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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Splint on July 17, 2019, 10:00:32 pm

Title: Splint's Utility Mod - Bulk materials and more - v11.1: Cold-time Carving Hotfix
Post by: Splint on July 17, 2019, 10:00:32 pm
Hello erryone. I got another mod, this one with little fanfare and probably more effort than was needed.

Copy pasting the general readme here.

First, I want to thank the following people.

Teneb - Pointed out something I managed to miss multiple times on the wiki.
FantasticDorf - For providing a link to a contingency script.
burrito25man et al - For the script in question.
ZM5 - For being my guinea pig and testing all this shit out with me, and general spot-checking on raws for errors. Check out his mods. They make life miserable for your dudes in good and evil biomes, caverns, and just in general.
Hugo the Dwarf - Additional help in spot-checking raws for errors.

Spoiler: Readme copy-paste (click to show/hide)

H E R E  I T  I S  E V E R Y O N E. (http://dffd.bay12games.com/file.php?id=14457)
Title: Re: Splint's Utility Mod - Bulk building materials and other stuff
Post by: vettlingr on July 18, 2019, 02:18:34 am
How does the improvement reaction work?
Can you improve the same item with the same type of leather over and over again or just once?
Title: Re: Splint's Utility Mod - Bulk building materials and other stuff
Post by: Splint on July 18, 2019, 02:36:28 am
The same item can be improved over and over again with the same material, and I don't know how to fix it so it won't try to do that with the same material (a longsword decorated with bands of  cow leather and cow leather being the first that springs to mind.)

I consider it to be a bug, but if you wanna do that, more power to you. It just takes whatever weapon or metal armor is available, grabs the other item  - leather, cloth, whatever, depending on the reaction - and the relevant worker sets to work.

Takes some micro, but it's something I thought would be nice for people who want to personalize thier militia's weapons and armor a bit more, like adding tiger fur from kazoo's furrier to helmets and mail shirts so you can still roll with them wearing tiger pelts without needing to use easily destroyed leather cloaks and hoods, to having your soldiers use weapons with custom leather grips and gem inlays of leather or gemstones they like for example, since otherwise you can only decorate them with bone and you can't customize metal armors with leather or cloth in vanilla either.

Also, I should add that storage sets come decorated with the metal used for fittings, and stone beds will even be decorated with the cloth used for bedding.
Title: Re: Splint's Utility Mod - Bulk building materials and other stuff
Post by: voliol on July 18, 2019, 05:17:13 am
I mean, you can do that in vanilla already right? Encrust a statue with red chrysoberyl and then encrust the same statue with red chrysoberyl again. I don’t see that being much of a problem, especially since you can bypass the buggy priority parts of it by linking up a stockpile that only accepts non-improved items.

Nice mod, BTW, having diamonds and bands of tiger fur around your candy swords make them about 150% cooler than they already were. I’ll definitely try this mod out in my next world.

Oh, and does this include a reaction for making just those stone&cloth beds, without having to make a bedroom set? I think that would be pretty handy.
Title: Re: Splint's Utility Mod - Bulk building materials and other stuff
Post by: Splint on July 18, 2019, 05:32:16 am
It doesn't but it assumes you're churning them out to take care of migrants or suit up rental rooms in a vague hurry or to keep things uniform in material, but I suppose I can do that as well, and maybe include one for wood beds as well for consistency's sake.

The decorative reactions are also aimed solely at weapons and armor using materials or decorations they otherwise can't get. I just included the decorations on storage sets and beds because I felt it'd be a nice bit of attention to detail to have the metals or cloth used for fittings and bedding be visible in the item descriptions somehow.

Also thought of maybe including bulk reactions for making ceramic and glass blocks and bedroom stuff, though I dunno if those'd warrant thier own shops or not (I know I can just add the claw ones to the kiln, but dunno if the same is true of the glass furnace.)
Title: Re: Splint's Utility Mod - Bulk building materials and other stuff
Post by: Splint on July 23, 2019, 08:58:09 am
Righto lads and lasses, got an update to this mod for you.

VERSION TWO NOW UP (http://dffd.bay12games.com/file.php?id=14457)


v2, dubbed by me as the "Emergency Arsenal" update, is aimed squarely at some uncovered materials for bulk construction materials, as well as expanding options for zerg rushes and ammo production in the absence of quality smiths or lacking metallic resources, and allowing for making bulk loads of clothing. In theory, these should all be found in the vanilla workshops unless indicated here.

- Added new reactions that allow for crafting beds from ceramics, glass, metal, and stone plus some cloth at the respective workshops. [METALSMITH FORGE, KILN, GLASS FURNACE, MASON WORKSHOP]
 -- Metal beds can be made from Aluminum, Platinum, Gold, Silver, Iron, Copper, and Adamantine.
- Added bulk blockmaking for cermaics and all types of glass. Bulk block reactions require two additional units of fuel, but I have no idea how to work around this for powered furnaces. [KILN, GLASS FURNACE]
- Sawmill can now mass produce menacing spikes and shields in batches of 10 and 6 respectively. [SAWMILL]
- Woodcrafters can now craft wooden spears and maces in batches of 10 and 6 respectively from single logs. [CRAFTSMAN WORKSHOP]
- Stonecrafters can now craft stone maces and war hammers in batches of 6 from a single boulder and log, as well as make obsidian bolts from one obsidian boulder and one log in batches of 30. [CRAFTSMAN WORKSHOP]
- Leatherworkers can now make basic clothing sets from 3 pieces of leather (shirt, trousers, shoes.) [LEATHER WORKS]
- Leatherworkers can now make very basic leather armor from 3 pieces of leather (3 helms, 3 armor.) [LEATHER WORKS]
- Clothiers can now make a basic set of clothing from three bolts of cloth. [CLOTHIER]
- Glassmakers can produce glass-tipped ammo in each glass type from the usual materials and a log. [GLASS FURNACE]

If there's demand for it, I'll add additional bed reactions for the smith, but right now it's limited to the one stupidly common metal, and the most valuable non-alloys. There'll also be an updated patch added later for ZM's packs.

