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Author Topic: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix  (Read 26448 times)

deepfield

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Re: Splint's Vanilla Expanded Mod v4 - More beasties and plants
« Reply #15 on: December 11, 2020, 08:43:47 am »

Found a few other things.

-There is a duplicate object called ZM_TORCH_SHAPE in descriptor_shapes_ex.txt.  I'm not sure if that would cause any issues

-A few creatures have solid white color tokens and some others that are pretty close to solid white with really high values . You can find them by searching [COLOR:192:192:192] Intentional?

-Need to follow up on the [RODENT MAN] to [RODENT_MAN] change and also change those tokens in entity_default.txt to match the correction. There are references in [ENTITY:EVIL] [ENTITY:SKULKING] and [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]

I'll keep you updated if I find anything else.
 
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Splint

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Re: Splint's Vanilla Expanded Mod v4 - More beasties and plants
« Reply #16 on: December 11, 2020, 04:12:15 pm »

Found a few other things.

-There is a duplicate object called ZM_TORCH_SHAPE in descriptor_shapes_ex.txt.  I'm not sure if that would cause any issues
Didn't notice. I'll take care of it.

Quote
-A few creatures have solid white color tokens and some others that are pretty close to solid white with really high values . You can find them by searching [COLOR:192:192:192] Intentional?
Honestly, I misread some stuff on the wiki as to how the colors would work, so there's probably a few things I need to fiddle with. They were meant to be gray.

Quote
-Need to follow up on the [RODENT MAN] to [RODENT_MAN] change and also change those tokens in entity_default.txt to match the correction. There are references in [ENTITY:EVIL] [ENTITY:SKULKING] and [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
I thought I did that but I'll double check. Thanks for the heads up.

I do appreciate the assists. I probably wouldn't have noticed apart from the color things and the short horses otherwise.

Splint

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #17 on: January 15, 2021, 07:43:54 am »

Hey hey people, Splint here.

Got another update out. Since it's kinda big, I've opted to include the changelog here, as well as on the OP.

Spoiler: v5 Changelog (click to show/hide)

On paper, everything works. There may still be soft errors that the errorlog didn't pick up, but let me know if something's broken.

I'm officially out of ideas, apart from trying to figure out something to fill the winter season since it's a kinda barren season. So feel free to pitch things that aren't too out of left field or anything

Lurksquatch

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #18 on: January 24, 2021, 10:59:58 am »

Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.
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Splint

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #19 on: January 24, 2021, 03:11:13 pm »

Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

MalevolentAura

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #20 on: January 25, 2021, 09:44:43 pm »

Howdy! I'm a big fan of your mod, but I'm curious as to why you have the sawmill output bars of wood instead of blocks.
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Splint

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #21 on: January 25, 2021, 09:51:55 pm »

Howdy! I'm a big fan of your mod, but I'm curious as to why you have the sawmill output bars of wood instead of blocks.

Might be the wrong mod, but I'm happy to answer.  :P

The reason is so they can be used as safety rails/fences as vertical bars, to conserve metal bars in that application. More often than not I find I need to reserve my metal for trade goods, furniture or equipment, so I figured I'd kill two birds with one stone and have the sawmill output be useable for both that and building walls/floors.

Speaking of, considering a wood splitting block for this mod, anyone feel like it might be too much? Idea would be to split logs into 4 bars, and those could then be used to create fuel more efficiently (basically it adds an extra step and profession, but makes it more efficient, similar to lignite.)

Lurksquatch

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #22 on: January 27, 2021, 06:26:17 am »

Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

Ah. I didn't see the bamboo listed anywhere, but I guess I missed it  :). In that case, I don't think there's much else I can contribute lol. Unless you want any of the custom buildings/reactions I made for Nature+?

If you haven't already, you might consider adding this reaction I saw in the examples section of the wiki:

Spoiler: Raw (click to show/hide)

Seems like a nice QoL kinda thing.
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Splint

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #23 on: January 27, 2021, 06:51:14 am »

Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

Ah. I didn't see the bamboo listed anywhere, but I guess I missed it  :). In that case, I don't think there's much else I can contribute lol. Unless you want any of the custom buildings/reactions I made for Nature+?

If you haven't already, you might consider adding this reaction I saw in the examples section of the wiki:

Spoiler: Raw (click to show/hide)

Seems like a nice QoL kinda thing.
I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Lurksquatch

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #24 on: January 27, 2021, 10:33:25 pm »

I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Yeah, you could use any reaction to help get rid of vermin remains lol. That's just the one I saw on the wiki. Personally, I think it makes more sense to have it take place at the Wood Furnace, or maybe you could make a custom building? It just seems odd to cremate things in a smelter lol. Plus, that way it doesn't occupy your smelters and mess up metal production. Maybe you could also cremate corpses/corpse parts? That might cause more problems then it's worth, though...

I like the idea of hand cannons. It would help alleviate some of the logistics issues I had, since you don't have to deal with firing mechanisms. You might want to consider some other early firearms; primitive firearms have been in existence since at least 1100 A.D., so there's a fair amount of weapons you can choose from without going past the 1400s.

