08.28.2018 - The Hobbit Lifestyle Update 0.5.0FOOD: In keeping with the concern that the main reactions menu never scrolls beyond two pages, Cooking has been compressed into 3 sub-menus: grain, meat, and plant-based.
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Last version of P&F, grain was at the mercy of RNG bagged stockpiles of flour in town markets. As plants can't be gathered from farming/garden plots in Adventure Mode, seasonal plant growths (adhering vanilla growth times) were introduced for grain crop and are available by using the (g)et command. Plants like Hemp or the Amaranth group produce "inflorescences" during the late spring, while "ear(s) of" (wheat, maize, rice, etc) appear toward the end of summer's first month. Using a 2-handed flail (crafted under the woodcrafter menu) you can thresh any ear/inflorescence into seeds which can be directly used for porridge, or ground into flour for things like bread, noodles, and pastry.
Meat-based foodstuffs received little change beyond the addition of egg
and cheese reactions.
Plant-based foodstuffs were updated with additional soups, jam making, the inheritance of the vinegar menu, and oil pressing. While there are a variety of seeds/fruit that can be pressed into oil, only the following have REACTION_CLASS:COOKING_OIL:
almond (considered a seed)
coconut (considered a seed)
hazelnut (considered a seed)
olive (considered a fruit)
peanut (considered a seed)
walnut (considered a seed)
This is for making pastry dough which requires REACTION_CLASS:FAT, so characters with vegetarian-playstyles don't need to use anything animal.All foodstuffs have entries for generic recipes. Generics involve anything likely found anywhere like plump helmets (the solitary workhorse ingredient/P&F's standard gruel item) and allow for easy production. While grain seeds can be milled into a flour of specific type, the generic unleavened dough recipe converts any variety of flour into its generic product which can be used for other generics like flatbread, noodles of differing shapes, some dumplings, and pastry dough. For porridge eaters who may have a grain that doesn't fit the type required for specific porridges, look no further than the mystery entry which will take ANY_CEREAL_GRAIN seed item. Hopefully this was done serviceably and makes for ease of use.
Herbalism has chocolate making. So as long as you've got sweet pods (millable into dwarven sugar in the Farmer's Menu) and cacao beans, you've got chocolate. As with many other vanilla plant growths, sweet pods are pickable during the end of summer's first month.
SOAP: Soap usage in Adv Mode! While you could always make soap globs (under Farmer Menu), it was useless. Now you can now wash with it. Dropped soap solid density from 500 to 100, just so we can have bars of soap again and not globs of soap. Each bar has 25 uses.
Included in the Farmer menu are washing instructions.
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The first part is being exposed to (rolling around in) the soapy water from the reaction. The second part uses the self-cleaning interaction borrowed from the cat raws, and given to dwarf/human/elf/gobbo/gorlak/gremlin/gnome/halfling. Notification in your character's description for self-cleaning is immediate: some thought/feeling "after a bath." It takes 50 ticks for the soapy water to have noted effect, "relieved due to being in soapy water."
Perhaps the combination of soapy water + self-cleaning, with frequent usage, will reduce your character's "dirtiness level" enough to lower infection rate from flesh wounds. While companions can self-clean, their only skin contact/access to soapy water might come through creative use of campsite building; a manual version of a Fort Mode shower set up.
WEAPON SETS: These were borrowed with permission from
Sver.
