Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8]

Author Topic: Splint's Vanilla Expanded Mod v10.3 - New stuff and bug fixes  (Read 56764 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
« Reply #105 on: June 25, 2024, 05:48:07 pm »

Alright folks, it's been a long time coming, but I'm tentatively putting out v10.2

Code: (New in v10.2) [Select]

MINOR FIXES
- Patch file name syntax changed, as this seems to have done the trick for fixing the weapon patch.
- Changed letter case on Ancasterite to ancasterite for consistency.
- Rattan armors corrected to armor layer. I thought I'd done that but apparently I hadn't.
- Re-implemented humans being controllable. Similar issue arose with the missing weapons for dwarves, lol. However that comes with a catch, under new modules below.


NEW ARMOR
- Coat of plates: Flavor variant of the breastplate, in use since the late 1100's. Available to all primary civs.
- Sleeveless mail shirt: Mail shirt variant that doesn't cover the upper arms, but is slightly less expensive to produce based on the Frankish byrnie. Doesn't protect the upper arms but does protect the upper legs. Available to all primary civs.
- Mail collar: Over-layer upper body armor. Only provides 20% coverage, but it's an extra layer of metal you can flop on your men. Available to all primary civs.
- Enclosed Helm: More helmet variety. Available to all primary civs, common to humans, uncommon to elves and dwarves, rarely to goblins.
- Great Helm: More helmet in the form of the classic bucket helm of the early middle ages variety. Commonly available to humans, uncommonly to dwarves.
- Rounded Great Helm: More helmet variety, this being a somewhat rounded-top version of the great helm. Commonly available to humans, uncommonly to dwarves. Also known as the sugarloaf great helm.
- Segmented helm: Good ol' Spagenhelm for yet more helmet variety. Commonly available to all primary civs.

NEW CLOTHING
- Wealthstone: A small metal body-slot item similar to the various pendants acting as a good luck charm for wealth, always available to dwarves and uncommonly to humans.
- Personal Journal: In reference to how most succession games would conduct themselves, personal journals are a cover-slot item for the lower body with a pitiful coverage of 1%. Consider them to be personal logbooks, journals and grudge books carried on a dwarf's belt. Also available to humans and, uncommonly, to goblins. Highly likely to wear out quickly in combat so bear that in mind.
- Belt Bag: A low layer-size item for the lower body slot for some extra variety to what dwarves may have on their person. Very cheap for what they are, made of leather or cloth.
- Hip Flask: A low layer-size lower body item. While non-functional in gameplay, it grants some further variety to what dwarves may have on their person. Made of metal.
- Coin Purse: A low layer-size lower body item. While non-functional in gameplay, it grants some further variety to what dwarves may have on their person. While pouches are available, they're typically not carried in fort mode so this is just an alternative implementation of them for it. Made of leather or cloth.
- Satchel: Low coverage cover item for the torso. Basically a small shoulder bag for carrying personal effects for flavor. Made of leather or cloth.
- Travel pack: A simple, 80% coverage cape-slot item. Cloth or leather, available to all primary civs. Stands in for civilian backpacks.
- Travel Keg: A small metal keg one can carry on your back! Purely for show right now, but it'll create more outfit variety. Dwarves only, metal only.
- Travel Tankard: Because what dwarf leaves home without one? Low coverage cover slot item. Dwarves only, metal only.
- Spectacles: Low coverage under layer item for the head, made of metal. Dwarves and humans only, metal only. Shaped.

NEW TOOLS
- Keg: Flavor variant of the standard pot. Wood only, but slightly more valuable, making them a better pick for exporting your excess food if you have lots of valuable wood around via the fine woods addon. Available to Dwarves, humans and goblins.


