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Messages - Grimlocke

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1
I return, and work continues on the industry mod script. I've gotten it to do basic stuff like modifying job length based on job name, building name or both and it should be fairly easy to extend to more exciting possibilities. Possibilities such as the incremental quality levels I describes a few ages back, morphing workshops into other workshops, having forges spew constant clouds of acrid smoke, etc. The possibilities are endless!

@knainoa: I'm honestly not at all familiar with Meph's launcher or what it does, but while this mod does contain custom workshops it doesn't override the default workshop raws. The scripts don't touch any of the files either, so if something is getting overwritten there then perhaps Meph or someone more familiar with his work can tell you more.

2
Mod Releases / Re: Stal's Armoury Pack [43.05] [Armoury v1.9]
« on: January 03, 2019, 10:04:11 am »
To be fair, getting soft armor to work properly in Dwarf Fortress is actually somewhat of a pain, DF's simulation of edged weapons cutting through stuff is... questionable.

Also, as far as I know, there hasn't really been much practical testing done on reproductions of actual leather armor / 'cuir bouille' / boiled leather armor. There are no surviving examples that I know of, and artwork and descriptions of the period do mention it but tend not to go into any detail about how it was shaped or produced. As far as we know they served as an early form of rigid armor for the chest and possibly limbs, and would have been used in compliment with mail and cloth.

The question of 'is cloth armor better than leather?' stems from a bit of a misunderstanding in what function leather armor even had, at least in western Europe. Outside of that there were some instances of thick, boiled leather being used in various kinds of lamellar armor coats.

That all said, cloth armor shouldn't be useless, from both a gameplay and historic perspective.

3
The notion that bronze was always superior to 'iron' tends to be supposed on the basis of the properties of pure iron. No such thing existed in the middle ages. Iron was in all cases polluted with various slag inclusions and often did have some amount of carbon in it, either as leftovers from the smelting process or added in later through case hardening.

Medieval iron is more accurately called wrought iron, its been said to be roughly comparable to modern mild steel, but quality, carbon content and quite importantly also the degree of homogeneity make this a pretty wide estimate.

Bronze is also a bit of a tricky thing, since freshly cast bronze suited for armor and weapons is still fairly soft, but was always work-hardened with various levels of skill. Composition and consistency varied as well, so statements of bronze or iron being better than the other in general can be safely dismissed.

The reasons I eventually chose not to include it as a weapon/armor grade material are the following: DF doens't give me any way of setting the prevalence of a certain metal. Either you don't get bronze items, or bronze items out the wazoo. The later, I felt, gave the wrong feeling for the medieval era.
There is also the thing that bronze-working is a different craft than iron/steel working. The process is quite different, and bronze armor and weapons had some much more stringent requirements on the quality of the work and materials than say, a bronze or copper kettle.
Lastly, material in large part dictates what shapes of weapon and armor your going to make. Long, thin swords or complex plate armor would simply not work if made from bronze (this goes for things like iron estocs as well to a lesser degree). Steel and even wrought iron have a very useful elasticity (read: the ability to deform and spring back again) that bronze doesn't have. Springiness like that tends to be more important to making durable, lightweight weapons and armor than hardness.

Adding the appropriate tags back on bronze should be fairly trivial, and *might* not even require a new save. What I have not isn't perfect, I do want to make it a bit more reasonable once I get around to working on the metalworking mod again. What have planned should give me more control over what things can be produced with specific metals.

Edit: In response to the cloth density thing, that was added to make gambesons not weight a ton. Seems I missed it on my comment tour, good find and thanks for pointing that one out!

4
I've added descriptions to the buildings and reactions ingame, which should make most of the processes obvious. I do plan on writing up a proper workflow scheme kind of thing once I have the whole thing reworked and upgraded with dfhack.

For now, the general workflow is as such:

-Smelting:
  At: Bloomery or Blast Furnace
  Smelt the ore with an charcoal, or coke if you have a blast furnace
  Product is a bloom or pig iron bars respectively

-Fining:
  At: Finery, Trip hammer or Vanilla Forge's finery section
  Process bloom and raw metal into usable metal with the 'hammering out bloom/bar'
  The trip hammer is fastest, both the trip hammer and finery run these reactions automatically.
  Product is iron bars

-Steel or patterned steel making:
  At: Finery or Vanilla Forge's finery section
  Make steel from iron bars and charcoal powder
  Will need to be re-hammered, also runs automatically

-Crucible steel:
  At: Crucible furnace
  Use iron, charcoal powder, glass powder and a crucible
  Again needs to be hammered out

-Other stuff:
  Charcoal and glass powder are produced at the quern, into a bag or a jug
  Crucibles are made at the kiln

5
The hair thing is different, hair is just a tissue layer on the head that is ignored when something hits the it (due to the tissue layer type), but then isn't ignored by the pull/twist/bend damage that gets applied to the head (since a nose doesn't have a joint, its parent bodypart acts like one).

Why this is I don't know ¯\_(ツ)_/¯

6
This is one of those mods that I never realized I needed, but now don't ever want to play without.

Amazing job, all the hard work put into this really shows!

Thank you! Let me know when you have complaints!

Hooray for this! I look away for a bit and its suddenly updated, looks like I get a compatch to work on.

I applaud your tenacity in the face of grueling repetition. Will let you know once the patch is done/if I run into anything.

Thanks for the kind words! Lots of grueling repetition, alright.

The biggest thing to patch is that you need an extra LBSTEP and UBSTEP from vanilla, to accomodate my shoulders and hips, and of course dealing with the difference between my shoulders and your collarbones.

