Ok, heres what I got. Not certain on some of these, so some input would be welcome.
Reworked armor:
- Renamed the armors more accurately, and added a number of parts: Chainmail mittens and chauses, laminar, lamellar and scale armor (functionaly identical ones for seperate entities) Removed low boots.
- As an expiriment, I also removed the weird lower body armors. The upper body armor now covers the lower body and optionaly the upper legs (vanilla armors did this also) whereas the foot armors now cover the entire leg. Mostly done to make the armor cover what the name implies it should cover, no greaves covering the lower body, chestplates also covering the lower body, and high boots covering the lower leg.
- Armor now only layer with sensible combinations. You can combine chainmail with a coat of plates, but not chainmail with more chainmail and more chainmail and a breastplate. Worldgen characters dont quite pick up on this. They seem to have a set combination per entity, which is rarely of consistent armorlevel (like plate armor with leather gloves). This is no different from the vanila armors though. I may have to remove layerable helmets, the AI does not use more than one.
- Fortress mode dwarves dont prioritize armor over their own clothing for some reason, can be solved by setting them to replaced clothing with armor. My test fortress died due to me forgeting to assign them pants (due to removed lower body armors), stupid dwarves take things quite literaly.
Reworked metalurgy, mostly covers iron and steel:
- Removed armor and pickaxe material tag from copper, added weapon and ammo tag to brass. Considering removing weapon grade tags from those two and silver entirely though. Also considering removing bronze reaction from humans and goblins to reflect 14th usage of metals.
- Renamed 'iron' to 'wrought iron', and 'steel' to 'crucible steel'. Added folded steel, laminated steel and meteoric iron along with iron meteor stone. Also added siderite and goethite, both are iron ores.
- Added 4 workshops: Bloomery, blast furnace, crucible furnace and 'minor forge'. That last one is an annoying necessity as I cant add reactions to the forge building. Made magma versions, though that entire concept doesnt work too well with a realism mod...
- Iron ores are processed in batches, the bloomery yields a bloom (glob of iron of inconsistent composition) which needs to be hammered into bars at the forge. Does not require flux, but yields less than the blast furnace (which also instantly yields bars). Added a crucible tool which can be made from clay at the kiln, and used at the crucible furnace to produce crucible steel. Reactions involving iron now only take charcoal, mineral coal contains too many impurities and would only yield useless iron.
- Added white gold (gold/nickel), blue gold (gold/iron), and red gold (gold/copper). Just to add few missing colors to the metal collection.
Aaaaand while that is all nice and well for me, anyone who doesnt know some basic of medieval metalurgy and weaponry wont make much sense of this mod. I (or maybe someone who isnt a shitty writer) can write up a manual, perhaps some of the naming could be done better, or perhaps I should cull some features. Please discuss!
For now, temporary raw files:
http://dffd.wimbli.com/file.php?id=7037