NEW REACTIONS
- Efficiently make ceramic blocks: Allows for greater and more efficient production of ceramic blocks, but requires an inorganic (that is, fire safe) grate. This is so I don't need to fuck with a vanilla reaction. Produces 4 blocks.
- Make wooden slat Window: Makes windows from two logs. Basically jalousie windows, to replace the bars I used to use for the purpose.
- Make metal slat window: Same as the above, but metal and done at the forge. Will take any metal bar.
- Reactions to make the new metals below. All yield 4 bars, since they're largely decorative metals.
- A reaction to create several book bindings from one leather and one log. Produces 4 bindings (as many books were historically bound using such covers.)
- A reaction to produce wealthstones from one rock and one cloth, producing 4 wealthstones.


NEW METALS
- Green Billon: Based on the Japanese shibuichi alloys, which can be patinated to produce various colors. Slightly more valuable due to its color. Adds a dark green metal you can use for building and crafts, since there really isn't much you can use for that color. 3 copper, 1 silver, value 8.
- Blue Billon: Also based on the same alloys. Adds a cobalt (dark blue) metal for building and crafts. For distinction, uses 2 copper and silver, and consequently has a value of 12.
- Red Copper: Inspired by a variant of un/minimally patinated shakudo, an alloy of gold and copper and effectively an inversion of rose gold's recipe. Due to being copper-based rather than gold-based, it can be used for slightly pricey weapons and armor and will perform ever so slightly better as a blunt weapon mat due to slightly higher density, though I suspect it'll be a marginal aid.  Also can be used in building and trade goods of course. 3 copper, 1 gold and has a red color. Value 18.
- Crown Gold: Slightly anachronistic alloy of gold, silver and copper, basically an inversion of black bronze. 2 gold, 1 silver, 1 copper, yielding a bright yellow metal. Value 35. Due to its anachronistic nature (being about a century beyond the game's intended cut-off,) only dwarves know the secret of producing crown gold. As the alloy was originally conceived of for minting better, more durable coinage than regular gold coins, dwarves will accept it as legal tender with a coin value of 20, their highest value regular coinage.


NEW MINERALS
- Compressed Gold: Inspired by Deep Rock Galactic, Compressed Gold can be found rarely in gold veins and small clusters in gold's usual haunts. Compressed gold is essentially a big lump of ultra-pure gold, with a custom reaction used (as a precaution) to ensure you get the monstrous 20 bars you deserve for finding it. As an ore it is also almost as valuable as unrefined gold due to its comparative purity. And always remember to conduct the Rich-ual before smelting. Around a dozen utterances of "We're rich" by the furnace operator should be sufficient.
-- Should you happen upon or make blocks from compressed gold for something specific and have leftovers, these can still be processed, yielding 5 bars per block (as blocks are made in 4's, 20/4 is 5.)
- Moldavaite: A low-value olive green gemstone found somewhat uncommonly in sedimentary rock. Value 2.
- Blue Quartz: An uncommon type of quartz with a blue coloration. Found less commonly than rose quartz and so more valuable at value 4.
- Vermarine: A type of green quartz. Very uncommon, so value 3.
- Celadonite: An uncommon pine green gem found in mica, value 3.
- Black Granite: Form of granite IRL, providing another source of gray stone for those who like more "traditional" looks to their buildings. Value 2.
- Pink Granite: Form of granite IRL, providing a pink-hued color for variety. Value 2.
- Red Granite: Form of granite IRL, serving essentially as an alternative to bauxite for red forts. Value 2.
- Dumortierite: A pale blue mineral found uncommonly in large clusters in gniess and schist and small clusters in standard quartzite. As it is mainly used to make certain porcelain goods it can be used to make porcelain as well, and this combined with its blue color give it value 8. May not be the most realistic take, but still adds more color variety to forts.
- Pumice: A gray rock found in igneous extrusive layers and obsidian in small clusters. Value 3.


NEW PLANTS
Well, mostly fungi. These edible fungi that are found in heavy temperate forests. Most grow in summer and autumn. For gameplay purposes these can be eaten raw and grown as crops, but IRL they'd need to be foraged for and most are unpalatable raw. The extracts are also edible, seeing as they'd be part of the mushroom anyways if you ate it.