Incidentally, I'm not completely sure if I've made a terrible mistake, putting both LIMB and JOINT on (internal) shoulders and hips. Please let me know if I have!

Since its last update, my mod already has collarbones and hipbones, which is pretty close to mechanically identical to yours. The equipment and bodypart modifications will override the ones in Revision in this case, so that shouldn't be difficult to do for me (since there is no point in having both my weapons/armor and yours/Svers).

As an aside, the reason I didn't name collarbones shoulders, is that the game already has shoulders in the JOINTS bodypart group, which by default is assigned to all humanoids. Adding the JOINT tag to something will serve two functions: Joint damage (pull/twist/bend) from the parent limb will hit the joint bodypart instead of the parent bodypart's parent, and it will disable the joint's parent part of the joint is disabled. I actually played around with something similar, but found it a bit... weird and superfluos, given that the collarbones are internal to the upper body and will already get damaged due to hits on the upper body.

What exactly is causing the shoulder to be pulled on hits to the head, I'm... not sure. Did you attach them to the neck?

As for LIMB, I think what it does is disable all bodyparts down the line if the bodypart is broken, so that a broken upper arm will actually render the arm useless. That might just be default behavior though, in that case I think LIMB might only be used for deciding which bodypart can be used in wrestling. I'm not sure which one of these it was anymore.

Will give these a once-over once I get around to patching.

7
Hooray for this! I look away for a bit and its suddenly updated, looks like I get a compatch to work on.

I applaud your tenacity in the face of grueling repetition. Will let you know once the patch is done/if I run into anything.

8
Yes, those are for the objects folder. I feel I need to rework the installation procedure a bit, your not the first to trip up on it.

Note that this most is not strictly compatible with revision at this point. You may be able to still use them both if you add my mods afterwards, but some features from Revision will end up being overwritten.

I have a compatibility patch planned for the next major release of Revision.

EDIT: Said Revision release is apparently out, huzzah!

Also, thanks to thefriendlyhacker for answering sorrow's question in such a timely manner.

9
Mostly, what Sver said. Our two mods have very few features that don't overlap, aside from some items that would likely still be functionally redundant if added. The only thing I can see is Sver's war horses, which might actually already be compatible with my mod.

One compatch I'm planning to include though is one for Taffer's excellent Revised mod, which I'll be getting around once he has his new release out.

10
@Euchrejack: In theory yes, they should. But right now fortress mode combat is not really controllable, there's no way for the player to prevent his dwarves from charging out in front of the guns and getting shot to pieces. That's bound to get old sooner rather than later. You may have noticed the regular ranged weapons don't have friendly fire either.

Also the hostility check on projectiles is kind of hard to manipulate, it requires the projectile having no firer set, which trips up the ranged-mod script in all sorts of ways. Right now implementing friendly fire seems not quite worth the bother; friendly fire mechanics are only fun if there's a reasonable way to prevent it.

@Betrix5068: I've not used PyLNP myself, I'll give it a look at some point if its easier for folks to use.

Adventurecraft is... probably going to be a bit of a nightmare to make compatible. It does the thing where it gives custom materials to a whole range of creatures, many of them set in the creature file itself. Vanilla file changes are aren't marked or annotated. Not much I can do about this I'm afraid.

11
Gah. Forgot to uncomment the hostility check.

Uploaded another fixed version that doens't try and murder your own dwarves.

I should add: I havn't yet fixed the 'test fire' command, it was being kind of useless after I added firer tracking to the projectiles which prevents it from harming your dwarves, pet animals, neutral characters, etc.

12
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: October 17, 2018, 11:35:28 am »
I just updated my own mod with some fixes including updated targeting that you might find to be of some use. The old one didn't account for floors existing when shooting up/down, and didn't consider fortifications as something it could shoot through. I also used dfhack.units.getUnitsInBox to get only units in potential range rather than iterating through every single unit on the map and sorted them by distance from the gun before checking other conditions.


I set the targeting bounding box in checkDirection to prevent it from having to recalculate that on every shot:
   gunTable[gun.id].muzzlePos = xyz2pos(gun.centerx, gun.centery - 1, gun.z)
   gunTable[gun.id].targetBox1 = xyz2pos(math.ceil(gun.centerx + range[2] * 0.82), gun.centery - 1, gun.z + range[2])
   gunTable[gun.id].targetBox2 = xyz2pos(math.ceil(gun.centerx - range[2] * 0.82), gun.centery - range[2], gun.z - range[2])

Hope some of that is of some use.

13
Found the problem, apparently items only have weight if something tells to them to calculate weight. Else its just zero, so it ended up dividing by zero which caused the 'not an integer' error. The reason it didn't come up during testing is because I was checking the ammunition was loaded before firing, which forces the game to calculate weight to show it in the UI.

Thankfully dfhack has a handy function to force items to calculate weight.

I also found some issues with the targeting function, namely it trying to shoot through floor, it not trying to shoot through fortifications and it not always picking the closest target.

Those are fixed too, I also made the targeting a little less resource intensive by not having it iterate through every unit on the map, and sorting them by range before checking against other conditions. Also prevented fired ammo from occasionally remaining in the barrel, somehow, by now just deleting the item and spawning a copy. The moveToGround function is... uselessly unreliable.

14
Ok, neither of these things have any business happening. I'm going to subject this to a couple new round of troubleshooting once I have time, which should be in the next ~24 hours.

15
Gah... Ok, not entirely positive why that's happening. Could you run "modtools/arty-mod -list" for me? I read over it and it might have somehow lost its properties which would make the projectile speed go all 'uuh, you can't make my speed a not number', which is what that message says there.

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