempting to finally grind up some bonecarving levels by churning out 100+ cacobon's, like in vanilla adventure mode... only for the entire stack to be used on a single one .-.

Not without breaking even more things. Issues are:
1. The recipes use reaction class to allow you to correctly use a variety of bone-like materials, and reaction class is what makes it eat up the entire stack. Using the older [ANY_BONE_MATERIAL] tokens and such would set them back to only using one out of the stack at a time, but the tokens are basically mutually exclusive. They'd have to use separate reactions for bones, shell, horn, tooth, etc etc.
2. This behavior ONLY plays nice if the reaction is set to only ever take one bone at a time, so only the small trinket reactions could really benefit from this. If you want, for example, bone armor to take 9-10 units of bone out of a stack, it won't do this. Instead it'll demand X INDIVIDUAL STACKS of bone, then only take 1 out of each.

See relevant issues: "Reactions in adventure mode are very broken." (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9106), "Product dimensions act weird" (https://www.bay12games.com/dwarves/mantisbt/view.php?id=3712)

Vanilla adventure mode avoids the above problems basically by not bothering to let adventurers carve from anything other than bone, and only letting you make items where it's 100% appropriate to only ever use a single unit of bone at a time.

So it's annoying and a change from vanilla behavior I don't like a lot either, but it avoids several more problems than it creates, and even if I reverted it for the smaller trinkets the only workaround would require inflating the reaction list massively due to losing the ability for a single reaction to look for multiple carvable body materials.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: memzak on February 28, 2022, 04:35:57 pm
Oh wow, thank you for the speedy response! I was only really interested in being able to make many small items (amulets, cacobons, etc.) out of a large stacks of bone anyways.

I'll go ahead and replace the all the reaction class tags with [ANY_BONE_MATERIAL] for the small 1-bone Crafts and just make a second menu for Shell/Tooth/Horn which uses your reaction class method for if I still want to make things out of those materials. If I ever kill something that drops 100+ shells or something maybe I'll go in a split it entirely into Shell, Tooth, and Horn submenus. Personally, I don't mind the bloat.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on February 28, 2022, 05:21:43 pm
Guess that works, hope it turns out well. Like I said, I kinda wish reactions were a bit less wonky, then I'd likely set it so that bone armor can use multiple units out of a stack, 0on par with their stated material sizes in the raws.

That said, it does also add a bit of consistency with how leather goods flat-out can't be made to do this sorta thing since hides don't have stacking, and likewise I'd want reaction bugs for other stack-like items (bars, thread, cloth, sheets, etc) to also work sanely as well.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: memzak on February 28, 2022, 06:20:58 pm
Just to update: I managed to get it all to work yay! Any new categories or new recipes within categories just don't appear when I load up a game, however, but that's okay. I'll just revert to the old RAW's whenever I needa craft with shells/teeth/horns.

Yea, I totally understand DF still having some weird bugs at this stage. DF development is so focused on gunning ahead that polishing/bugfixes are few and far between unless it's directly relevant to feature implementation.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on March 15, 2022, 10:03:39 am
Hello! I'm here to say that this mod is a magnificent thing and that it greatly enhanced my Adventure Mode gameplay, as well as ask a dumb question.

Is it intended that I can't seem to find a Necromancer's tower with this modification? I did manage to locate a tower, but it was grey instead of purple on the map, and it contained no undead, nor did it have a slab/book with the secrets of life and death.

There was just one noble ("leader") inside, and I suspected him to be the one in possession of whatever the secret was written on and slew him, but there wasn't anything particular on his corpse.

Also, I found some books, one of which concerned someone's return from the dead, so the tower probably was a Necromancer's until it was... Abandoned? Is that even possible?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 15, 2022, 10:54:38 am
That's odd. The mod does add extra secrets that can be learned, which might add some competition for immortality-seeking in worldgen, but necromancers should still be the only ones building towers. My guess is something happened to the place in worldgen, possibly a megabeast attack?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Atkana on March 16, 2022, 03:59:21 am
I did manage to locate a tower, but it was grey instead of purple on the map, and it contained no undead, nor did it have a slab/book with the secrets of life and death.

There was just one noble ("leader") inside, and I suspected him to be the one in possession of whatever the secret was written on and slew him, but there wasn't anything particular on his corpse.