The main purpose of the weapon and armor reactions is for rapidly equipping a force on a budget. A well made stone club or wooden spear and a leather cuirass and helmet are better than no weapon or  armor at all.

Special thanks to Hugo The Dwarf for helping with the sand reactions and doing some spot-testing, and ZM5 for being the guinea pig for this.
Title: Re: Splint's Utility Mod - Bulk materials and more - v2: Emergency Arsenal
Post by: ZM5 on July 23, 2019, 09:06:03 am
The bulk cloth/leather clothing reactions should help a lot in my forts. I often notice my citizens walking around partially exposed since I forget to make enough pants or chest clothing.
Title: Re: Splint's Utility Mod - Bulk materials and more - v2: Emergency Arsenal
Post by: Splint on August 01, 2019, 01:40:22 pm
Right, so. Things planned for the next update. Figure I could use some input from the wider forum. My main goal is to either make certain things easier (bulk blocks for building, bulk alloys to try and provide a greater supply to meet item needs and wealth boosting, bulk clothing) permit things not otherwise possible (metal-frame beds, stone clubs and hammers,) or improve access to materials (stone-to-sand.)

With that in mind, the following things are planned for sure.

Weapons: Adding obsidian spears and axes, and allowing glass axes, spears, and swords, to complement the glass and obsidian bolts.
Reactions: The bulk stone-cutting reactions will be changed to only take worthless stone, so they don't go grabbing your coal or iron ore or some such. I don't know how I didn't regist that as being the issue when I first made the mod when I caught my stonecutters trying to cut coal.
Furniture: Wood statues. I can't believe I forgot that.

Gem items?: While I've added reactions to allow one to bling out thier weapons and armor with gems, what do you guys think of this? They wouldn't be particularly good I imagine, but variety is the spice of death. Likewise furniture could potentially be useful, boosting value in the case of precious gems, and allowing one to pamper their dwarves with furniture made of gems they like elsewise.

Like glass and obsidian, gem weapons and ammo would take a unit of gems and a log and produce spears, axes, swords, and bolts (with bolts being in batches of 30.)

These aren't necessarily accurate, but they expand the usefulness of these materials and add some more dye options besides blue, red and green + one stupidly dangerous black, and don't demand too many more reactions. For these it's mainly that to implement them demands tampering with vanilla files, which may make integration with other mods, such as Revised or Kazoo's Furrier and Silk Egg mods (especially Revised,) more difficult.

Title: Re: Splint's Utility Mod - Bulk materials and more - v2: Emergency Arsenal
Post by: ZM5 on August 01, 2019, 05:13:34 pm
I think the vanilla-tampering stuff could be a side addon for those who want it.
Definitely agree with stuff like reactions for gem figurines, furniture and the like though.
Title: Re: Splint's Utility Mod - Bulk materials and more - v3: The Cobalt Addon
Post by: Splint on August 30, 2019, 03:21:34 pm
Link in the OP is updated. I bring you, drum roll please...

...v3, "The Cobalt Addon," mainly just expands cobaltite's usability as more than a dark blue rock, however this is entirely optional, and will likely severely clutter the glass furnace as I have no idea how to make categories or if it's even possible. The actual cobalt addon is entirely optional for those who don't want it, and sequestered in in its own folder so it's not added by accident.

- Cobaltite may be smelted into Cobalt, an iron-grade dark blue metal useable for all the normal stuff. It retains its dark blue color for visual distinctiveness. [SMELTER, METALSMITH'S FORGE]
- Cobaltite can also be used with sand to make Cobalt Glass, a dark blue glass-type material as valuable as clear glass, but minus the pearlash requirement. [GLASS FURNACE]
-- It can be made into the following things: Rough cobalt glass, floodgates, statues, barrels, chests, cabinets, doors, beds (with some cloth,) armor stands, weapon racks, thrones, tables, coffins, most trap components, swords, spears, axes, and bolts. It's not produced as pipe sections or corkscrews because presumably you'll be using trash materials for that.
-- Like their vanilla glass and obsidian counterparts, ammo and weapons require a log in thier creation.

This update also allows for the following, per v2 budget weapons/glass focus, as well as some gem-related extras.

- Vanilla glass types can now be used to make swords, spears, and axes, to complement the creation of glass bolts. [GLASS FURNACE]
- Obsidian can now be used to make spears and axes as well, to complement the swords and bolts. [CRAFTSMAN WORKSHOP]
- Gems can now be made into full bedroom sets and individual beds with some cloth. It will take any gem and output them on a per-gem material basis (so say, emerald, red pyrope, and citrine go in, an emerald door, red pyrope chest, and citrine bed decorated with cloth come out.)[JOINER'S WORKSHOP]
- Gems may also be made into statues, and directly into crafts [CRAFTSMAN WORKSHOP]
- The Stonecutter shouldn't take economic stone anymore unless you allow it to from the stone screen, per normal stuff. [bug fix, STONECUTTER]

NOTICE: Currently the gem reaction is being a bit derpy and will only output 1-3 large gems. I dunno how to fix this, but I'll figure something out. May have to just bite the bullet and do individual craft reactions, even though that will severely clutter things even more unless I add a new building.

