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Difference between revisions of "User:Valos/Kobold Kamp"

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{{Modification
 
{{Modification
 
| name = Kobold Kamp
 
| name = Kobold Kamp
| version = 43.05-1.4
+
| version = 47.02 - 05 1.3
| df version = 0.43.05
+
| df version = 0.47.05
| last update = 8/21/2016
+
| last update = 1/28/2021
 
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0
 
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0
 
}}
 
}}
  
 
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.
 
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.
 +
 +
== Important Pointer ==
 +
 +
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.
  
 
== Features ==
 
== Features ==
  
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.
+
* Playable kobolds, obviously. They've also been changed back to old-school live birth instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.
 +
 
 +
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.
  
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, and shamans grant health plus bookkeeping. Obviously, they lack any concept of law enforcement, and don't get management.
+
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.
  
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available either in wood, or stone. A little entity trickery means I was able to get wooden and stone picks to work too. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Wooden weapons and stone arrows are made in the craftsdwarf...ahem, craftskobold's workshop menu. Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood istead of a proper trigger mechanism) for hunters to migrate with.
+
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.
  
* Kobold have been given access to basic domestic animals, as well as fishing and (for flavor) gem cutting/setting. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink.
+
* Kobolds have been given access to fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.
  
* In exchange, the kobolds have lost access to smelting and any other metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows.
+
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.
  
* The base properties of stone have been tweaked to allow any type of stone to work half-decently compared to wood, and native metals like copper can be used to get better results. In order to allow certain stone items (i.e. arrows) to stockpile properly, usable stone has been classified as metal. This appears to have minimal effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).
+
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).
  
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similiar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.
+
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.
  
* Ability to dismantle any unusable cloth or leather goods for raw materials. Be warned, you need to use stockpile linkage to ensure you don't take apart something you actually want.
+
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.
  
* Item thief logic has been inverted, so that kobold caravans actually work right while retaining hostility. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...
+
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...
  
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with litle outside help. When the enemy does arrive, you'll also lack precious cage traps and drawbridges. No metalworking means your enemies will be better equipped, and don't forget that kobolds are the smallest of the 5 main civilizations as well.
+
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.
  
* No farming or mechanics means you have to carefully consider where to settle. Without booze you need a water source, and without a well you'll need to account for the (thankfully minor) happiness penalty incurred. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.
+
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.
  
== Known bugs and issues: ==
+
== Known bugs and issues ==
  
 
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.
 
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.
  
* Wooden picks do not show up pre-selected when choosing to prepare for the journey. Remember that if you want to embark with any! Or count yourself lucky that I added a reaction for making wooden ones.
+
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.
 +
 
 +
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.
  
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wooden weapons allow it, for stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.
+
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?
  
* Stone bridges and trade depots cannot be built due to stone counting as metal for arrows and squad equipment. This would be more severe if kobolds had access to mechanics.
+
== Appendix A, Full List of New Reactions, By Workshop ==
  
* Miner...ahem, Minor: Mining appears twice on the list of available skills on the embark screen. This is also due to picks being classified as a weapon to kobolds. This affect is visual only, raising either entry raises both in tandem, with no increase in point cost.
+
=== Carpenter's Workshop ===
  
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?
+
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.
 +
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.
 +
 
 +
=== Clothier's Workshop ===
 +
 
 +
* Make quiver using cloth.
 +
 
 +
=== Craftsman's Workshop ===
 +
 
 +
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.
 +
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.
 +
* Submenu for making bone picks and shell axes.
 +
* Submenu for making axes, swords, spears, or daggers from wood.
 +
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.
 +
 