Also, I found some books, one of which concerned someone's return from the dead, so the tower probably was a Necromancer's until it was... Abandoned? Is that even possible?
If memory serves, grey towers mean the tower was abandoned/defeated. The "leader" was likely somebody who took over the tower or claimed its ruin for themselves, rather a necromancer. There could still be valuable loot like a slab in there, or the people responsible for the tower's fall may have claimed it and taken it elsewhere.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on March 16, 2022, 09:04:38 am
All right, got it, thank both of you! Going back to enjoying the mod.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on March 17, 2022, 08:55:29 am
I've returned with another dumb question. It's mentioned that in this mod, using Infernal magic has side effects.

I want to know, what precisely are they? I obtained it and used it once to summon a Tendriled Abomination, it was said that I channelled a portion of my essence to break The Beyond and, well, my character has gotten some personality changes.

Are they permanent? Is there more to it than slowly falling into madness and vices?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 17, 2022, 10:32:34 am
Aside from altering the user's personality, it'll also inflict a very minor stigmata effect, i.e. bleeding on the hands. It starts off very minor at first, but the effect also never goes away and will increase in intensity slightly with every use. From my testing it takes quite a lot of uses before it reaches the point where it completely messes with fast travel or resting, at which point the bleeding is outright dangerous, but if enough people find it annoying I'll probably tinker with trying to stitch together a similar effect.

More debilitating is how every cast also has a rather small random chance of making the caster permanently mute, which both negates being able to speak but also means no more casting any of the spells the mod adds. That one's gone through some tweaking and the chance is much lower than it was when first implemented, but it's another case where part of me is tempted to maybe alter it to something that can trigger more frequently in exchange for not being permanent.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on March 21, 2022, 05:59:26 am
In my humble opinion, it would be better if both the stigmata effect and the muteness were more intense and triggered more often, respectively, but weren't permanent.

Permanent damage seems to be too harsh to me.

Also, question: can the secrets of life and death (AKA, Necromancy) be obtained from megabeasts and the like? Asking because I'm sick and tired of looking for slabs in towers and would much rather win my Necromancer status in battle.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on March 21, 2022, 11:23:04 am
Seems like something I could do yeah, will have to tinker with it when I get time I guess. ^^"

And not currently, I'd have to define a raw-defined necromancy interaction since all the standard ones are generated.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Fortressmaker on July 02, 2022, 02:44:29 am
 :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)

All your ideas are good but, i prefer the average dwarf fortress adventure, cause LOSING IS FUN!
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on July 02, 2022, 09:37:04 am
This just reminds me I've yet to tinker with the suggestions that came up earlier in the thread, weh.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on November 04, 2022, 05:17:17 pm
Resurrecting this thread once more to ask, does this mod's Healing magic regrow lost limbs?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 04, 2022, 11:44:42 pm
Resurrecting this thread once more to ask, does this mod's Healing magic regrow lost limbs?

Healing magic doesn't, but essence of renewal (the potion available from hydras) does have the CE_REGROW_PARTS effect.

This does remind me, I really oughta come back to this and tinker with some things, and now that the steam release is eventually gonna be a thing...
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Kyuuketsuki_23 on November 05, 2022, 05:26:45 am
Resurrecting this thread once more to ask, does this mod's Healing magic regrow lost limbs?
This does remind me, I really oughta come back to this and tinker with some things, and now that the steam release is eventually gonna be a thing...

Please do, it'll be interesting to see what'll become of your mod! :)
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Ekaton on November 27, 2022, 11:20:03 am
Looks like it’s gone. Does anyone have a backup?
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 27, 2022, 12:09:28 pm
Oh shit, there was a database loss. One sec.
Title: Re: [47.02 - .47.05] Adventurecraft (yet another Wanderer's Friend derivative)
Post by: Random_Dragon on November 27, 2022, 12:29:36 pm
There we go, remade the DFFD page description. In addition, I took the time to FINALLY stop procrastinating and implement one of the suggestions I was given fucking ages ago. The infernal magic interaction no longer curses you with permanent stigamta that'll eventually prevent fast travel entirely, and you can't become permanently mute from casting either. Instead both effects are more noticeable but wear off.

I'm gonna have to do the same with Kobold Kamp, hnng. Gotta head out and do stuff in a bit so will have to tackle that later today.