Title: Re: Splint's Utility Mod - Bulk materials and more - v3: The Cobalt Addon
Post by: Splint on October 21, 2019, 05:56:49 am
Doot do doooooo! Another update.

The download link is now updated. This one's a bit more.... Maybe excessive, as it adds some extra shit.

V4 Changelog

v4, the Casting Call update, is so named because a large portion of the new reactions take place at the smelter. This also comes with a small number of flavor and variety things meant to diversify your civ's wardrobe, and Arctic Additions by Malecus, to make colder biomes much more inviting by increasing the variety of animals to be encountered and adding more varied plants and grasses.

- Plank burning. Taking batches of 4 planks produced by the sawmill and one unit of fuel to the wood burner will yield 4 charcoal, a net yield of +3. It's less efficent than even lignite, but in the absence of coal or lignite and for people not in the mood to rush magma, it's still more efficent than the usual 1:1 the wood furnace would otherwise output. Obviously, a wood burner handles this task. [WOOD FURNACE]

- Barrel water. Stores potable water in barrels, which will be stored in any drink-accepting stockpile. Brewers handle this job. While free, needing only a barrel to fill, water provides no mood buffs making it really only suitable for staving off death by dehydration during a fermentable crop shortage, or as something to break up the monotony of plump helmet wine slightly. [STILL]
- Bucket water. Should wells not be available, the local river is frozen, or the caverns inaccessible, a bucket can be filled with potable water for patients and prisoners by a brewer. [STILL]
- Dough production. If you're like me, then you've wanted to make use of flour as a highly efficient food source. However, you may find your chefs apparently repulsed by the idea of using flour unless forced to do so. This fixes that to an extent, converting a bag of flour into 15 flour material cheese. This cheese still needs further cooking to be edible, but at least now the chefs won't turn thier nose up at it until there's literally nothing else available. Be advised, this may lead to inedible dye cheese if not excluded from your food stockpiles for whatever reason. [KITCHEN]
- Cast anvils from steel an iron. Mainly for minimalist or budget starts, freeing up points an anvil would normally take up without forcing you to wait until a caravan comes. Casts an anvil from three bars of iron or steel using a blacksmith. [SMELTER]

And of course, this wouldn't be a mod by me without military concerns being addressed. All of the following new things take place at the SMELTER and instead will denote what skill is used to make them.

- Cast blunt weapons from gold and platinum. For the price of a single bar and some leather, you can now bring the ultimate in bling of war to the field! Without derpy shit like gold swords and platinum picks being around. They also receive a leather decoration from the leather used for their grips. [WEAPONSMITH]
- Bulk-cast metal ammo. From all the usual suspects (copper, silver, bronze, iron, and steel,) plus a log, you receive two stacks of 30 bolts, resulting in a gain of +35 bolts ("solid metal" stacks are made in groups of 25 normally.) This is mainly to allow for the employment of hunters and the like with ammo that can hurt their prey, but should be useful for mass fielding crossbowmen in general as well. [WEAPONSMITH]


OPTIONAL ADDON - ARCTIC ADDITIONS

Information pertaining to Arctic Additions can be found here, (http://www.bay12forums.com/smf/index.php?topic=145730.msg5810799#msg5810799) and credit goes to Malecus for the things used. The version utilized by this mod does not include the Jotunn invader civ. It does make the flora and fauna more interesting in cold biomes, to make settling there more appealing.

OPTIONAL ADDON - NECKWEAR
Adds some new items, mostly to provide a bit mroe variety in your peoples' wardrobes, and adding a new use for chains.

- Dogtags are produced in batches of 10 from any chain and a bar of any metal. Intended to be given to soldiers. [METALCRAFTER]
- Heavy neckchains are made in batches of 3 from any chain. [METALCRAFTER]
- Neckalces are produced in batches of 6 from any chain. [METALCRAFTER]
- Pendants come in the flavors of Sword, Axe, Hammer, Pick, Anvil, and Gear, from the usual armor metals. [ARMORER]

EXTRA SPECIAL THANKS TO ZM5 AND HUGO_THE_DWARF. They did a bunch of bug-spotting for me, more than they usually do, this time around.
Title: Re: Splint's Utility Mod - Bulk materials and more - v4: Casting Call
Post by: ZM5 on October 21, 2019, 09:19:52 am
Very nice! Gonna try to get compatible ammo-making reactions for modded materials from my packs done sometime soon.
Title: Re: Splint's Utility Mod - Bulk materials and more - v5: We Dye Together
Post by: Splint on November 04, 2019, 02:23:40 pm
UPDATE! Download as been updated as well.

v5, We Dye Together, Shield Brothers

This update is very small, but I wanted to improve the options for making my foightan dorfs' equipment even more special. As such, this update focuses on an underutilized industry: Dye! And shield decorations.

