Hey guys, I love MWDF, but there are some high fantasy elements I'm not interested in. I love learning about the processes and materials of old but a lot of the game isn't very realistic in how resources were made. I began to study up on the iron and stell manufacturing processes of the early and late medieval period only to find out that there is already a mod for that in Grim's History and Realism Mods.
http://www.bay12forums.com/smf/index.php?topic=146737.0Before I go any further, I was wondering if people wouldn't mind posting up mods that are custom tailored to have historical and educational value?
One thing I intend to do is create a mod that uses materials for their real life purposes, such as microcline powder for the porcelain industry and amazonite, a mineral of microcline for jewelry. Oak and other High tannin woods for kegs and even using acid stains for wood to change their colors. I also want to learn about the mythos of our world and enjoy the tails of my game in an epic way.
I worked at home depot for a long time, and always enjoyed learning about how chemicals can be used to create something new and amazing and this sort of learning can be inspirational and useful on its own. I'd love to learn more about all of the medieval industries as well as fantastic industries, such as alchemy, ancient medicines, golem forging, mage craft, and so many other industries that have never come across my sad nook of the world.
Anything from expanded food entries, gem cutting industry, to alchemical formulas for making poisons or philosophers stones and maybe even their sources would be wonderful.
Also, because of the nature fantasy, many fantastic industries have very poor explanations for what they work. If you come across or know of a system that seems very exquisite in its craftsmanship, please leave a note here.
Grimlocke's weapon and realism mod has true to period metallurgy components, which I use it my games
http://www.bay12forums.com/smf/index.php?topic=146737.0
And Evaris' orichalcum fortress has loads of material uses for many many underutilized resources ingame
http://www.bay12forums.com/smf/index.php?topic=139059.0
Since the beginning of this undertaking, I have been reading and watching documentaries of different periods throughout Europe, mainly Britain, and have come to a conclusion on the time-line that should be placed for this.
The Renaissance is perfect for our dwarves, as it is " regarded as the cultural bridge between the Middle Ages and modern history" and our dwarves, the fanciful beings they are, hold technological prowess far beyond that of the Middle Ages but lack the will to give up their craftsmanship and allow for mills and other cheaper cookie cutter variety of production to replace their hard-learned experience.
Current goals of this mod
-Make all industries more historically accurate and require accurate tools for the work being done
-Make all materials and their uses historically accurate
-Make crafting more detailed and find a way to implement proper apprenticeships
-Make a working economy system that is player controlled
-Expand nobility to create a functioning and immersive social hierarchy for better player management