Honestly, the more I think about it, the more I think not (directly) using my metals is probably a good thing lol. I fudged a lot of the numbers because I couldn't find more accurate info for them. If you're looking for other fantasy metals to add, maybe Orichalcum? (assuming you haven't already, of course. It's a pretty common fantasy staple.) It was supposedly the metal utilized in Atlantis, and is commonly treated as magical in fantasy. There's even some indication it might have existed in real life: In 2015, 39 ingots of an usual metal were retrieved from a shipwreck in the Mediterranean Sea, and many people soon began to speculate if they might be Orichalcum. Upon further analysis, they were found to be about 75-80% copper, 15-20% zinc, and the rest a mixture of Nickle, lead and iron, all of which exist in Dwarf Fortress. You could approximate this formula with an 8:2:1:1:1 ratio; this would have the effect of making Orichalcum a rather expensive and labor intensive metal to produce. That being said, maybe it could be an alternative to Adamantine? If you don't want to risk breaching hell, you can go through the trouble to making Orichalcum instead of mining raw Adamantine?

Just some ideas. The mod is looking awesome! I'm glad I was able to contribute to it!
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Splint

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #25 on: January 28, 2021, 01:30:37 am »

I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Yeah, you could use any reaction to help get rid of vermin remains lol. That's just the one I saw on the wiki. Personally, I think it makes more sense to have it take place at the Wood Furnace, or maybe you could make a custom building? It just seems odd to cremate things in a smelter lol. Plus, that way it doesn't occupy your smelters and mess up metal production. Maybe you could also cremate corpses/corpse parts? That might cause more problems then it's worth, though...
Burning remains and body parts is pretty simple, though you have to use tight controls on that otherwise it won't just take teeth and severed arms, it'll take your wool, bones, and other useful bits too. Corpses though need a script to be destroyed that way and I don't wanna have this mod be dependent on DF hack.

Quote
I like the idea of hand cannons. It would help alleviate some of the logistics issues I had, since you don't have to deal with firing mechanisms. You might want to consider some other early firearms; primitive firearms have been in existence since at least 1100 A.D., so there's a fair amount of weapons you can choose from without going past the 1400s.
I just went with what seemed like it'd work best since I wanted blowgunner to be used for something. While a bit clunky, they use blunt shot and edged grapeshot. They're also rather cumbersome. I know there's other stuff like the Fire Lance, but I figure Hand-cannons are good enough a fit for how ranged combat currently fumbled around.

Quote
Honestly, the more I think about it, the more I think not (directly) using my metals is probably a good thing lol. I fudged a lot of the numbers because I couldn't find more accurate info for them. If you're looking for other fantasy metals to add, maybe Orichalcum? (assuming you haven't already, of course. It's a pretty common fantasy staple.) It was supposedly the metal utilized in Atlantis, and is commonly treated as magical in fantasy. There's even some indication it might have existed in real life: In 2015, 39 ingots of an usual metal were retrieved from a shipwreck in the Mediterranean Sea, and many people soon began to speculate if they might be Orichalcum. Upon further analysis, they were found to be about 75-80% copper, 15-20% zinc, and the rest a mixture of Nickle, lead and iron, all of which exist in Dwarf Fortress. You could approximate this formula with an 8:2:1:1:1 ratio; this would have the effect of making Orichalcum a rather expensive and labor intensive metal to produce. That being said, maybe it could be an alternative to Adamantine? If you don't want to risk breaching hell, you can go through the trouble to making Orichalcum instead of mining raw Adamantine?

I actually like the idea, though I'd need a new name for something like that, either for it or the orichalcum I already have in from Masterwork. Would be a good alternative depending on locally available materials to either Orichalcum (produced agonizingly slowly) or another super metal, Primordium (which needs 4 of each elemental metal to make one bar of, making it prohibitively expensive to make.)

Quote
Just some ideas. The mod is looking awesome! I'm glad I was able to contribute to it!

Glad it's sounding like it's going in direction you like.  :)

Splint

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Re: Splint's Vanilla Expanded Mod v6 - I don't have a problem, honest
« Reply #26 on: January 28, 2021, 09:08:48 pm »

Hey hey people, Splint here.

Have you ever wondered "What would happen, if Splint jumped off the slippery modding slope for real?" If so, well boy do I have news for you.

To celebrate the new stress fix release we just got, I made a little something something. A whole lotta something something, actually. Here's the change log.

Code: [Select]
New in v6

BUG FIXES
creature_mythic_ex
- Monokeros can now be trained for war properly. Sorry about that.
- Spriggan petvalue adjusted. Set to 125, from 500.
- Lauma and Impwood petvalues adjusted. Set to 250, from 800.

creature_invertebrates_ex
- Blue Devourer (now Fen Crab,) display color fixed.
- Moss crab display color fixed.
- Moss crabs brought up to a more proper speed.

creatures_surface_ex
- Fixed giant zebra caste name.


ENTITIES

Each of the new entities also comes with hostil variants, with the Ocean, Tundra, and Sky civs being theives and the Jungle and Desert ones being snatchers. They both send ambushes and sieges.

- Sea Peoples, by Lurksquatch! Using his work as a base, I've bug-fixed the creatures and tinkered with thier entities to make a unique winter trading partner that can come in any of 37 flavors of fish things (I nixed halibut and sunfish men.) Build  cities in wetland and riverine areas (was originally oceanic, but I figured I should make thier sites actually accessible for adventurers.)

They arrive in the winter to trade.

- Desert People
Possible creatures: Gila monster, desert tortoise, beetle, and lizard men.
Build cities in desert areas.
Values: Commerce, Leisure Time (it's fuckin' hot outside yo,) Eloquence, Competition
Positive view: Artwork, Tradition, Decorum, Cunning, Fairness, Merriment
Negative View: Nature (due to the lack of it in sandy places,) Cooperation
Disdains: Stoicism (they've got naturally hard to read faces meaning they have to actually be open and blunt,) Hard Work (it's still fuckin' hot outside yo)
Remaining values variable +/- 30

They have reduced armor options and rely on more on edged weapons, as they're all significantly smaller than a dwarf (between 40k and 30k bodysize.)