It adds a new workshop, the shield painter's stand, which has a few functions. Primarily, it produces the new dyes, and handles adding decorations and paint to shields. The dyes added are as follows, and handled here so as to not clutter the quern. While the main purpose is for shield decorating, there's absolutely nothing preventing you from just using them for some color variety in your dye industry. :)

Crimson - Made from Hematite.
Light Gray - Made from Pig Tails.
Light Violet - Made from Plump Helmets.
Ochre - Made from Limonite.
Purple Ochre - Made from Oil, Hematite, and Cobaltite (not realistic, but was the easiest thing I could think of; blue and red make purple after all!)
Vermilion - Made from Cinnabar.

Shield painting uses these and vanilla dyes (emerald, dimple, sliver, and redroot) to add a dye decoration to shields. [USES DYER SKILL]
The shield stand also handles adding cloth and leather backings and straps (decoration and hanging rings) to shields. [USES CLOTHIER AND LEATHERWORKING SKILLS RESPECTIVELY]

It should be noted this only accepts vanilla shields at present, not bucklers or other shield types. If there's demand for it, I'll make the alteration for it to just take any shield-type item laying around.

Patches have also been provided for Fungus Expansion (http://www.bay12forums.com/smf/index.php?topic=170384.0) and ZM5's Warcraft Pack (http://www.bay12forums.com/smf/index.php?topic=158898.0) for the dyes, as mentioned in the readme.

HUGE THANKS TO ZM5 AND HUGO_THE_DWARF! Those two did 95% of the leg work on testing and catching bugs/typos. You guys are great.
Title: Re: Splint's Utility Mod - Bulk materials and more - v5: We Dye Together
Post by: ZM5 on November 04, 2019, 02:37:01 pm
Neato, gonna be handy for RP purposes and better visualized uniforms.
Title: Re: Splint's Utility Mod - Bulk materials and more - v5: We Dye Together
Post by: Splint on November 14, 2019, 08:59:04 pm
Hello all, we got us another thing.

V6 Wonders of Woodworking

This time around it's an extremely basic set of reactions, most of them relating to wood (hence the name,) that simply make batches of tables and chairs from wood and stone. This is to help with getting dining rooms, noble's quarters, and taverns situated quickly, as well as wood statues and slabs being a thing.

Wooden breastplates can also be made with this update, to supplement the similar budget/zerg-rush weapon options. Who knows, it may be the difference between just broken rib and those ribs being driven into your dudes' lungs.

Wood Statues may now be made at the carpenter workshop [CARPENTRY, CARPENTER WORKSHOP]
Wood Slabs may now be made at the carpenter workshop [CARPENTRY, CARPENTER WORKSHOP]
Sets of tables and chairs can be made at the Joiner's Workshop.  Both also have the option of using cloth for cushioned )decorated) chairs. [CARPENTRY OR MASONRY, JOINER'S WORKSHOP]
Breastplates can be made in groups of three from a log (it's better than nothing in a pinch.) [CRAFTSMAN WORKSHOP, WOODCRAFTING]

I also added an entity tag file for Fungus Expansion, thought I did that in v5 but hadn't.

Everything should work fine, seeing as I copied and edited existing reactions that have been confirmed working, but do let me know if I accidentally left an output as the wrong listing or something.

EDIT: Double checked, had a bad feeling. Accidentally left the table reaction for stone tables with its copy-pasted name like a dunce. Fixed now.
Title: Re: Splint's Utility Mod - Bulk materials and more - v6: Wonders of Woodworking
Post by: Splint on November 19, 2019, 10:18:13 pm
Okay! So! A combo platter of bugfix for the dye reactions (I had thougth I fixed it, but had done so on the wrong folder.) A quick copy-paste will reveal all for v7: A Camping we Will go. Download's been updated accordingly, my apologies to anyone who downloaded and ended up with broken dyes from the shield painter.

V7 A Camping we will go

This next addition is based in more primitive things, with an eye on thematic uses for leather and cloth, as well as bringing some new stuff. There's also a new optional replacement file for reaction_other, which makes making bricks from clay at the kiln more productive/efficient.

The new dye/shield paint reactions will be under the v6 additions for organization's sake.

- Wood greaves and helmets, also made in sets of 3, are able to be made by woodrafters, to supplement the body armor added in v6. [WOODCRAFTER, CRAFTSMAN WORKSHOP]
- New Ash Grey dye, both for general use, and use in shield painting. Made at the shield painter's stand from two bars of ash and a container of oil. [DYER, SHIELD PAINTER'S WORKSHOP]
- Leather can now be used to make beds and blocks for constructing thematic forts. 1 leather equals 1 bed, or 10 blocks.[CLOTHIER, CLOTHIER WORKSHOP]
- Cloth can now be used to make beds and blocks for constructing thematic forts. 1 bolt of cloth equals 1 bed, or 10 blocks.[CLOTHIER, CLOTHIER WORKSHOP]
- Mechanics can now use wood to make mechanisms, either at the craftsman workshop, or in large volumes at the sawmill (as he can more efficently and evenly split the logs.) That being said, these are -inferior to stone or metal mechanisms as they are highly suspetible to heat and fire. [MECHANICS, CRAFTSMAN AND SAWMILL.]

New Building: Campfire. It's primary purpose is decoration, but can also be used to destroy vermine remains

New building: The brick dryer, for fuel-free production of earthenware and stoneware bricks! Built from two blocks and a grate by someone with the pump operating skill enabled.

