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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 03, 2012, 03:29:18 pm »
Alright, good to know. Thanks again.
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[MATERIAL_TEMPLATE:SKIN_WEAK_FURRY_TEMPLATE] -- (small furry animals with pelts)
[IMPACT_YIELD:6000] -- 0.6x leather
[IMPACT_FRACTURE:6000] -- 0.6x leather
[IMPACT_STRAIN_AT_YIELD:50000] -- 1x leather[MATERIAL_TEMPLATE:FUR_TEMPLATE] -- (SKIN_WEAK_FURRY_TEMPLATE and SKIN_FURRY_TEMPLATE)
[IMPACT_YIELD:9000] -- 0.9x leather
[IMPACT_FRACTURE:10000] -- 0.9x leather
[IMPACT_STRAIN_AT_YIELD:50000]
Alright I see where you are going with the other leather types. Seems good to me now. Guess I was thinking in a bit of a skewed manner.Hehe, no worries. I get all turned around about 4 times a day on this stuff. You don't realize it until you get into it how many different ways there are to do something thing, and then you end up getting into the methodology for method B while you were actually building around doing method A. Bleh!
I'm thinking the generic peasant recognizing different leather may be a bit of stretch. We may want to use an experience adventurer as the 'identifier'. [ . . . ] If you can fit it into a narrative like this that may help you figure out which leather/fur/skin/carapace the critter needs. Of course what dragonhide/scale and things are up to you.That makes sense. A sort of common-sense check to keep it from getting too implausible.
I wanted to use wax or oil (you can use either one in the reaction) because it gives those things some use.I've also been expanding the library/training systems I've seen (mainly based on Civilization Forge's) as part of the same overall project, so if one was to use that, there would definitely be a fairly significant use/need for wax (alchemical jar seals and candles for studying/manuscript-writing reactions).
I was actually working on an alternative armor mousing reinforced cloth and boiled leather and I ended up making brigandines. [ . . . ]Plus it allows me to branch out to books and allows the cloth reactions and leather to be useful in another wayDefinitely sounds interesting. I think I'd like to see brigandine on the humans.
If you want a civ to have access to multiple types of armor for a body part (like the common problem: access to low boots but no high boots) add the FORCED token instead of COMMON and they will have access to both instead of one overwriting the other.Hopefully I'll remember that tip when doing the civ permissions!
Looks like this is going somewhere, good.Thanks!
For chitin I can recommend leaving it non-tannable. Its not a flexible material, unsuitable for most clothing items. Vermin-size creature chitin isnt realy usable for anything, largers ones could be used for scaled/lamellar/whatnot armors.That's my sense too.
A few problems I predict: Using generic scale, fur and chitin materials will fail to carry over whatever color the creature had.I hadn't thought of color yet. I'm not quite sure I'm going to have furs be generic at all, but if it end up being generic at all, I think it would be appropriate (and no more in-game complexifying than before) to make FUR_GENERIC_WHITE, FUR_GENERIC_BROWN, etc. But as it stands right now I'm thinking furs are better specific.
FB fur may prove annoying to add. I have in the past tried this using the hair body detail plan, but only found it that birds also use this, causing weird bird fur.Yikes. Yeah, and I'm still in fairly early stages of learning, too.
I should also note that for instance SKIN_STRONG_TEMPLATE and SKIN_TOUGH_TEMPLATE do not require a seperate reaction class unless you plan on changing the reaction itself for the one or the other. You can set a seperate product for each material, even when they share a reaction class.Yep, that's what I've been doing. I'm trying to be very conservative about reaction classes, only making new ones where there is a genuine meaningful distinction.
EDIT: Also, on the subject of quilted and cured leather armors, I have recentely managed to make funtioning padded armor without needed a new material [ . . . ]Nice! I wasn't aware of the trickiness of non-player civs using it as clothing, so I now know to watch out for that...
I think you may be falling in the trap you trying to avoid, too many leather types.Not necessarily. After all, these would be 3 or 4 additional types of standard generic leather that account for a number of creatures that might otherwise either be (a) folded into plain generic or (b) each kept as a specifically-named sort of leather. They would do it without that list bloat, while still allowing for gradations of value among generic leathers. Really, just a different name scheme for the the generic "rare" and "exotic" leather types seen in other mods.
Having mountain leather, savanna ect seems like you fell back into the too specific for leather. Think of if a peasant saw this leather at a market... How would he know its mountain leather?I see what you're saying. That argument cuts quite a bit further than that, though, and favors even broader genericization, though, because the other side of that coin is... how would any but the most visually-distinctive leathers be distinguishable to your average peasant? As you say, special visually-obvious ones (ostrich, alligator, crundle, etc.) would, but deer, bear, wolf, etc. probably wouldn't. Even lion/tiger leather, since the fur would be removed and the leather made to look like other types (unless there's some visual distinction I'm unaware of).
For dragons, snakes, pond grabbers, they possibly could so it could justify them having a special leather. To make it more valuable just add the material multiplier tag in their definition. That should be fine.Right. Ones that don't use the generic leather material reaction products would be fine, since the value multiplier would do everything we need done. Again, if I'm understanding everything correctly.