They come in spring to trade.

- Tundra Peoples
Settles in temperate forests, tundra, and taiga.
Values: Loyalty, family, cunning, cooperation,  fairness and friendship
Positive view: Power, merriment, martial prowess, skill
Negative view: peace, harmony, tranquility (they're predators after all) independence (if you don't have a pack, you die alone in the cold)
Disdains: Nothing in particular.
Remaining values variable +/-30

Being 40k body-size or larger, they can use my tweaked great weapons. As they often rely on stealth to hunt, they also don't make use of the new hand-cannons.

They'll come to trade in winter.

- Sky Peoples:
Possible creatures: Raven, Kestrel, Eagle, Snowy Owl or Great Horned Owl men
Settles temperate forests, shrubland, and taiga in forest retreats.
Like the desert entity they have a very light gear loadout for armor, and use crossbows over bows, blowguns or firearms to prevent interference with their wings. They make no use of blunt weapons, instead favoring weapons that compliment sweeping attacks or diving charges into their enemies.
Values: Decorum, Eloquence, and Knowledge (they're bird people after all, and birds tend to be smarter than other animals of comparable size and often associated with wisdom.)
Positive View: Martial prowess, Cunning (predatory birds.)
Negative View: Cooperation, Hard Work (most of them are solitary predators which means not enjoying sharing much and working hard means something went wrong)
Disdains: Competition (again, most of them are solitary predators)
Other values are variable, +/-30

As they are rather small, they have a reduced loadout of armor and weaponry, and thier sky-going nature means they don't build roads or bridges. They also consider theft to be a capital offense.

They'll come to trade in autumn.

- Jungle People
Possible Creatures:  On the larger end, Lion or Tiger men. Medium Warthog, Jaguar, and Leopard men, on the smaller end Ocelot and Honey badger men.
Settles Tropical forests, shrublands, savannas, grasslands, and along tropical rivers.
Values: Martial prowess, Skill, Cunning (rough homeland full of predators and dangerous herbivores)
Positive View: Knowledge (to avoid consuming toxic creatures/plants,) Perseverance (kind of a stand-in for patience and ferocity, as the impatient and timid hunter or scavenger ends up dead,) Independence (mostly solitary or living in small groups)
Negative View: Cooperation, Competition, Hard Work (mostly-solitary base creatures and it's fuckin' hot, humid, and generally miserable outside.)
Disdains: Nothing in particular.
Other values are variable, +/-30

Due to the heat of thier homelands, they generally don't wear too much heavy armor. They're also the only surface civ that uses blowguns.

They'll come to trade in summer.

The Desert, Sky, Jungle, and Tundra entities will always have a few consistent values, but will vary in many others from world to world.

ITEMS
- Hand-cannons and hand-cannon shot (blunt) and grapeshot (Edged) Used by humans, goblins, dwarves, and thier clone/derivative entities; there *will* be some strangeness with worldgen troops using poison-coated handcannon ammo.
- Harpoon bows and harpoons: Crossbow used by Ocean entity, can also use arrows as ammo.
- Saber: One-handed sword used by Ocean entity, as a general stand in for cutlasses, spadroons, and rapiers.
- Trident: One-handed spear used by Ocean entity.
- War Gaff: Two-handed slashing pike used by Ocean entity.
- Short Pike: Two-handed pike with slightly smaller contact area for smaller creatures to use, used by sky and desert entities.
- Sickle sword: One-handed hacking sword; basically the khopesh, used by the sky, jungle and desert entities.
- Board Sword: One-handed for most civilized creatures, though the smaller ones will need two hands. Macahuitl essentially. Used by the Jungle entity.
- Two-handed Board Sword: Larger version of the above.
- Board Mace: One-handed for most civilized creatures, though the smaller ones will need two hands. A blunted macahuitl or Thames Beater essentially. Used by the Jungle and Tundra entities.
- Longbow: A more powerful but more expensive-to-make two-handed bow used by humans and forest entities. Uses standard arrows for ammo.


PLANTS
plants_cave_ex
- Lavaberry: A bright red, warm berry growing from black shrubs that glow like magma, found in cavern 3. Can be brewed into Torchlight Tonic, which makes the drinker feel invigorated.
- Firecap: A bright yellow mushroom found in cavern 3. Can be milled into valuable orange dye or eaten raw. Takes a season to grow.
- Bright-cap: A bright green glowing mushroom tree found in layers 1 and 2. Default value.
- Spike Stalk: A cyan mushroom tree found in layer 3. Value 8.
- Flake-cap: A dark purple mushroom tree found in layers 2 and 3. Value 5.
- Netherglow Tree: A dark green glowing tree found in layer 3. Value 8. Has edible spores and valuable drink, netherlight, at value 4.
- Slimewood: A brown mushroom tree found in layer 1 and 2. Default value.
- Blue-cap: A bright blue mushroom tree found in layers 2 and 3. Value 5.
- Flake lichen: Purple colored mosses that cunch when stepped on. All layers, visual variety.
- Ember moss: Red mosses found in layer 3.
- Gloamwort: A purple glowing mushroom found in layers 2 and 3. They can be eaten raw or cooked, brewed into gloamwine or be processed into gloamwax, a useless but valuable extract. Value 4 plant and drink, value 50 extract.