NOTE: Unlike the vanilla process, which trains the potter skill and uses fuel or magma, this trains the pump operator skill - this is because it doesn't demand careful temperature controls in a specialized furnace. When using the optional vanilla replacer file, using the brick dryer is also very inefficent, producing only one block versus the modified file's 4. But, even without the change to efficency, the brick dryer is ultimately an unskilled labor activity in gameplay terms and so the skills won't transfer.

OPTIONAL FILE: reaction_other file replacer
Makes production of ceramic blocks more efficent, producing 4 blocks instead of 1. Intended to be paired with the brick dryer, but may be used on its own.

OPTIONAL FILE: Decorative structures
These structures serve no purpose other than to provide decorations, though the campfire may be used to destroy vermin (leaving nothing behind, unlike the incinerator which leaves you some usable ash.) These consist of the following, all found under furnaces.

Campfire: 3 logs. Simple as that.
Banners: Large, 3x5 buildings, depicting a banner with a dwarf in the center, with blue, red, green, and black coloration. Requires 7 logs, just so it costs you something. :P
Totem: Totems, placeable directly.
Brazier: Uses a block to construct.
Torch: A light source on a pole. 3 logs will do the job. Also comes in left and right aligned variants.

Hugo was the main boi on bugfix patrol this time around. But everything should, in theory, be working correctly now.
Title: Re: Splint's Utility Mod - Bulk materials and more - v7.1: Minor bugfix
Post by: Splint on November 23, 2019, 11:19:31 am
Made a minor bugfix release. Somehow between three separate people nobody caught a bug with the reaction intended to decorate metal armor with leather. It was calling for a weapon instead, and I only caught this while trying to add a decoration to a suit of armor.

Now sure how that happened, but it's fixed now.

EDIT: Also caught a minor one with steel anvils. I'm an idiot. You may point and laugh now.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on February 17, 2020, 04:12:15 am
An update at last! Splint, sticking with a mod? Inconceivable!

Copy and pasted from the included README - NEW file.

Welcome to Splint's Utility Mod Version 8: Completely Flux-ed!

All previous README details will be preserved on the thread, but will otherwise be absent from this point forward. Each Version will receive its own Readme detailing anything new.

Suggestions and bug reports are welcomed and encouraged, just bear in mind the limits of modding.

OPTIONAL INCLUSION: HACK SCRIPTS
Fix-sentient-butcher and monotheism. Currently only work for v44. Use Monotheism with caution.

OPTIONAL INCLUSION: ARCTIC ADDITIONS, BY MALEUS
Makes colder biomes more viable, with increased diversity of flora and fauna.

OPTIONAL INCLUSION: MOD SUPPORT PATCHES
ZM5's Warcraft Mod for bulk metals and shield painting.
MottledPetrel's Fungus Expansion Mod for shield painting.

New this Mod Release

- More ceramic furnishings
-- Armor Stand
-- Weapon Rack
-- Slab
-- Coffin
-- Bins
-- Hatch Covers
-- Floodgates
-- Coffers
-- Cabinets
-- Doors

- Fixed gem craft reaction.
-- Now just outputs a full set of single crafts.

- Mass spear production.
-- Sets of 6, with 3 bars and a log at a smelter from iron, copper, bronzes, silver, and steel.  Might be a life-saver when your metal supplies are scarce.

- Homemade Flux for Steel production.
-- This flux is worthless, but can be produced in any embark with access to galena and bees or ample tallow sitting around cluttering up the place. Your smelters won't know the difference!

- Many reactions shifted around, too many to readily list.

- Vastly Increased Modularity.
-- Now you can fully pick and choose what parts of the mod you want, and what parts you don't, with no annoying digging through a few crammed-full and disorganized files! Installation may be more tedious though if wanting to use everything.

Everything should work in theory just fine since everything added is based in existing reactions or was unaltered, though from the entity tags there may be some stuff missed or forgotten, or an output here or there not set up right.


GET IT NOW
 (http://dffd.bay12games.com/file.php?id=14457)
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Meridian on March 31, 2020, 02:09:02 am
Quote
though from the entity tags there may be some stuff missed or forgotten, or an output here or there not set up right.

Finally getting around to fiddling with stuff to add it to my RAWS, and the only issue I'm seeing is that BULKSMELTER is missing from the bulk smeltery entity token bits. Easy fix tho

I haven't done any thorough checks, but I did notice this.
The sawmill, stonecutter, joiner, and trashburner all seem good to my memory, or at the least I added them to my civ's permits.

Thank you so much for this update!!
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on March 31, 2020, 03:57:20 am
Quote
though from the entity tags there may be some stuff missed or forgotten, or an output here or there not set up right.

Finally getting around to fiddling with stuff to add it to my RAWS, and the only issue I'm seeing is that BULKSMELTER is missing from the bulk smeltery entity token bits. Easy fix tho

I haven't done any thorough checks, but I did notice this.
The sawmill, stonecutter, joiner, and trashburner all seem good to my memory, or at the least I added them to my civ's permits.

Thank you so much for this update!!

Thank you for the show of support, it means a lot. I should metnion if you haven't read elsewhere the trashburner is a bit on the wonky side, so it might not always operate to desired specifications.

