Link to download in the spoiler.
Dwarven Haberdasher Cloth Armor/Industry Mod
===Installation===
Before begining either installation method;
- If you do not want the enemy civs, then delete the text files with _civ at the end of the name. (there are 4)
- If you do not want glass weapons, then delete the text files with _glass at the end of the name. (there are 2)
- If you ONLY want the enemy civs, then delete all files EXCEPT the _civ files and the creature_haber_dark file
Method A: If you do not use the Starter Pack's mod tool.
1. Unzip the file on top of your Dwarf Fortress folder. ENSURE THAT YOU WILL BE PROMPTED BEFORE OVERWRITING ANYTHING.
2. You will be notified that raw/objects/entity_default.txt already exists. If you use no other mods, accept this overwrite.
3. If you do use other mods, copy the contents of raw/objects/entity_default.insert (this can be opened using notepad or a similar program) and paste them into raw/objects/entity_default.txt right after [TRANSLATION:DWARF] in [ENTITY:MOUNTAIN].
Method B: If you want to use the Starter Pack's mod tool.
1. Unzip the file into a folder inside the Starter Pack's LNP/Mods folder, such as Dwarven Haberdasher.
2. Cut the grahics folder (which is inside the raw folder just extracted) out of this location and paste it into the same spot under LNP/Graphics/<your graphics pack)/raw. There should be no conflicts. Do this before any graphics packs changes you make with the Starter Pack.
3. Double-click "Dwarven Haberdasher" to move it from Available to Merged, where it will be highlighted in yellow due to overwriting a vanilla file. Mix with other mods if desired, then click Install Mods.
===Description===
This mod adds cloth armor to the game. The cloth armor is based off of medieval cloth armor, cloth armor worn during Alexander the Great's time, Incan/Mayan/Aztec cloth tech, and Japanese cloth armor. The mod does not change any vanilla RAWs (except necessary tags in the entity_default file) so it should work with other mods.
This mod adds;
Chest Armor: Arming Doublet, Pauldrons, Surcoat
Helm: Arming Cap
Gloves: Bracers
Feet: Boots
Legs: Padded trousers
Additional plant thread crop grown all year: Cave Moss
A glue crop: Tower Cap Stalks
The glue is made through process plant to barrel task.
The system works like this;
2 plant thread + 1 dye --> colored quilted cloth (equal to copper)
2 plant thread + 1 leather + 1 dye --> colored padded leather cloth (equal to bronze)
4 plant thread + 1 glue + 1 dye --> laminated quilt cloth (equal to steel)
All new armor and cloth made at the clothier's shop.
v1.1
2 new dye crops added: Rock Tripe (teal dye), Liverwort (dark green dye), and Maroon dye added to the Toadstool crop
Cloth furniture: bed, chair, table, door, and casket; made at clothier
Quilted Carpets and Laminated Tiling; made at clothier
The carpets and tiling come out as bars, think of them as rolls, and then you simply build them like you would a floor or wall. I made them bars so that when you "k" look at them it says "quilted fiber carpet" instead of it adding block to the end. Also, since they are building materials, you can build furniture on top of it. Makes for a cozy fortress.
Armor adjusted so that metal armor can be worn in addition to the cloth armor.
v1.2
New cloth items and furniture added;
armor stand
weapon rack
hatch cover
cabinet
statue
bookcase
backpack
quiver
splint
book binding
toy: doll
shield
Glass Weapons added to the glassmaker work shop. The material is called "glass" and is comparable to steel. All weapons normally made in dwarf mode are available. Additionally glass bolts can be made in stacks of 100.
To make glass weapons the reaction is as follows;
1 log + 1 laminated cloth + glue + sand = glass weapon of your choosing
Two new reactions for raw materials. The reactions are included in the glass reactions file so if you don't install the glass weapons the reactions below will not be present.
1. Make tower cap logs
3 tower cap stalks + glue = 1 tower cap log; the reaction is done at the screw press.
2. Grind blocks to sand
1 rock block + empty bag = 1 bag of sand; the reaction is done at a quern or millstone.
4 hostile civs
1. Minotaur
2. Ogre
3. Drow (really just elves but with cloth armor and glass weapons)
4. Duegar (really just dwarves)
All civs worship death gods to increase the amount of towers available. Drow and Duegar creatures were added to tell civs apart while embarking. Drow are mortal to increase necromancers.
v1.3
Reworked making the cloth system a bit. Now all cloth types require dye.
7 colors of each cloth; cream, cobalt, maroon, gold, charcoal, dark green, teal. 3 cloth types: quilted, padded leather, and laminate.
Each colored cloth can be made into carpets, rugs, and tiles of the appropriate color.
4 new crops; lichen (gold dye), puffball (cream dye), dusk fern (charcoal dye), and dawn fern (cobalt dye).
Specific cloth material can be detailed from the manager for all cloth furniture and items, so instead of relying on stockpile links you can simply indicate what cloth you want to use through the manager or by hitting "d" on the task in the workshop.
All dyes are edible and are called "powder" this was done so that you will have an accurate count of available materials for manager work order conditions.
Ability to create fancy furniture complete with pillows, cushions, blankets, encrusted images, embroidery, frames, etc. Making fancy furniture requires different materials depending on the furniture. They all require a piece of cloth, some thread, and a log. Some of them require a cut gem (glass works). I posted an example previously.
I added a lot this time so if there are any bugs let me know. As always, questions and comments are welcome. Enjoy!
v1.4
Can now make glass bars (same material requirements as glass weapons) so that you can make glass furniture and armor at the forge. (will work on fancy glass furniture and different glass types for next release)
Added a version of minotaurs and ogres so that they are not attacked on sight when they come to visit your fortress. They also will not topple your fancy furniture!
Major formatting changes to make it easier to install the mod.
1. The glass and enemy civ components are no longer in separate folders.
2. Added an installation readme and manifest.json file (should be easier to install via LNP).
3. Added Ironhand graphics for Drow, Duegar, Minotaur, and Ogre.