plant_surface_ex
-Useable as crops-
- Dust Thistle: Grows in savage deserts. Not useful for much besides brewing into Thistle Tea or cooking it into meals directly.
- Watervine: Taken from Caves of Qud, grows in any savage desert. Eating them or drinking the Refreshing Water made from them leaves the consumer feeling quite satisfied.
- Rock Carrot: Grows in savage badlands and wastelands. Not good for much besides eating when milled into rockroot flour.
- Dustberry Shrub: Unexceptional plant found in savage deserts, noted for having a tasty wine made from the otherwise unremarkable red berries.
- White-cap Morel: The tiny cousin of the giant white-cap, which can be used for food.
- Dandelion: An amalgam of several species, kind of a general purpose crop plant found in temperate areas and tropical scrubland. Can be brewed into danelion wine, cooked into meals, milled into a low-value yellow dye or eaten raw.
- Sunflower: Found in temperate and tropical shrub and grasslands. Can be cooked into meals directly or have higher value edible oil extracted from them (this is a janky workaround for dealing with thier seeds, since that's kinda finicky.)
- Madder Root: Cash crop grown as a dye plant. Found in both temperate and tropical scrubland. Produces a pink dye (one of three possible, thought it'd be nice to have something different.)
- Weld: Cash crop grown as a dye plant. Found in temperate forests, grasslands, and scrublands. Produces a yellow dye.
- Woad: Cash crop grown as a dye plant. Produces dark blue dye. Can be found in temperate savanna, grasslands and scrubland.
- Indigo Flower: Cash crop found in savage tropical forests and shrublands. Produces a valuable cobalt blue dye.
- Safflower: Found in savage temperate forests. Can be milled into valuable bright red dye or have edible safflower oil extracted from them. (this is a janky workaround for dealing with thier seeds, since that's kinda finicky.)
- Gloom-cap: Dark purple mushroom found in evil wetlands and tropical forests. Edible raw or cooked, but it's better to brew them as the things into Mirw Wine, as the srooms themselves have an unpleasant, waxy texture (indusces a negative irritated moodlet.)
- Beefstalk: A slow-growing, meaty stalk that tastes like beef found in savage grasslands and savannas. Can be brewed into Beefjuice, eaten raw, or cooked, and grow from Beefstalk Splinters.

-Trees-
NOTE: Despite the names, the red trees with the exception of the blood cap aren't dangerous/signs of corruption, just weird red versions of normal trees.
- Glimmer Cactus: A glowing blue tree comprised of glowing crystal-inlaid tissue found only in good deserts. Produces edible Glimmer Node fruit. Value 10.
- Glassbark Tree: A strange cyan-colored tree resembling a cactus that only grows in savage deserts, noted for its beautiful crystal-like grain. Value 8.
- Blood-cap: Dark red mushroom tree found in evil tropical forests and wetlands.
- Giant White-cap: White mushroom tree found in savage forests, specifically temperate broadleaf and any tropical, as well as wetlands.
- Great Black Morel: A giant gray mushroom tree found in good wetlands and tropical forests.
- Hematic Pine: A harmless red pine tree found in savage temperate confier forests and shrubland. Value 5.
- Crimson Oak: A form of oak with, if I did it right, red leaves most if not the entire year. Rather than acorns, they produce edible "bloodcorn" fruits. Found in savage temperate confier forests and shrubland. Value 5.
- Bloodsap: Basically an all-red maple. Found in savage temperate forests in general and shrublands. Value 5.
- Bloodleaf Birch: A form of birch with, if I did it right, red leaves most if not the entire year, a gray trunk and purple wood. Found in savage temperate confier forests and shrubland. Value 5.
- Shardglass Tree: Expierimental. Yellow tree found in good mountains. Value 5.
- Stonebark Tree: Expierimental. Strange, rocky, grey tree found in savage Mountains. Value 5.
- Shatterstone Tree: Expierimental. Dark green crystalline tree found in evil mountains. Value 5.

MINERALS
- Changed frequency of bog iron in sedimentary layers to 20%.
- Changed frequency of Flarestone from 5% to 10%
- Changed Floatstone to a bright purple color and bumped its value to 25.

- Sparkstone: A blue stone that crackles with harmless if visually striking electrical energies, valued for its color and these discharges. Value 15, 35% chance to appear in veins in either metamorphic or sedimentary layers.
- Fossilized Coral: A white stone found in sandstone rarely as veins and small clusters in sedementary layers, at 10% and 15% chance of appearing respectively. Basically a stand in for actual coral. More valuable than normal stone. Value 5.
- Compacted Amber: Bright reddish stone, basically a stand in for actual amber. Often, though not always, found in sedimentary layers in small clusters and sometimes, rarely, in veins. 65% chance for clusters, 15% chance for veins. More valuable than normal stone. Value 10.


CREATURES

New Body file - Body_spl_ex
- Adds a 4 armed tail-less humanoid bodyplan with a neck. Needed for the Gorgon below.

creature_entities_spl - These are meant to be used by the ocean and sky entities, but can be used independant of them.
- Flotsam Turtle: Used by the ocean entity as a war and trade animal. Can otherwise be found in savage lakes, rivers, oceans, and wetlands. They are easily tamed so other civs near those biomes might use them as well.
- Sea Lizard: An amphibious lizard found in savage oceans and wetlands. Used by the ocean entity as a war and hunting animal. Slightly larger than a dog.
- Cargo Heron: Used by the sky entity as a war and trade animal. Can otherwise be found in savage wetlands.
- Storm Hawk: A falcon with striking white or blue plumage found in savage mountains and temperate forests. Slightly larger than a dog, used by the sky entity.