I'd noticed the bulk smelter entity tags bit was empty a while ago, and I think there was some other minor thing I needed to do as well but I'd forgotten about, so if something behaves oddly do let me know.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: voliol on March 31, 2020, 04:51:10 am
I recently installed this mod for a new world, and now DF crashes upon loading the raws, giving no error message. I also installed some not-very-tested versions of my personal mods, so it could be those, I just want to make sure there hasn't been documented crashes with this, or some known installing mistake I could have done.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on March 31, 2020, 04:55:13 am
I recently installed this mod for a new world, and now DF crashes upon loading the raws, giving no error message. I also installed some not-very-tested versions of my personal mods, so it could be those, I just want to make sure there hasn't been documented crashes with this, or some known installing mistake I could have done.

If your mods involve any [NO_EAT]/[NO_DRINK] civs that have the fish cleaner job available, try removing that from their entities, I've found that works (or removing the two tags from the creatures) I've installed the mod on a very heavily modded install and by itself and no issues arose.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: voliol on March 31, 2020, 06:18:29 am
I recently installed this mod for a new world, and now DF crashes upon loading the raws, giving no error message. I also installed some not-very-tested versions of my personal mods, so it could be those, I just want to make sure there hasn't been documented crashes with this, or some known installing mistake I could have done.

If your mods involve any [NO_EAT]/[NO_DRINK] civs that have the fish cleaner job available, try removing that from their entities, I've found that works (or removing the two tags from the creatures) I've installed the mod on a very heavily modded install and by itself and no issues arose.

Hmm, strange, I have creatures/vermin with [NO_EAT], but they don't have any associated civs... I'll look into it, so I can get to try out this mod! Thanks!
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on April 01, 2020, 04:16:40 am
Hope it worked out. So, of the handful of people who have bothered to comment, what does everyone think of me taking a crack at making some recycling reactions for clothing? Basically item in, unit of cloth/leather/silk out, at least hypothetically.

I can also add in a small optional file that resizes great weapons to allow smaller dudes to wield them, so you can finally let your dwarves use two-handed swords like the angry Scottish hillbillies they always deserved to be.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: voliol on April 03, 2020, 12:33:57 pm
Nothing wrong found with your mod; apparently (accidentally) putting gaits at creature caste level (or just at the end of the creature?) crashes the game upon loading.

Clothing recycling makes sense.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: CohentheBarbarian on April 03, 2020, 05:09:11 pm
Can confirm, very useful mod.  Clothes recycling does sound usefull
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: voliol on April 07, 2020, 05:19:59 am
Sawmills only accepting iron saws/chains/bars instead of any material is strange, is it intentional to keep the player from getting one too early? Or just an oversight?

It’d also be nice if you could specify materials for the bulk crafting(e.g. bedroom sets), if the proper tokens for that exist.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on April 07, 2020, 05:48:55 am
Sawmills only accepting iron saws/chains/bars instead of any material is strange, is it intentional to keep the player from getting one too early? Or just an oversight?

It’d also be nice if you could specify materials for the bulk crafting(e.g. bedroom sets), if the proper tokens for that exist.

I went with iron on the grounds that I felt that, gameplay aside, realistically bronze and copper would be ill-suited to the wok of cleaving dozens and dozens of logs constantly (relatively speaking both are more prone to warping and breakage than iron is to my knowledge,) but I didn't want to restrict it to steel because that'd hurt civs that don't have regular access to it, like moderately modded humans. No sane logger is gonna want pewter chains in their sawmill after all.

I know it's dumb, but it's easy enough to compensate by raising the embark points enough to cover the materials (either the parts themselves, or the raw materials and fuel to make them on arrival,) and I honestly assume people who use it are already going for the slow burn style of game that is above ground living anyway.

As to the bulk stuff, I have no idea what governs that unfortunately. Some reactions let you pick what stuff is used, some don't, so you have to rely on stockpile links and settings to keep them from taking stuff you don't want them to. Learned that the hard way when my stonecautter kept grabbing coal and clay to make blocks because they were closer instead of the shale I wanted cut one time. I sincerely have no idea why.  :(

 Some I was able to compensate for by simply making all the reagents separate in the reactions, and having the products point to each individually (it's most noticeable with the gem stuff, where it takes whatever gems are available, and makes one component of the bedroom set out of each, so say you have four milk opals and a red pyrope, four parts will be made of opals while the fifth one is made of the pyrope.)



In other news, the clothing recycling bench is coming along well. It'll be rather cluttered, but it covers all three basic clothing materials, and the leather ones will also accept armor parts (boots, leggings, armor, helmets.)  Because of the inevitable issues that'll come with it, you'll definitely need to use stockpile links set to only accept certain quality levels/unusable stuff, to keep the clothier or leatherworker from touching your high quality goods and turning them back into cloth or leather.

As a bonus, any modded materials flagged as yarn, leather, or cloth will also be valid, though I'll either need to make mod patches, or make an alternate that absolutely stresses the use of stockpiles so wooden stuff doesn't get used by the reactions, as right now the reactions are individualized and call for vanilla items only.
Title: Re: Splint's Utility Mod - Bulk materials and more - v8: Completely Flux-ed
Post by: Splint on April 07, 2020, 01:28:07 pm
New update! Version 9: Sustainable Looting

Ever been sick of the inevitable mountains of clothing and armor that you can't recycle and keep running out of room to store, especially from races bigger or smaller than your own dudes? Well this release is the answer to your non-metallic equipment recycling woes. Loot the socks of your fallen foes in peace, knowing you can turn the damned things into materials to make higher quality goods from, or ash in the case of wooden crap.

New this Mod Release

- Clothing Recycling Bench
-- Built from two tables, chests, a throne, and a short sword by an architect
-- Recycles armor and clothing made of leather, silk, cloth, or yarn, at 1:1 ratios.

