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Saint Regular User Jan 25, 2013, 10:03:51 am 5 3
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1  File 10752: Royal Bloodlines Year 30 - Year of Blood.zip Apr 09, 2015 0 17 Unrated 337 15.63 MB 0
2  File 10626: region2.zip Feb 27, 2015 0 17 Unrated 176 1.15 MB 0
3  File 10583: Royal Bloodlines year 1-22.zip Feb 13, 2015 0 16 Unrated 190 3.94 MB 0
4  Combination lock for dwarf fortress vault Jul 17, 2013 0.01 42 Unrated 606 2.82 MB 0
5  DesertGuard May 13, 2013 0.01 35 Unrated 189 65.75 MB 0
Comments
IP: logged
 Upgradable Leather Tiers (v 1.1)  » posted under Upgradable Leather Tiers on Feb 08, 2013, 11:28:10 am
No problem! :)

I personally don't mind having the reactions at the tanner; the leatherworks shop screen is crowded enough as it is, and working at the tanner makes things a little simpler.

As for the leather reactions, I suppose producing leather one-at-a-time would eliminate all nastiness with the production glitch, but I enjoy making items in bulk (I have my smelter modded to churn out steel in multiples of 5). Also, all leather items (like armor, greaves, gloves, etc) only require one piece of leather to produce. It seems that toady forgot to fix that when he made metal items require multiple bars, so you're golden--for now.

If you wanted to make things [more] difficult, you could always have higher reactions consume a leather piece to produce the upgrade, such as requiring 3 leather and producing 2 (although this would, again, cause some odd leather-switching nonsense in which your valuable Forgotten Beast leather gets combined with Sheep leather). Personally, I think the hoops you have to jump through now to produce iron-level leather is on par with actually mining out iron and smelting it yourself.

One last thing, I noticed a [huge] speed reduction in Adventure Mode when donning plate leather armor. I dunno if the weight is the same as that of iron, but it was a bit of surprise that some wombat leather greaves and armor cut my speed in half. I suppose that if it is, that's fair since metal-strength leather is pretty cheaty anyways. However, that gave me an idea for a possible upgrade: higher tier leathers (runic, or another level if you wanted) could be lighter? IDK, it's your mod and I'm just glad someone finally made a leather fix.
IP: logged
 Upgradable Leather Tiers (v 1.1)  » posted under Upgradable Leather Tiers on Feb 07, 2013, 09:12:04 pm
  • I've noticed that runic leather can utilize bones, as well as fresh corpses. I dunno if that's intentional or not (not a big deal IMHO).
  • Making items out of the better leather can be difficult, as you would literally have to forbid every other leather to get your dwarves to use it (not much you can do about this)
  • "Studs" can get frustrating, as you need to make four to upgrade one leather piece and most of the "make stud" reactions produce only two to three. Consider changing the ratio? Maybe they produce "a pile of studs" and you only need one "pile" to upgrade?
  • "Plate Leather" sounds weird, maybe call it "Molded Leather?"
  • In the raws file reaction_LeatherUpgrade you have:

    [REACTION:MAKE_UPGRADE_LEATHER4]
    [NAME:3-make hardened leather plates(2) from stude strips]

    Did you mean "Studded" strips?
  • Also, you have the reactions produce two at a time:

    [REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE] [ANY_LEATHER_MATERIAL]
    [REACTION_CLASS:LEVEL_1]
    [HAS_MATERIAL_REACTION_PRODUCT:TAN_UPGRADE]
    [REAGENT:B:1:CLOTH:NONE:NONE:NONE]
    [PRODUCT:100:2:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_UPGRADE]

    This is fine by itself, but you have "GET_MATERIAL_FROM_REAGENT:A" What this means is that if you have some fine GOBLIN LEATHER and some SHEEP LEATHER and your tanner grabs the SHEEP LEATHER first, it produces two SHEEP LEATHER's instead of one of goblin and sheep. A better way to do this may be:

    [REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE] [ANY_LEATHER_MATERIAL]
    [REACTION_CLASS:LEVEL_1]
    [HAS_MATERIAL_REACTION_PRODUCT:TAN_UPGRADE]
    [REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE] [ANY_LEATHER_MATERIAL]
    [REACTION_CLASS:LEVEL_1]
    [HAS_MATERIAL_REACTION_PRODUCT:TAN_UPGRADE]
    [REAGENT:C:1:CLOTH:NONE:NONE:NONE]
    [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_UPGRADE]
    [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:B:TAN_UPGRADE]

    What this does is individually produce the upgraded leather for each type. You have this weird leather-changing error for each of your reactions, I noticed, so if you make the change you'll have to do it for each one.



    These are all just little things I've noticed, you don't have to make any changes.
    Otherwise, I love your mod! I modified the "wastelanders friend" mod with yours so I can upgrade leather, raising my Adventure Mod survival rate from 2% to a solid 3%, maybe even 3.5%.
IP: logged
 Upgradable Leather Tiers (v 1.1)  » posted under Upgradable Leather Tiers on Jan 25, 2013, 10:06:52 am
This is pretty cool! I always thought that leather was woefully underpowered. It can be next to useless in combat against enemies using real armor.

I do like that you marked changes to the files with ##: it makes figuring out what exact changes you made easier. I am interested to see what you were going to do with the "Blood Extraction" reaction; it'd be rather dwarfy to boil your armor to iron-toughness in the blood of your enemies/kittens.
comment last edited by Saint on Jan 25, 2013, 10:10:14 am
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