Surface Shrubs
- Beef Bolete: A brownish mushroom well-regarded for its beefy taste.
- Shrimp of the Woods: A small white musroom that resembles and tastes strongly like popcorn shrimp.
- Black Trumpet Mushroom: unremarkable gray mushroom, valued for its taste.
- Blackstain Polypore: A greenish-gray mushroom that resembles some kinds of shelf-fungus. Said to taste similar to pork by some.
- Beefsteak Fungus: Pinkish shelf-fungus that resembles meat but tastes closer to citrus. Can also be found in temperate shrubland, growing in summer only. Can also be proccessed for Beefsteak Fungus Jelly.
- Resin Polypore: A white-fringed (and so white in-game) shelf-fungus. Said to taste strongly of beef, can also be processed for Polypore Resin.
- Chicken of the Woods: A fast-growing orange shelf-fungus said to taste similar to chicken.
- Lion's Mane Mushroom: A white mushroom that grows year-round. Said to taste similar to crab meat.
- Lobstertail Mushroom: A red mold with a fruiting body that resembles (and tastes similar to,) a lobster's tail.
- Stoneroot Tuber: A carrot-like plant found near savage mountains. Grows over a season and can be eaten raw or cooked. Cannot be brewed.

Cavern shrubs
- Cave Lobstertail Mushroom: Subterranean variant of the Lobstertail Mushroom. Grows year-round and found in layer 1 and 2.


NEW MODULE - Playable Humans
- As mentioned, humans are playable again. However I figure not everyone's going to want to flip-flop between the two races or sift through a laundry list of manlings to find dwarves to play as.

Please be aware their cultures are going to be highly schizophrenic which may make them harder or easier to handle when it comes to stress management. Also note that if you don't use the additional entities module, there's going to be tons more human civs to play as than dwarf ones.


NEW MODULE - Ornamental quartzes
- This module is pretty basic, just adds varieties of quartzes as layer stones. Should lead to some more colorful forts on occasion. Since this is just a material pack of a few mats, it should work fine for Steam DF as well. Consider it an idea that these are more crystalline in look.
-- Azure Quartzite: A light blue variant.
-- Crimson Quartzite: A dark red variant.
-- Amber Quartzite: A yellow-orange variant.
-- Violet Quartzite: A violet variant.


NEW MODULE - Dwarfy Weapons
- This module adds a small assortment of weapons and armor often seen in the hands of dwarves in fantasy. As they may not necessarily fit all situations or be desired by all users, they're separated out into this module.

- Weapons
-- Hunting Axe and throwing axes: Inspired by Regions of Ruin. A one-handed ranged weapon that uses throwing axes as ammo. Uses the marksdwarf skill, allowing hunters to use them. Acts as a serviceable hand-axe in melee, so I'd advise equipping axe-throwers with shields.
-- Battle Pick: A two-handed pickaxe with greater velocity and penetration modifiers, as well as larger contact area to make them slightly more likely to take off limbs while not being totally at armor's mercy. Can be used by miners.
-- Hammerhead Battle Pick: A Battle Pick with one striking end replaced with a large hammerhead.
-- War Mattock: A two-handed mattock, with a notably larger contact area for its attacks and higher penetration compared to a standard pickaxe, though its higher contact makes it more geared towards dismemberment and tackling soft targets even compared to the battle pick. Can be used by miners.
-- Hammerhead War Mattock: A War Mattock with one striking end replaced with a large hammerhead.

- Armor
-- Miner's Cap: A leather or metal helmet with a candle mounted on it. Can be worn by civilians. 60% coverage.
-- Miner's Helm: A metal helmet with a candle mounted on it. Not wearable by civilians, but you may seen them worn byy soldiers. 75% coverage and may be seen on soldiers.
-- Horned Miner's Helm: A metal helmet with horns and a candle mounted on it. Not wearable by civilians. Not wearable by civilians, but you may seen them worn byy soldiers. 75% coverage and may be seen on soldiers.



NEW MODULE - Fantasy Metals Lite
- This module simply adds Orichalcum, Cobalt, Tungsten, Titanium, Star Iron and Mithril to the game with the attendant changes, for a pinch of fantasy metals and a very mild difficulty spike without making combat drastically harder all around hopefully.