- New wood furnace reactions
-- These reactions burn wooden armor and weapons to ash, which can then be used for other things (instead of cluttering your fortress  or taking up space on caravan wagons for eternity)

- Fixed the missing bulk smelter entity tag being missing from the tag file for its section.

Due to their generalized nature, this means out-of-the-box mod compatibility.  The reason foot and handwear is 1:1 instead of 2:1 in conversion is combat frequently destroys one half of a given pair of said items. A bit cheesey, but better than ending up with odd-man-out articles you don't want laying around.

IMPORTANT: THESE REACTIONS WILL DEPEND ON STOCKPILE LINKS AND SETTINGS TO WORK CORRECTLY IN MOST CASES, LEST YOU END UP RECYCLING HIGH QUALITY ITEMS OR END UP WITH WOOD CLOTH BY MISTAKE.

In theory, everything works, but if something doesn't then send a bug report to me.

GET IT NOW (http://dffd.bay12games.com/file.php?id=14457)
Title: Re: Splint's Utility Mod - Bulk materials and more - v9: Sustainable Looting
Post by: Splint on June 13, 2020, 02:46:04 am
Got another version out kiddies, now that I can get back on DFFD (however short a period that is.)

New this Mod Release

Boneworking Expansion
- Clubs, Spears, and Swords can now be made from some bones and wood. While far from the best option, they're perfectly serviceable against poorly armored enemies (such as elves or bandits,) and wildlife, or if you want to go with a tribal aesthetic.
- Full range of furniture, using a few bones and a log.
- Blocks can be made from the different earthenware clay sources. To avoid vanilla file tampering, it has one for each type of clay, and produces 8 bone blocks at a time.
- If using the Homemade Flux addon, bones and clay can also be ground up at a quern or millstone to make homemade flux to feed your steel industry. If you don't, all that'll happen is it'll throw a few errors in your errorlog.

Slag Iron
- Allows for mass production of cheap bronze-grade equipment, producing 8 slag iron from one ore. Intended for those embarks with garbage metals or none at all, to allow you to fully arm and armor a single man per boulder if you use mail armor instead of breastplates and greaves (and that includes a shield and weapon.)

Plate Glass Station
- Mass produces windows from two bags of sand (or two rock crystals,) and fuel. If you don't have need of large numbers of windows, you'll be better off sticking with the regular glass furnace. Found in the Glassworking section if not using the All-in-one.

Moar Beds
- I saw someone on the DF Subbreddit get a request for a bronze bed by a noble, and I decided to provide the full array  of metal-frame beds. They can all be made using metal bars of the relavent type and some cloth at the standard forge. They can be found with the rest in the furniture section if not using the all-in-one.

ZM5 All-in-One Entities
- Preset All-in-one entity files for ZM5's various mods. They can be found udner the "ZM5 Entities" folder, with each file under  a folder giving you the name of the mod its for.

Changes and Bugfixes
- A couple readmes have had typos fixed.
- Wooden mechanism reaction in the craftsman has been moved to the carpenter and had the output changed to three, instead of two - enough to set up an early drawbridge, and it can now be found in the woodcrafts section rather than campground. The Sawmill is still more efficent though.
- Fixed a header error on the stonecutter. Should work now if it wasn't before.
- Fixed the leather and cloth block reactions. Should work now if they weren't before.

Special Thanks to ZM5 and Hugo_The_Dwarf for help in testing and fixing shit.

Everything should work in theory just fine since everything added is based in existing reactions or was unaltered, though from the entity tags there may be some stuff missed or forgotten, or an output here or there not set up right.

ALL-IN-ONE

If you just want to use everything, I've now added in an all-in-one entity tags file, and a folder with everything in it in one big mess (like it used to be.) Patches for Fungus Expansion and ZM5's stuff must still be added manually.  For civs not part of ZM5's packs, and for MottledPetrel's Fungus Expansion, the patches must still be manually added.


GET IT HERE, AS USUAL (http://dffd.bay12games.com/file.php?id=14457)
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: GOTOTOTOE on August 19, 2020, 09:57:56 am
do you have to use a new save?
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: Splint on August 19, 2020, 07:39:21 pm
do you have to use a new save?

For any of the new or moved around shit, yes, unfortunately.

It's a quirk of how DF creates worlds - without some third party stuff, you can't add new stuff, only edit what's there in the world already.
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: egravy on September 11, 2020, 09:33:30 am
First, this mod is awesome! Thank you!

Little issue though. I installed from the "All in one" files, V10 by copying all the files in there into my raw/objects folder, then copied all the "PERMITTED" tags into my entity_default.txt under MOUNTAIN. Everything is working so far except for the Stone Cutter. There are no recipes on the stone cutters workshop. Did I maybe miss copying something?
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: Splint on September 11, 2020, 12:11:29 pm
First, this mod is awesome! Thank you!

Little issue though. I installed from the "All in one" files, V10 by copying all the files in there into my raw/objects folder, then copied all the "PERMITTED" tags into my entity_default.txt under MOUNTAIN. Everything is working so far except for the Stone Cutter. There are no recipes on the stone cutters workshop. Did I maybe miss copying something?

First, thank you for the kind words.

Second HRRRRRRRRRRRRRRGH. That's a problem on my end. I could have sworn I fixed it but thank you for the heads up. Before there was a broken header but I might have missed something else, in the meantime while I double check things I hope the rest of the mod provides something useful to you.

