Hey there! Thanks for downloading my mod. First, I want to thank the following people.
Teneb - Pointed out something I managed to miss multiple times on the wiki.
FantasticDorf - For providing a link to a contingency script.
burrito25man et al - For the script in question.
ZM5 - For giving the OK to include his mods, being my guinea pig and testing all this shit out with me, and general spot-checking on raws for errors.
Hugo the Dwarf - Additional help in spot-checking raws for errors.
I made this because I found above ground constructions to be extremely tedious due to the poutput of materials, and disposal of bodies without magma to be an equally unfriendly task. People who never play without magma don't have these issues so much, but people who like to do surface forts or otherwise take the slow path do.
So, what does this mod do? Bulk production, and disposal of remains.
The functionality is covered in the buildings readme so I won't delve into that here, but several mods include stuff like this, and I wanted something that wasn't tied to those other larger mods, and I didn't want it to conflict with other mids my fiddling with vanilla files.
This touches no vanilla files, it simply adds means to streamline production of building materials and furniture, and allow you to trick out weapons and armor with cloth, leather, and some precious metals (which can't be easily done, if it can be at all, in vanilla DF.) Be careful though! As those reactions will keep taking the same items and decorate them over and over again if not forbidden or removed from the workshop.
Leatherworkers, metalcrafters, clothiers, and gem setters handle the job at the craftsman workshop, depending on the material.
- Silver, gold, aluminum and platinum spikes can be added to weapons
- Gem decorations can be added to weapons and armor
- Leather and cloth decorations can be added to weapons and armor as well.
It also adds two scripts, meant to make things a little more manageable.
v2 Changelog
v2, dubbed by me as the "Emergency Arsenal" update, is aimed squarely at some uncovered materials for bulk construction materials, as well as expanding options for zerg rushes and ammo production in the absence of quality smiths or lacking metallic resources, and allowing for making bulk loads of clothing. In theory, these should all be found in the vanilla workshops unless indicated here.
- Added new reactions that allow for crafting beds from ceramics, glass, metal, and stone plus some cloth at the respective workshops. [METALSMITH FORGE, KILN, GLASS FURNACE, MASON WORKSHOP]
-- Metal beds can be made from Aluminum, Platinum, Gold, Silver, Iron, Copper, and Adamantine.
- Added bulk blockmaking for cermaics and all types of glass. Bulk block reactions require two additional units of fuel, but I have no idea how to work around this for powered furnaces. [KILN, GLASS FURNACE]
- Sawmill can now mass produce menacing spikes and shields in batches of 10 and 6 respectively. [SAWMILL]
- Woodcrafters can now craft wooden spears and maces in batches of 10 and 6 respectively from single logs. [CRAFTSMAN WORKSHOP]
- Stonecrafters can now craft stone maces and war hammers in batches of 6 from a single boulder and log, as well as make obsidian bolts from one obsidian boulder and one log in batches of 30. [CRAFTSMAN WORKSHOP]
- Leatherworkers can now make basic clothing sets from 3 pieces of leather (shirt, trousers, shoes.) [LEATHER WORKS]
- Leatherworkers can now make very basic leather armor from 3 pieces of leather (3 helms, 3 armor.) [LEATHER WORKS]
- Clothiers can now make a basic set of clothing from three bolts of cloth. [CLOTHIER]
- Glassmakers can produce glass-tipped ammo in each glass type from the usual materials and a log. [GLASS FURNACE]
V3 Changelog
v3, "The Cobalt Addon," mainly just expands cobaltite's usability as more than a dark blue rock, however this is entirely optional, and will likely severely clutter the glass furnace as I have no idea how to make catagories or if it's even possible.
- Cobaltite may be smelted into Cobalt, an iron-grade dark blue metal useable for all the normal stuff. [SMELTER, METALSMITH'S FORGE]
- Cobaltite can also be used with sand to make Cobalt Glass, a dark blue glass-type material as valuable as clear glass, but minus the pearlash requirement. [GLASS FURNACE]
-- It can be made into the following things: Rough cobalt glass, floodgates, statues, barrels, chests, cabinets, doors, beds (with some cloth,) armor stands, weapon racks, thrones, tables, coffins, most trap components, swords, spears, axes, and bolts. It's not produced as pipe sections or corkscrews because presumably you'll be using trash materials for that.
-- Like their vanilla glass and obsidian counterparts, ammo and weapons require a log in thier creation.
This update also allows for the following, per the previous log.
- Vanilla glass types can now be used to make swords, spears, and axes, to complement the creation of glass bolts. [GLASS FURNACE]
- Obisidan can now be used to make spears and axes as well, to complement the swords and bolts. [CRAFTSMAN WORKSHOP]
- Gems can now be made into full bedroom sets and individual beds with some cloth [JOINER'S WORKSHOP]
- Gems may also be made into statues, and directly into crafts [CRAFTSMAN WORKSHOP]
- The Stonecutter shouldn't take economic stone anymore unless you allow it to from the stone screen, per normal stuff. [bug fix, STONECUTTER]
V4 Changelog
v4, the Casting Call update, is so named because a large portion of the new reactions take place at the smelter. This also comes with a small number of flavor and variety things meant to diversify your civ's wardrobe, and Arctic Additions by Malecus, to make colder biomes much more inviting by increasing the variety of animals to be encountered and adding more varied plants and grasses.