Only dwarves may create titanium, tungsten and mithril in the lite version, meaning if playing as humans you'll have to import it from dwarf traders, but on the upside all materials will be much more common.

!!NOT TO BE USED WITH THE FULL FANTASY METALS MODULE!!


OTHER CHANGES
- Modules have been marked out properly as "Core," "Addon" or "Entity Addon" at the mod selection screen.
- "Split logs into planks" renamed to "split logs for fuel." Seems the vanilla reaction will actually produce 4 wooden blocks like it should have for ages now, but wooden bars can't be used to build with anymore, which sucks. That said the bar reaction still has use as a more efficient means of fuel production from wood.
- After a lot of consideration, and looking up the definition, Damascene Steel renamed to Seric Steel, one of Damascene Steel's alternate names.
- Deep potatoes and cave potatoes have been renamed to "deep tuber" and "cave tuber" respectively.

Everything's been organized better under the hood to display that it's an SVE addon, so no more worrying about what is what at a glance from this mod and others.

Everything should ostensibly be working, or at least nothing threw errors the last time I tested it out. If I run into any issues, I'll put out a quick bugfix during my own test, but literally any kind of playtesting is welcome.

Pick it up here folks.

EDIT: If there's demand for it, I'll put together a pre-assembled file to put up on Steam at some point in the future, but I doubt there'll be enough demand for that since I can't offer graphical support. Also fixed the damned link.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
« Reply #106 on: June 25, 2024, 07:16:45 pm »

v10.3 is up.

Sorry about that folks, some errors I thought I fixed and some minor bugs throwing errors popped up.

Code: (New in v10.3) [Select]
BUG FIXES
- Added indicator for Generic undead enemies, they require the generic barbarians addon to function. This is to prevent duplication of bodyparts and if you're using one, might as well use the other.
- Removed erroneous preplural in the spectacles. I forgot helmets can't have that.
- Removed erroneous drink definitions from the beef bolete and stoneroot plants.
- Removed erroneous material_size token on throwing axe ammo for the hunting axe in dwarfy weapons addon.
-- Increased size on throwing axe ammo so it hopefully has a little more oomph when it hits the target compared to vanilla ammo types.
- Dummied out required food for fig wasps and their variants, since that was throwing an error. Coulda sworn I did that before, but can chalk it up to some gameplay jank.
- Fixed an incorrect armor tag for the travel keg in the actual entity patch.
- Fixed a missing cluster_small in compressed gold.

dimondmine2

  • Bay Watcher
    • View Profile
Re: Splint's Vanilla Expanded Mod v10.3 - New stuff and bug fixes
« Reply #107 on: September 04, 2024, 07:35:00 pm »

Just want to say that I popped over to try to figure out why so many mods were not yet uploaded to steam.

You do great work and, even with the caveat of no graphical support provided, I think it would be awesome to see more great mods like your posted on steam for the DF newbies who probably don't even know about the existence of this forum to access it
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Splint's Vanilla Expanded Mod v10.3 - New stuff and bug fixes
« Reply #108 on: September 04, 2024, 09:56:34 pm »

Just want to say that I popped over to try to figure out why so many mods were not yet uploaded to steam.

You do great work and, even with the caveat of no graphical support provided, I think it would be awesome to see more great mods like your posted on steam for the DF newbies who probably don't even know about the existence of this forum to access it

Honestly the biggest reason is specifically my lack of knowledge and poor documentation. Just don't have the knowhow to do the graphics.

Next major update I might actually be able to consider figuring it out though, because they apparently made a change recently where graphics will actually work the way say, stuff on the ground does.

Also I do have an update due for this mod, just haven't gotten around to a full test run, plus I've been chipping away at helping ZM5 update some mods.

dimondmine2

  • Bay Watcher
    • View Profile
Re: Splint's Vanilla Expanded Mod v10.3 - New stuff and bug fixes
« Reply #109 on: September 06, 2024, 12:49:56 pm »

great stuff and glad to hear it
Logged
Pages: 1 ... 6 7 [8]