EDIT: God fucking damn it, I included the broken version of the stonecutter file. quick fix for you is in the "reaction_stonecutter_spl" file, flip [REACTION:OBJECT] around so it says [OBJECT:REACTION]
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: Splint on September 11, 2020, 01:02:23 pm
Alright, uploaded a hotfix (https://dffd.bay12games.com/file.php?id=14457) for the all-in-one folder. I can't believe I fucked that up. Thanks for the spot check egravy.
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: egravy on September 11, 2020, 10:27:14 pm
Splint, no thank you! You made this mod for us all to use, and its much appreciated! I am updating my save now, hopefully this doesnt require a new world, only 2 years on this brand new region.

Again, thank you!!!
Title: Re: Splint's Utility Mod - Bulk materials and more - v10: Bones Windows and Beds
Post by: Splint on September 12, 2020, 06:28:31 am
Splint, no thank you! You made this mod for us all to use, and its much appreciated! I am updating my save now, hopefully this doesnt require a new world, only 2 years on this brand new region.

Again, thank you!!!

You welcome. And theoretically it should work fine, but if not my apologies. I don't know how the hell I managed to put the broken file in the all-in-one folder.

Hope you get some good use out of it.
Title: Re: Splint's Utility Mod - Bulk materials and more - v11: Cold-time Carvings
Post by: Splint on November 16, 2020, 12:33:37 am
Hey hey people, Splint here.

Got another update for you people, this one being much smaller.

New this Mod Release
The Ice Carver and a mod patch nobody asked for.

This is a little addition intended to provide more options for those settling in Glacial, Taiga, or Tundra environments. You can use ice boulders taken from any source for something actually worthwhile, and adds two new buildings.

The Water Pump - Requires 6 blocks of any kind, a pipe section, and two mechanisms. The pump exists to provide ice boulders in batches of 3, and for best roleplay results, use it on a map with an aquifer or place it near a body of water. Oh and a cold biome to actually make the boulders would probably help, but if you wanna make puddles on the floor of the workshop, then you do you.

The Ice Carver - Needs a battle axe, a couple tables, and a chest (to keep the axe and other tools in of course.) Your engravers have the unenviable task of cutting hunks of frozen water into beds and the like.

Most of the reactions were originally made by Meph and marked accordingly. Those made or modified by me are marked in kind. As an addition, you can if you so choose use the pump to also fill buckets and barrels with drinking water, though if you'd rather just use the Still versions you can find them in the Misc. Reactions folder.

Architects handle making both workshops, and all of it is found in the Ice Carver's folder, or alternatively, if you just wanna keep your options open, in the all-in-one tags and folder.

As the reactions are either copied from Meph's work with permission, or based on my own work that I know for a fact functions, it all should be working properly. That being said, I will freely admit to not properly playtesting this update so if I fucked something up, then please do let me know and I'll push out a hotfix soon as possible.

There's also a patch for my  unofficial update of Civilization Forge, (http://www.bay12forums.com/smf/index.php?topic=175087.msg8058874#msg8058874) which is probably hideously broken and and almost certainly unfunctional, but if other people could give it a whirl and help me make it not suck, I'd be very appreciative of you.
Title: Re: Splint's Utility Mod - Bulk materials and more - v11: Cold-time Carving
Post by: DarthRubik on December 23, 2020, 01:06:57 pm
I was using the "Customized equipment" part of this mod in my latest fortress because I was always disappointed that weapons/armor could not be decorated with gems......

I really like the mod so far.....but I have a bug report:

Bug report for the "Customized Equipment" utility:

The reaction for the gem inlay for "armor" actually only accepts helms......I think this a bug because there is already a helm reaction in there.....
Title: Re: Splint's Utility Mod - Bulk materials and more - v11: Cold-time Carving
Post by: Splint on December 23, 2020, 01:18:22 pm
I was using the "Customized equipment" part of this mod in my latest fortress because I was always disappointed that weapons/armor could not be decorated with gems......

I really like the mod so far.....but I have a bug report:

Bug report for the "Customized Equipment" utility:

The reaction for the gem inlay for "armor" actually only accepts helms......I think this a bug because there is already a helm reaction in there.....

Huh, I coulda sworn I fixed that, might've been thinking of something else though. Alright, thank you very much for the bug report.

I'll also see about adding in some gem reactions. Couldn't hurt, right?
Dunno why I didn't think of that, but it was probably on the logic that gems aren't actually used that often in decorating weaponry anyways.



EDIT: I misread the comment. Anyways.

Code: [Select]
[REACTION:ADD_INLAY_GEM3]
[NAME:decorate metal armor with a gem inlay]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:ARMOR:NONE:NONE:NONE][METAL_ITEM_MATERIAL]
        [PRESERVE_REAGENT]
[REAGENT:B:1:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[IMPROVEMENT:100:A:COVERED:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:ENCRUSTGEM]

Take the above and replace the indicated reaction in your save and install. I don't really have enough to hand for a release or anything, but I'll upload a hotfix all the same.
Title: Re: Splint's Utility Mod - Bulk materials and more - v11: Cold-time Carving
Post by: Splint on December 23, 2020, 06:50:50 pm
Making a new post as a heads up. Thanks to DarthRubik, a bug that's somehow slipped under the radar for months is now squashed, and v11.1 is up. Just contains a simple hotfix.