creature_invertebrates_ex
- Renamed Blue Devourer to Fen Crab.
- Stone Crab: Large land crabs found in savage deserts, they have a stoney carapace which theoretically makes them slightly harder to kill. Trainable for war.
- Badlands Deathworm: Found in savage deserts roaming alone. Twice the size of a human, able to break down light obstructions in a quest to steal food. Can be trained as war beasts. May try to ambush you in adventure mode.
- Tundra Deathworm: Found in savage tundra and taiga roaming alone. four times the size of a human, able to break down most obstructions in a quest to steal food. Trainable as war beasts. May try to ambush you in adventure mode.


creature_surface_ex
- Pine Marten and variants: Half the size of a cat. Found in taigas, temperate forests and shrubland. Hunts vermin. Solitary overall.
- Yellow-throated Marten and variants: Around 15k size. Found in both temperate and tropical forests and taigas. Hunts vermin. Hunts in pairs and groups of up to 7. They are fairly easy to tame and so aren't considered exotic pets, and reportedly fear very little, so they're marked as trainable for hunting.
- Musk Deer and variants: Found in temperate shrubland, grassland, and savanna. Size 90k, and sports prominant fangs.
- Goral and variants: A creature that looks like a stout deer with stubby horns, found in mountains and temperate shrublands. Size 40k.
- Woodrunner: A large flightless bird resembling a cross between an eagle and an emu found in savage temperate forests and shrubland. They hunt alone or in pairs, and make for poor mounts due to their size. In spite of a generally disagreeable nature, they make decent hunting companions.
- Snowrunner: The woodrunner's smaller relative found in savage taiga and tundra, sporting white, silver, and ocassionally even light blue plummage over the greens and browns of its larger cousins.
- Rimebeast: Surface version of Green Devourers, found in evil tundra, taiga. Smallest variant, slightly smaller than a dwarf. Sometimes shows up in pairs. Sports a blue, white, or purple coloration.
- Dune Ravager: Surface version of Green Devourers, found in evil deserts. Slightly larger than a dwarf. Sports browns and red coloration.
- Mire Harrower: Surface version of Green Devourers, found in evil tropical forests and wetlands. Largest variant, twice the size of a human. Sports brighter green coloration.
- Pinebeast: Surface version of Green Devourers, found in evil temperate forests and wetlands. Sports darker green and brown coloration.
- Marsh Crawler: A harmless long-legged spider found in savage temperate wetlands. Hunts vermin.
- Bloodwood Leafcutter: A companion creature to the four red-themed trees. The size of a horse, trainable for war, and useable as a pack animal. Found in savage temperate conifer forests and temperate shrubland.
- White-tip fox: A vermin-hunting fox found in savage temperate forests, grasslands, and shrubland. Twice the size of a cat.
- Blazefur Fox: A larger, red-orange-and-yellow colored relative to the above, found in a wider array of environments that extends to tropical biomes. Size of a dog, comes with some natural combat skills.
- Gorgon: An intelligent legless four-armed humanoid reptile found stalking savage deserts and tropical locales. Size 95k, and prefer to attack with quick raking slashes. They sport venom that induces dizziness.
- Rocling: A large bird of prey that superficially resembles a roc. They can be found in savage mountains and temperate biomes. Size 120k, and trainable.
- Drake: A flying monster similar to wyverns. Unlike wyverns, they are longer-lived, and lack venom, as well as more numerous. They are, however, also substantially smaller than wyverns at half their size and unsuitable for use as mounts as a result. They can be found in savage mountains, deserts, and shrubland. Size 150k and trainable. Curiously, they are highly resistant to fire.
- Land Drake: A ground-dwelling reptile that superficially resembles a small dragon, found in savage mountains, deserts, and open ground. Size 120k and trainable. Curiously, they are highly resistant to fire and seem to be incredibly long-lived, and are very deadly for the untrained to face.
- Gravel Rat: A large unfriendly rodent with rocky skin found in savage deserts. Size 150k and trainable.
- Rubble Rat: A large unfriendly rodent with rocky skin found in savage mountains. Size 200k and trainable.


creature_golemmen_ex
- Rock Man: An uncommon humanoid made of stone found in any savage land. Multiple castes so there's a little randomization to what rocks you get when they die. Slate, granite, dactite, shale, diorite, or rhyolite.
- Moss Golem: A humanoid that resembles a heap of rocks piled together, with moss covering the head and upper arms. They patrol goodly lands, often smashing the foolish who approach them. Building Destroyer 2.
- Cairn Golem: A bare humanoid stoneheap driven by ill intent. Opposed to life, found rarely in evil lands. Building Destroyer 2.
- Stone Titan: Semi-megabeast (Considered such due to size, they're significantly smaller than a lot of things in megabeast catagory,) version of the Rock man. Upon their untimely demise, they leave behind a masterwork statue.


creature_cave_ex
- Grotto Rake: A large, misshapen humanoid with long slashing claws and shaggy fur found in each layer.
- Tor Falcon: A large bird of prey found feasting on vermin in layers 1 and 2. Can be trained for hunting, and is slightly larger than a dog. Hunts vermin.
- Tunnel Cur: Twice the size of a human and unfriendly, these hairless dog-like beasts are found in layers 2 and 3. Trainable for war or hunting.
- Cave Wolf: Slightly larger than normal wolves, found in layers 1 and 2. Trainable for war or hunting.
- Silverbug: Modestly-sized six-legged insects with a somewhat flat body twice the size of a cat found grazing on mosses, fungi, and decaying matter in layers 1 and 2. They can run at great speeds over open ground.
- Scuttler: An albino scorpion the size of a large dog found in layers 1 and 2. Can be trained for war or hunting. Venom induces diziness and pain.
- Sumpstalker: An eyeless albino mantid found in all layers. Larger than a human, can be trained for hunting.
- Rockworm: A worm-like predator covered in stony skin found in layers 2 and 3.
- Scamp: A vicious and hairless chimp-like beast almost the size of a dwarf found in large numbers in all layers.
- Boulder Rat: A huge unfriendly rodent with rocky skin found in all cavern layers. Size 400k, trainable, and useable as a mount.
- Cave Buzzer: An albino wasp whose venom induces extreme pain, found in all layers in small groups.