 +
=== Farmer's Workshop ===
 +
 
 +
* Weave non-wool hair into haircloth.
 +
 
 +
=== Salvage Workshop ===
 +
 
 +
* Submenu for refitting enemy armor/clothing that has a native equivalent.
 +
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.
 +
* Submenu for scrapping enemy headwear into cloth or leather.
 +
* Submenu for scrapping enemy bodywear into cloth or leather.
 +
* Submenu for scrapping enemy handwear into cloth or leather.
 +
* Submenu for scrapping enemy legwear into cloth or leather.
 +
* Submenu for scrapping enemy footwear into cloth or leather.
 +
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.
 +
* Submenu for scrapping enemy metal armor into bars.
 +
 
 +
=== Still ===
 +
 
 +
* Brew fermented milk drink.
 +
 
 +
== Appendix B, List of Sharpenable Stone/Gems ==
 +
 
 +
=== Stone ===
 +
 
 +
* Andesite
 +
* Basalt
 +
* Chert
 +
* Dacite
 +
* Ilmenite
 +
* Jet
 +
* Microcline
 +
* Native Copper (must be processed first)
 +
* Native Silver (must be processed first)
 +
* Obsidian
 +
* Petrified Wood
 +
* Quartizite
 +
* Raw Adamantine (must be processed first)
 +
* Rhyolite
 +
* Slate
 +
* Tetrahedrite
 +
 
 +
=== Gems ===
 +
 
 +
* All forms of Agate
 +
* All forms of Chalcedony
 +
* All forms of Jade
 +
* All forms of Jasper
 +
* All forms of Opal
 +
* All forms of Quartz
 +
* Onyx

Latest revision as of 01:57, 29 January 2021

Modification
Kobold Kamp
Version 47.02 - 05 1.3
Updated January 28, 2021
For DF Version 0.47.05
Out of date for current version
Download

Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.

Important Pointer[edit]

  • Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.

Features[edit]

  • Playable kobolds, obviously. They've also been changed back to old-school live birth instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.
  • Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.
  • Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.
  • Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.
  • Kobolds have been given access to fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.
  • In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.
  • Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).
  • Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.
  • Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.
  • Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...
  • ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.
  • No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.

Known bugs and issues[edit]

  • No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.
  • Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.
  • Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.
  • Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?

Appendix A, Full List of New Reactions, By Workshop[edit]

Carpenter's Workshop[edit]

  • Make menacing wooden spike from wood. Done to avoid allowing metal spikes.
  • Make swinging wooden ram from wood. Done to avoid allowing metal rams.

Clothier's Workshop[edit]

  • Make quiver using cloth.

Craftsman's Workshop[edit]

  • Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.
  • Submenu for making bars from native copper/silver, and limited metal weaponcrafting.
  • Submenu for making bone picks and shell axes.
  • Submenu for making axes, swords, spears, or daggers from wood.
  • Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.

Farmer's Workshop[edit]

  • Weave non-wool hair into haircloth.

Salvage Workshop[edit]

  • Submenu for refitting enemy armor/clothing that has a native equivalent.
  • Submenu for attempting to refit enemy armor/clothing with no native equivalent.
  • Submenu for scrapping enemy headwear into cloth or leather.
  • Submenu for scrapping enemy bodywear into cloth or leather.
  • Submenu for scrapping enemy handwear into cloth or leather.
  • Submenu for scrapping enemy legwear into cloth or leather.
  • Submenu for scrapping enemy footwear into cloth or leather.
  • Submenu for scrapping metal weapons (excluding worked native metal) into bars.
  • Submenu for scrapping enemy metal armor into bars.

Still[edit]

  • Brew fermented milk drink.

Appendix B, List of Sharpenable Stone/Gems[edit]

Stone[edit]

  • Andesite
  • Basalt
  • Chert
  • Dacite
  • Ilmenite
  • Jet
  • Microcline
  • Native Copper (must be processed first)
  • Native Silver (must be processed first)
  • Obsidian
  • Petrified Wood
  • Quartizite
  • Raw Adamantine (must be processed first)
  • Rhyolite
  • Slate
  • Tetrahedrite

Gems[edit]

  • All forms of Agate
  • All forms of Chalcedony
  • All forms of Jade
  • All forms of Jasper
  • All forms of Opal
  • All forms of Quartz
  • Onyx