Crossbow is the ranged weapon assigned (via hardcode skill token RANGED:CROSSBOW:BOLT) to the profession hunter specifically, and to all other civilian professions randomly, so I've oriented NPC generated crossbow sets around the ranger/forester theme. Ranged weapon have two skill tokens, one for ranged and one for melee. In each set, a civilian profession skill was assigned for melee to keep your military profession ranged unit (crossbowperson) a ranged unit. Bow pairings followed a similar path, but not always, as on occasion you might want the ranged unit to evolve into a melee unit:
hand axe + crossbow (SKILL:DISSECT_VERMIN)
large knife + crossbow (SKILL:TRAPPING)
short sword + crossbow (SKILL:SNEAK)
spear + crossbow (SKILL:SNEAK)
spear + bow (SKILL:SNEAK)
axe + bow (SKILL:WOODCUTTING)
short sword + bow (SKILL:SWORD)
large axe + bow (SKILL:AXE)
You can also build weapon sets using non-decorated weapons (so as to avoid destruction of artifacts) to produce specific civilian/military profession change, or in some cases, no change. A recruited civilian NPC, after the brief 17 shots required to go from zero skill to novice skill, will turn military ranged unit. This may not be what you want. For these sets, the ranged skill attached trains observer, not the usual bow/crossbow. Sometimes you might want that peasant guarding/loitering about your site to remain a peasant. And when change is desired, sometimes you may want your recruited domesticated civilian to eventually adopt a profession more suited to the wilds. Be forewarned, going military cannot be reversed in Adv Mode IIRC:
- - - No profession change - - -
Peasant = club + bow/crossbow (SKILL:MISC_WEAPON)
- - - Civilian profession change - - -
Animal dissector = hand axe + crossbow (SKILL:DISSECT_VERMIN)
Hunter = spear + bow/crossbow (SKILL:SNEAK)
Trapper = large knife + bow/crossbow (SKILL:TRAPPING)
Wood burner = maul + bow/crossbow (SKILL:WOOD_BURNING)
Woodcutter = axe + bow (SKILL:WOODCUTTING)
- - - Military profession pairing - - -
Mace/ranged unit = mace + bow/crossbow (SKILL:MACE)
Sword/ranged unit = sword + bow/crossbow (SKILL:SWORD)
Unit change for military is based on usage. If the unit shoots more, they'll be ranged. If you have them melee more, they'll be melee. Easily regulated by how much ammo you give them. World-gen weapon sets appears as "weapon/launcher", whereas player created sets appear as "weapon and launcher" to help distinguish between the two. The military pairings (both world-gen and player) are aimed at giving the shield wielding unit, ranged capacity.EDIT: 03.01.2019 Weapon set clean up detailed here.
PIKE: All pike skill units (haftmen) received the power upgrade they always needed. Vanilla pikemen were the most ineffective melee unit as their weapon provided no advantage (weapons do not negotiate distance; there's only contact area, penetration size, and standard 3:3 prepare:recover) and only defensive penalties (parry doesn't work vs natural attacks; and they carried no shield meaning they can only dodge that bite, or OP scratch). I did have pikes at 2:2 prepare:recover a while back and this did help, but not quite enough.
Most P&F polearms have a 2:3 prepare recover paired with ATTACK_FLAG_INDEPENDENT_MULTIATTACK to simulate fending off at distance or more accurately, they are about timing control. Stab upgrades to 1.5k velocity. Any weapon with a 2k velocity moved from 3:3 prepare recover to a 3:4 to offset their better force generation. Any weapon with a 2.5k velocity is 4:4. Drawn from MyArmoury.com readings re:hafted weapons.
DAGGERS, KNIVES & OTHER CUTLERY (contact area/penetration size changes): While not used in this mod, I recall reading that Grimlocke had once sorted the issue with swords and spears severing significant appendages via STAB attack by dropping contact areas (50 for swds/20 for sprs) to 17. Slashing/hacking attack contact areas simulate the length of the blade, meaning the only other variable to muck around with is penetration size. For smaller knives, I dropped penetration size to 100, and for larger daggers/knives & hand axes, a drop to 200. This resulted in edged slashes/hacks causing damage, but no hewing/chopping and things flying off in arcs. The large copper dagger (all adventurers start with) is no longer much better than any non-steel short sword. All shorts swords of whatever material can now feel a bit more free and valued by their owners.
FUEL: All wood is recognized as fuel. If you're lazy like me, you can simply use a branch---as that's easiest on light, slow travel needs; and requires no processing like peat to peat clumps, or logs to firewood/coal rocks.
During any reaction requiring fuel use, the previous byproduct debris item was a unit of ash. This has been changed to "embers". Embers will be placed inside the heat repository device (fire pit/furnace/kiln) in use. Embers will !!ignite!! after 1 tick, and are set to wood's heat damage which means: 11 ticks = 1st sign of damage !!x!!, 22 ticks = !!X!!, 33 ticks = !!XX!!, by tick 43, the embers have gone out. During their time on !!fire!! they can cause the heat repository device (fire pit/furnace/kiln) to set the surrounding/adjacent 8 tiles on fire. Choose the location of your fire pit/furnace/kiln appropriately. note: 1/6/2019 EDIT => reverted back to ash as byproduct