OTHER INORGANICS
- Pitch Glaze, a dark green glaze made from pitchblende. The highest value glaze.

REACTIONS
- Burn Vermin: Exactly what it says on the tin.
- Burn body parts: Incinerates the bits and bobs from creatures (though not whole corpses.) This means teeth, severed limbs or digits, and useful parts such as wool, bones, and so forth, so you'll need to do some microing to make sure this doesn't burn up stuff you might want to use.
- Burn planks for charcoal: Takes 4 wooden bars and turns them into charcoal. Essentially more labor intensive but more efficent than turning logs directly into fuel, giving you a net gain of +3. Good for areas with limited trees and for those looking to minimize their tree fells for fuel.

EDITED VANILLA FILES
creature_standard
- Civilized creatures that can make use of hand-cannons in their entities have a new profession name added, specifically for the Blowgunner, which is termed to "Handgunner" and "Master Handgunner." Handgunners will be the ones using the new Hand-cannon. Hopefully I got'em all.

creature_large_tropical
- One- and Two-humped camels given innate discipline so they are less likely to flee as mounts.

creture_reptiles, creature_desert_new, creature_insects
- Lizard, gila monster, beetle, and desert tortoise men have handgunner profession added for thier use with the _ex file. Won't be an issue if not used however.

inorganic_stone_mineral
- Pitchblende has green glaze reaction class stuff added.


MODULE - FINE WOODS
plant_finetrees_spl
- Fixed some tree colors. While unrealistic, it should help spot some of the new trees more easily. May or may not take, seems to work for some but not others.

plant_standard
- Edited the value of glumprong, featherwood, and highwood to value 8 (to reflect specific utilities and relative rarity.)
- Edited Spore, Black-cap, Tunnel Tube, and Goblin-cap trees to value 5
- Edited Nether-cap and Bloodthorn trees to value 8


NEW MODULE! Fantasy Metals
Adds a stock array of fantasy metals and attendant ores, to make the world a bit more dangerous and exciting. To ensure dwarves maintain thier technological edge, only they know the secrets to properly alloying the elemental metals (something that likely came with a large number of metalworkers accidentally lighting themselves on fire.)

MINERALS
=By Mephansteras=
-Levitite: Ore of Levisium and Copper. Found in marble as veins. 30% chance to appear.

=By Meph=
- Raw/Native Mithril: Ore of Mithril. Found in small clusters within granite, gneiss, native silver, and galena. Chance to appear granite or gneiss 25%, in galena or native silver 100%
- Wolframite: Ore of Tungsten. Found in small clusters in metamorphic, igneus in- and extrusive layers, and granite. Always found in metamorphic layers, 75% chance in igneus layers.

=By Splint=
- Blazestone: Ore of Incendium and Copper. Dark red. Found in igneous in- and extrusive and metamorphic layers in small clusters and veins.
- Aetherite: Ore of Tempestium and Aluminum. Dark blue. Found in sedementary and metamorphic layers in small clusters and veins.
- Geomantite: Ore of Geomantium and Lead. Dark green. Found in sedemntary and metamorphic layers in small clusters. Of the elemental metals, it's the most likely to be found; very rarely will there not be some small hunks of this stuff around.
- Rimestone: Ore of Glacium and Silver. Bright Blue. Found in sedemntary and metamorphic layers in veins and small clusters.
- Native Titanite: An unrealistic take on titanium ore, It can very rarely be found in any stone anywhere, but is more common in igneous intrusive layers. That being said though it's still quite rare.
- Meteorite: It can very rarely be found in soil layers as single tiles, and in clusters in sedimentary ones. 5% chance of the former, 10% the latter.  Due to it having a higher chance/yield of orichalcum, it's considered as valuable as gold as an ore.

METALS

=By Splint=
- Titanium: Between iron and steel in performance, and more valuable than aluminum or platinum thanks to a combination of rarity and utility. Can't be used to make ammo, as it'd be considered incredibly wasteful.
- Star Iron: Similar to the above, but more commonly found and colored the same as iron. More valuable than iron, not as valuable as gold or steel. Like titanium, making ammo from it would be a waste, so I've disallowed such (not that I can stop you from adding the tag back in.)

=By Mephansteras=
- Levisium: Light green metal, not particularly good for weapons and ammo but better than nothing in a pinch. Makes for decent lightweight armor.
- Incendium: High grade general purpose metal that is warm to touch. Dark red.
- Tempestium: Specialty metal crackling with energy, makes for very good ammo, but otherwise not great for other applications. Bright blue.
- Glacium: High grade general purpose metal that is cold to touch. Dark blue.
- Ward Iron: Renamed to Geomantium. Dark green metal, makes for very good armor.
- Blazing Incendium: Potential fire hazard, alloy of Tempestium and Incendium. Superior edge to Incendium. Bright Red.
- Elementium: Renamed to Primordium. Magenta metal, expensive to produce (requires 4 of each of the other 4 elemental metals to make a single bar. Blazing Incidium may not be used.)