- Plank burning. Taking batches of 4 planks produced by the sawmill and one unit of fuel to the wood burner will yield 4 charcoal, a net yield of +3. It's less efficent than even lignite, but in the absence of coal or lignite and for people not in the mood to rush magma, it's still more efficent than the usual 1:1 the wood furnace would otherwise output. Obviously, a wood burner handles this task. [WOOD FURNACE]
- Barrel water. Stores potable water in barrels, which will be stored in any drink-accepting stockpile. Brewers handle this job. While free, needing only a barrel to fill, water provides no mood buffs making it really only suitable for staving off death by dehydration during a fermantable crop shortage, or as something to break up the monotony of plump helmet wine slightly. [STILL]
- Bucket water. Should wells not be available, the local river is frozen, or the caverns inaccessible, a bucket can be filled with potable water for patients and prisoners by a brewer. [STILL]
- Dough production. If you're like me, then you've wanted to make use of flour as a highly efficent food source. However, you may find your chefs apparently repulsed by the idea of using flour unless forced to do so. This fixes that to an extent, converting a bag of flour into 15 flour material cheese. This cheese still needs further cooking to be edible, but at least now the chefs won't turn thier nose up at it until there's literally nothing else available. [KITCHEN]
- Cast anvils from steel an iron. Mainly for minialist or budget starts, freeing up points an anvil would normally take up. Casts an anvil from three bars of iron or steel using a blacksmith. [SMELTER]
And of course, this wouldn't be a mod by me without military concerns being addressed. All of the following new things take place at the SMELTER and instead will denote what skill is used to make them.
- Cast blunt weapons from gold and platinum. For the price of a single bar and some leather, you can now bring the ultimate in bling of war to the field! Without derpy shit like gold swords and platinum picks being around. They also receive a leather decoration from the leather used for their grips. [WEAPONSMITH]
- Bulk-cast metal ammo. From all the usual suspects (copper, silver, bronze, iron, and steel,) plus a log, you receive two stacks of 30 bolts, resulting in a gain of +35 bolts ("solid metal" stacks are made in groups of 25 norally.) This is mainly to allow for the employment of hunters and the like with ammo that can hurt their prey, but should be useful for mass fielding crossbowmen in general as well. [WEAPONSMITH]
OPTIONAL ADDON - ARCTIC ADDITIONS
Information pertaining to Arctic Additions can be found here, and credit goes to Malecus for the things used. The version utilized by this mod does not include the Jotunn invader civ. It does make the flora and fauna more interesting in cold biomes, to make settling there more appealing.
http://www.bay12forums.com/smf/index.php?topic=145730.msg5810799#msg5810799OPTIONAL ADDON - NECKWEAR
Adds some new items, mostly to provide a bit mroe variety in your peoples' wardrobes, and adding a new use for chains.
- Dogtags are produced in batches of 10 from any chain and a bar of any metal. Intended to be given to soldiers. [METALCRAFTER]
- Heavy neckchains are made in batches of 3 from any chain. [METALCRAFTER]
- Neckalces are produced in batches of 6 from any chain. [METALCRAFTER]
- Pendants come in the flavors of Sword, Axe, Hammer, Pick, Anvil, and Gear, from the usual armor metals. [ARMORER]
V5 We dye together, Shield Brothers!
This update focuses on an underutilized industry: Dye! And shield decorations.
this update adds a new workshop, the shield painter's stand. This building has a few functions. Primarily, it produces the new dyes, and handles adding decorations and paitn to shields. The dyes added are as follows, and handled here so as to not clutter the quern. While the main purpose is for shield decorating, there's absolutely nothing preventing you from just using them for some color variety in your dye industry.
Crimson - Made from Hematite.
Light Gray - Made from Pig Tails.
Light Violet - Made from Plump Helmets.
Ochre - Made from Limonite.
Purple Ochre - Made from Oil, Hematite, and Cobaltite (not realistic, but was the easiest thing I could think of; blue and red make purple after all!)
Vermilion - Made from Cinnabar.
Shield painting uses these and vanilla dyes (emerald, dimple, sliver, and redroot) to add a dye decoration to shields. [USES DYER SKILL]
The shield stand also handles adding cloth and leather backings and straps (decoration and hanging rings) to shields. [USES CLOTHEIR AND LEATHERWORKING SKILLS RESPECTIVELY]
INSTALLATION
Just drag and drop the files into your objects/raw folder, and copy the tags from the entity tags file into the entity you want to play as. Boom! Done!
To install the script to make sure the trash incinerator incinerates trash, drop the fix-sentient-butcher script into hack/script. Run it when you first embark, and it should work, though I'm not 100% certain on that. Seems like sometimes it does, sometimes it doesn't, but you need only run it once.
OPTIONAL SCRIPT: Monotheism
This script was included to make issues concerning meeting spiritual needs more manageable, reducing the amount of gods a unit worships to one if they worship more than that. Install it the same way as fix-sentient-butcher.
NOTICE! This will only apply to citizens of your fort. Long term residents don't appear to be affected, nor will it be applied to visitors. It will also need to be rerun after each migrant wave.
DOUBLE NOTICE: Objects of worship seem to not fill the need for worship no matter where they go for it. Be cautious if there's an object of worship (such as a hydra) in your fort's pantheon.
OPTIONAL FILE: ZM5 Warcraft Patch
The warcraft patches are used for ZM5's Warcraft mod pack. If you don't use that, you can disregard it.
OPTIONAL FILE: v5 Fungus Expansion Patch
This patch allows the dyes added by MottledPetrel's Fungus Expansion to be used for shield painting. If you don't use that, you can disregard it.
That should be everything, let me know if you run into any errors and have suggestions folks! Me and ZM had a hell of a time getting this to work without touching any vanilla files.