As far as special fur you could have 3 tiers:The third category seems a little messy, but the other two are close to what I have in mind.
skin_fur_special_template: tier 1, animal-specific. This would be used by wolves, cheeta, rabbit ect.
skin_fur_tough_template: tier 2, animal-specific. Thick, matted or tough fur (could be named: 'pelts'). This would be used by trolls, cavern critters, or more monstrous (not-necessarily mundane) above ground creatures.
skin_fur_beast_template: tier 3, animal-specific. Another thing that could be named 'pelt' to differentiate it from normal furs. This I would apply to things like griffins, FBs, Titans, or other mythical furred creatures.
With my research I found that studded leather actually didn't exist as far as armor. Mostly they would layer scales or pieces of metal and produces scalemail instead.Huh. I had no idea. I always thought it seemed weird. To hell with studded leather then! But maybe brigandine... anyway, that's another matter.
The way I produced boiled (or cured leather) is to take a blob of wax or oil at a kitchen, an unit of any leather and produce a unit of boiled leather. It doesn't have a name or other reaction it just produces a unit of leather with the BOILED_LEATHER_TEMPLATE. . . .Cool! Sounds interesting. Yeah, I think perhaps just generic boiled leather might be the best way of it.
You could do that but for things like cavern critters with shells and such I would have that tough_carapace template. With the above materials it keeps the caverns dangerous to explore [ . . . ]I like it better that way, myself. I'm currently working on tweaking physical characteristic values for the different materials, so I'll have a much better idea of how to distribute them once I get that done.
The only other thing I could think of after all the skins and bones would be fangs. 3 versions normal, tough, and mythical for beasts and such should be sufficient.That does make sense. They should definitely be more competitive.
I could provide you with the boiled leather reactions and materials if you wish to use in your mod. Good luck!Sure... I'd like to see them. Thanks again for the in-depth feedback! I should have something to show pretty soon.
As far as the feature bloat goes bones are a good way to brach out from this as that does mesh well with what you are doing. Thankfully you'd only need the standard bone_template in addition to possibly strong_bone (for rhinos, elephants, etc), weak_bone (for an avians hollow bones), monstrous_bone (dragon, giant, FB, ect?), and legendary (Titans, FBs?).That's along the lines of what I was thinking. It's not nearly as complicated as skins.
I'd say a good rule of thumb to follow may be if a normal person in the word could tell that the leather, fur, or material came from a very specific creature (snakeskin, dragonhide, cheeta fur) then have it be identifiable as such. In that case you just have a special_fur_template that uses the pacific animal name and that should sort out a few problems with only one type. [ . . . ]That's a good rule. I hadn't thought of that possibility -- making the leathers for borderline animals like wolves and bears generic, but making the furs specific. That sounds really good.
Wolf leather wouldn't be recognizable but its fur would be so given what I see you may only need two more templates: special_fur_template for distinctive furs (animal-specific of course); be it patterns, coloration, or properties (unicorn manes/fur could be used in a custom alchemical reaction by other players mods) and the presence of a carapace_vermin_template... That's only 20-21 skins right? And the potential 4 new bone templates it shouldn't be that bad outside of doing the material definitions for each. Iron and copper are good baselines to use in my experience for balancing the materials.
I was working on a boiled leather material and quilted cloth (for padded cloth/canvas armor like they had in medieval times) and it took a few tweaks to get it all working right. Mainly it's just using a quick way to run tests to make sure the aftermath looks right.Actually, I was thinking about this too, along with studded leather (as has been done in a couple mods). It seems it would easily double the leather population on the stock lists (rigid rhino hide, rigid ice wolf leather, all the way down), which is not so appealing. How did you go about it?
It looks good, though you may want to add a vermin_chitin_template to round everything out. [ . . . ]
--edit: didn't see the basic carapace template... but I know crabs and lobsters have much tougher carapaces than your average beetle or spider. So the 4th carapace template still may fit.
(from the material templates)
-- Expanded Tanning Functionality
[MATERIAL_REACTION_PRODUCT:SUEDE_MAT:CREATURE_MAT:ANIMAL:SUEDE]
[MATERIAL_REACTION_PRODUCT:FUR_MAT:LOCAL_CREATURE_MAT:FUR]
-- Library Functionality
[MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT:CREATURE_MAT:ANIMAL:PARCHMENT]
[MATERIAL_REACTION_PRODUCT:GLUE_HIDE_MAT:CREATURE_MAT:ANIMAL:GLUE][REACTION:TAN_SUEDE] -- Tier 1 (Small or thin-skinned animals)
[NAME:tan suede]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SUEDE_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:SUEDE]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_FUR] -- Tier 1-2 (All mundane mammals with significant fur pelts)
[NAME:tan fur] -- furs only usable for clothing and other soft items
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:FUR_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:LOCAL_CREATURE_MAT:FUR]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_LEATHER] -- Tier 2 (normal animal skins)
[NAME:tan leather]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LEATHER_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:LEATHER]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_LEATHER_TOUGH] -- Tier 2+ (High-quality/value mundane animals)
[NAME:tan tough leather]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LEATHER_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:LOCAL_CREATURE_MAT:LEATHER_TOUGH]
[SKILL:TANNER]
[AUTOMATIC]