=By Meph=
- Mithril: Superior to most applications to Steel, but somewhat uncommon to find, and never in particularly large volumes. Boosted max edge to 15k over original 12k (still inferior to the elemental weapon metals and orichalcum, but much better than Steel)
- Tungsten: Light-colored metal. Good for making weapons, but a bit too heavy to *really* be practical for armor and fairly rare.
- Orichalcum: Superior in all respects to steel, and only extracted in very limited quantities from all smelted ores. While it's no longer the most expensive manufactured metal like in its parent mod, it's still pretty high up there due to its superior performance to steel and uncommon coloration.


EDITED VANILLA FILES (FANTASY METALS) - REQUIRED!
Includes MW's version of inorganic_stone_mineral, which also includes my tweak for using cobalt and pitchblende to glaze stuff. All metal ores also produce orichalcum at a tiny chance/rate.

If that glazing bit's not used, the worst that should happen is an error log report.

NEW MODULE - Generic Fantasy creatures
Due to it being somewhat outside the scope of the main mod, I've included a new creature file that can be used seperate from SVE if you so choose (with one exception, the body_ex_spl file that the medusa needs to work,) that adds various mostly-animal creatures that can be hunted as a means for new adventurers (or rookie militias) to cut their teeth on.

These are typical fantasy fare of giant pests for the most part, with no special lore or fancy descriptions, so they're still in-keeping with DF, just for some they might be considered a bit much.

=Giant Spiders=
A common thing in fantasy. Not for the fearful of the scuttling arachnid. They have a difficulty of 3.

Giant Spider: Found in all non-freezing biomes, usually in groups of 1 to 5. Size 80k.

Giant Frost Spider: Slightly smaller than thier woodland kin at 75k size. Found in tundra, taiga, and mountains.

Giant Sand Spider: Same as the Frost spider, but for deserts and scrublands.

Giant Fen Spider: Significantly larger than the others, and hunts in smaller groups. Found in wetlands and tropical forests. Size 85k.


=Giant Rats=
What fantasy world is complete without these things for nublets to beat on? Or sometimes eat them.  Adventuring is no place for the slow-minded, and they serve as a litmus test. Difficulty 2.

Giant Wood Rat: Found in all non-freezing biomes in groups of up to 8. Size 45k and unfriendly.

Giant Arctic Rat: Covered in white, gray, or silver fur, they are found in tundras, mountains and taiga. Size 40k.

Giant Dust Rat: Covered in light brown-colored furs, found in deserts, and scrubland. Size 40k.

Giant Moor Rat: Similar to wood rats, but these beasts are only found in wetlands. They're significantly larger, being almost as big as a dwarf at size 55k. They come in smaller packs as a result.


=Drakelings=
Non-savage SVE Drakes. Medium to large serpentine flying dragon-like creatures. Unlike the spiders, rats, or bats, they prefer to hunt alone or in pairs rather than large groups. Difficulty 4.

Drakeling: A winged, serpentine monster found near mountains and most temperate biomes. Size 100k.

Brush Drakeling: A winged, serpentine monster found in torpical biomes. Size 140k.

Badlands Drakeling: A winged, serpentine monster found in deserts. Size 95k.


=Giant Bats=
Self explainitory, they hunt in packs unlike thier significantly larger underground relatives. They're not that large, being comparable to Giant Wood Rats. Difficulty 2.

Giant Forest bat: A large and unfriendly bat found in woodlands and shrublands. Size 45k.

Giant Snow Bat: A large and unfriendly bat found in Mountinous terrain and Taigas. Size 40k.

Giant Sand Bat: A large and unfriendly bat found in desert terrain. Size 40k.

Giant Swamp Bat: A large and unfriendly bat found in wetlands and tropical forests. Size 55k. Groups are smaller than the others.


=Other stuff=
Miscellaneous things that aren't part of a set, being non-savage versions of SVE creatures.

Golem: Non-savage version of the SVE rock man. More something to be avoided than fought, but you're welcome to try. Difficulty 10.

Tree Spirit: Hostile forest sprit in the shape of a huge humanoid tree, found in any forest or shrubland. Basically an unrestricted version of the SVE treant. Not recommended that rookies fight one of these. Difficulty 5.

Timber Spirit: A hostile forest spirit in the shape of a small, humanoid tree, found in any forest, wetland, or shrubland. Basically unrestricted versions of standard SVE Spriggans. Difficulty 3.

Medusa: A legless humanoid reptile, found in any non-freezing biome alone or in pairs. Size 85k.  Non-savage version of the SVE Gorgon. Difficulty 4 since they can potentially disarm you and kill you with your own weapons.

Sand Worm: Non-savage version of SVE Badlands Deathworm. Slightly smaller as well. Difficulty 3.

Snow Worm: Non-savage version of SVE Tundra Deathworm. Slightly smaller as well. Difficulty 4.

Raptorbird: Generic giant bird of prey type enemy. Size 80k and found alone or in pairs in any non-freezing biome. Non-savage version of SVE Rocling. Difficulty 2.

VERY SPECIAL THANKS TO ZM5 AND HUGO THE DWARF, THEY HELPED FIX SO MUCH SHIT THAT BROKE IN THIS UPDATE.

I swear, I was not overjoyed for this new release, which will address many of my largest, worst, problems with the game. It's also starting to edge into more than what was intended, but I managed, mercifully, to stop myself before I went well and truly too far. I do much more, and it's gonna start heading into biome overhaul type shit.

Enjoy everyone, I mean it sincerely, and report any problems because I spent three god-forsaken weeks on this and it needs to function properly god damn it.

Lurksquatch

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Re: Splint's Vanilla Expanded Mod v5 - Even more things
« Reply #27 on: January 30, 2021, 11:06:17 am »

I can respect not wanting to involve DF Hack in this. And I can also relate to that slippery slope lol. I had intended Nature+ to just be a handful of things, and before I quite realized it I had two new entities, an entirely new kind of weapon and was seriously considering adding magic into the whole lot lmao. That's part of why I quit working on it.
I actually like the idea, though I'd need a new name for something like that, either for it or the orichalcum I already have in from Masterwork. Would be a good alternative depending on locally available materials to either Orichalcum (produced agonizingly slowly) or another super metal, Primordium (which needs 4 of each elemental metal to make one bar of, making it prohibitively expensive to make.)

Maybe the Master Work version of Orichalcum could be Unobtanium? It's kind of a joke in engineering/material science circles, but it's not unprecedented in fiction/fantasy. It's the metal the humans try to mine in Avatar, after all. Just a thought.
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Splint

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Re: Splint's Vanilla Expanded Mod v6 - I don't have a problem, honest
« Reply #28 on: March 02, 2021, 02:38:46 pm »

Hey there boys and girls, got another update. Lots of bugfixing this time around, mostly for petty, stupid shit. Overdue quite frankly. But that doesn't mean it's just bugfixes!

Code: [Select]
New in V7

BUGFIXES
- Handcannon ammo is now ridiculously impractical for melee. Any units attempting such will basically be unable to fight properly.
- Fixed missing caste name for Storm hawks.
- Bison no longer come in retarded numbers of 50 to 100 strong. They'll now come in groups of around a dozen or so instead. This is for performance and balance, such as it could be.
- Added additional discipline to generic fantasy creatures to encourage them to fight rather than flee. If it doesn't work, may opt for Nofearing them instead.
- Made horn beetles slightly more expensive and lesser horn beetles less expensive.
- Fixed a typo in the Medusae.
- Fixed a typo in the raptorbirds/roclings.
- Fixed value of Geomantite to be in line with other elemental metal ores.
- Made tempestium less valuable to reflect its overall uselessness compared to other elemental metals (it's still stupidly valuable though.)
- Adjusted sky files to not use ground-bound pack animals. This should force them to only use Cargo Herons that, y'know. Can fly along with them.
-- Added alternative files found in a "tweaked sky entity" folder that also prevents the use of mephansteras' giant beetles as pack animals.
- Fixed typo in Rockworm name.

INORGANICS
- Scheelite, a dark reddish semi-precious gemstone to be found in chalk and limestone in small clusters. Also an ore of Tungsten IRL, but I've chosen to not go that route since it'd be redundant with Fantasy Metals and I'd have to make a specific reaction for it.

CREATURES
- Giant Snake: A large venomous snake with six eyes found in many warmer savage biomes (tropical forests, wetlands, deserts, and savanna.) Its venom causes pain, nausea, and dizziness. Size 90k, trainable.
- Vinesnake: A large snake covered in moss found in savage forests and wetlands, hunting by ambush. Size 70k and trainable for hunting. May ambush the player in adventure mode.
- Great Wyrm: A land-going version of the sea serpent, found rarely in savage deserts, tropical forests, and tropical shrubland.
- Abomination: A land-going version of the sea monster, scuttling along the land on six legs instead of flippers. Found rarely in any evil land.

BODY
- New six-eyed part set
- New 6 legged segment that specifically connects to the lower body.

GENERIC FANTASY CREATURES ADDON
- Added a slightly fixed version of the wildmen by squamous (Removed an extraneous bodypart from the file, and they're open source.)
- Various Giant Vipers: A selection of smaller, widly encountered non-savage giant snakes, found in a range of biomes with most variants being in groups of 1 to 3. All are trainable.
-- Giant Viper: Found anywhere not freezing. Group size is 1:5 instead of 1:3. Size 80k.
-- Giant Dust Viper: Found in the usual biomes with appropriate coloration. Size 75k.
-- Giant Moss Viper: Found in tropical locals with approrpriate coloration. Size 85k.
-- Giant Ice Viper: Found in the usual biomes with appropriate coloration. Size 75k.


FANTASY METALS ADDON
-Minerals-
NOTE: Readme has the specifics on values and where to find these minerals.

- Auricupride: A real-life mineral, I've chosen an unusual and unrealistic route with it being an ore of rose gold.
- Chalcopyrite: Another real-world minteral given a likely unusual and unrealistic take, as its used here as an ore that produces mostly copper and a bit of iron. I've opted to basically make it similar to tetrahedrite, in that it can be found in the same envrions and frequency in small clusters rather than veins.
- Buffed cobalt's value to be in line with other ores reflect new usefulness, at value 5 (less than iron or silver, more than galena.)

-Metals-
- Cobalt: For gameplay purposes, this is blue bronze. Makes cobalt more useful and puts an opportunity cost in place since it'd still be quite good to have for a ceramics industry as well.


That's all for now, and the errorlog isn't throwing issues anymore. let me know if you guys find any issues I might've missed.

Thatotherguy23

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Re: Splint's Vanilla Expanded Mod v7 - Mostly Bugfixing
« Reply #29 on: March 08, 2021, 03:30:39 am »

Pretty awesome and uh...massive mod! Only thing I dislike is the handcannon feeling out of place, I'm sure I'll work out how to remove it though
« Last Edit: March 08, 2021, 03:51:28 am by Thatotherguy23 »
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