Dwarf Fortress

Dwarf Fortress

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Tougher Bodies
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2 Mar @ 5:10pm
24 Jul @ 12:06pm
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Tougher Bodies

In 1 collection by lmlsna
Modular Vanilla Overhaul
15 items
Description
Something I’ve noticed in all the weapons testing I’ve done is that creatures are incredibly fragile. Mere punches and kicks from a dwarf with no combat skills and average strength can tear apart another dwarf’s muscles and bruise bones through iron armor because of how vulnerable limbs are to indirect (“the force pulls/twists/bends”) damage, and their biting can latch onto the head and tear apart the spine’s nervous tissue with ease.

This mod increases the durability of body materials in an effort to create more realistic damage outcomes for attacks. Indirect damage like the aforementioned examples will be much less devastating because skin, fat, and muscle can deform (which the combat log will describe as “denting”) when pulled, twisted, or bent rather than immediately tearing. Sinew and cartilage are also much tougher and by extension body parts as a whole are more difficult to lop off in one swing. Additionally, chitin can actually function as a protective armor for giant insects and arachnids. The mod also includes healing rates for all body tissues that didn’t have them before, so that a greater portion of injuries are recoverable.

The mod must replace the “vanilla materials” and “vanilla bodies” modules in the load order. This is necessary because the CUT and SELECT methods of mod implementation do not function on material templates and tissue templates. Other mods that modify anything in these modules should be loaded after this mod for them to take effect.

Skin: Relative Thickness from 1 to 2
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Scale: Relative Thickness from 1 to 2
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Chitin: Relative Thickness from 1 to 2
Impact Yield from 10,000 to 150,000
Impact Fracture from 10,000 to 150,000
Compressive Yield from 10,000 to 150,000
Compressive Fracture from 10,000 to 150,000
Tensile Yield from 10,000 to 170,000
Tensile Fracture from 10,000 to 190,000
Torsion Yield from 10,000 to 170,000
Torsion Fracture from 10,000 to 190,000
Bending Yield from 10,000 to 170,000
Bending Fracture from 10,000 to 190,000
Shear Yield from 115,000 to 170,000
Shear Fracture from 130,000 to 190,000

Fat:
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Muscle:
Tensile Yield from 10,000 to 15,000
Tensile Fracture from 10,000 to 90,000
Torsion Yield from 10,000 to 15,000
Torsion Fracture from 10,000 to 90,000
Bending Yield from 10,000 to 15,000
Bending Fracture from 10,000 to 90,000

Sinew:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 11,000
Tensile Fracture from 10,000 to 22,000
Torsion Yield from 10,000 to 11,000
Torsion Fracture from 10,000 to 22,000
Bending Yield from 10,000 to 11,000
Bending Fracture from 10,000 to 22,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000

Cartilage:
Impact Yield from 10,000 to 200,000
Impact Fracture from 10,000 to 200,000
Impact Strain at Yield from 25,000 to 50,000
Compressive Yield from 10,000 to 200,000
Compressive Fracture from 10,000 to 200,000
Compressive Strain at Yield from 25,000 to 50,000
Tensile Yield from 10,000 to 55,000
Tensile Fracture from 10,000 to 110,000
Tensile Strain at Yield from 25,000 to 50,000
Torsion Yield from 10,000 to 55,000
Torsion Fracture from 10,000 to 110,000
Torsion Strain at Yield from 25,000 to 50,000
Bending Yield from 10,000 to 55,000
Bending Fracture from 10,000 to 110,000
Bending Strain at Yield from 25,000 to 50,000
Shear Yield from 30,000 to 55,000
Shear Fracture from 30,000 to 110,000
Shear Strain at Yield from 25,000 to 50,000

Nerve:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 400,000
Tensile Fracture from 10,000 to 800,000
Torsion Yield from 10,000 to 400,000
Torsion Fracture from 10,000 to 800,000
Bending Yield from 10,000 to 400,000
Bending Fracture from 10,000 to 800,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000

Tissue Templates - horn, hoof, cartilage, claw, talon, tooth, ivory, nerve, brain, spine:
Given a healing rate of 1,000, which is equivalent to bone

Tissue Templates - All hair templates, feathers, nails:
Given a healing rate of 100, which is equivalent to skin
60 Comments
lmlsna  [author] 2 Oct @ 8:58am 
@A Literal Spider The current version works the same way as before, the only difference is that it now acts as and completely replaces the vanilla_materials and vanilla_bodies modules and thus it needs to be loaded above any other mod that interacts with those to avoid compatibility issues. I also had to make the nerve healing mod its own standalone version of this mod since there was no longer a way to implement it as a small add-on patch (loading the two mods together will abort worldgen).
A Literal Spider 2 Oct @ 8:46am 
So.... Mod is like... semi-deprecated?
lmlsna  [author] 2 Oct @ 8:44am 
@A Literal Spider That's normal, I had to remake the mod in a different way following a Dwarf Fortress update that prohibited the previous implementation from being used in fortress and adventure mode (it still worked in arena mode).
A Literal Spider 2 Oct @ 7:14am 
It says that it conflicts with [vanilla_materials] and [vanilla_bodies] for some reason. It worked fine and I haven't downloaded any other mods for a long time so Idk why it's suddenly not compatible anymore. Cheers.
Johnny John Johnson 18 Aug @ 7:13pm 
Ohhhh, I was trying to use them both at once. I'll only use one then, thanks.
lmlsna  [author] 18 Aug @ 6:54pm 
@Johnny John Johnson You'd also get the same issue if you loaded this and the Peripheral Nerve Healing version of the mod at the same time.
lmlsna  [author] 18 Aug @ 6:48pm 
@Johnny John Johnson Verify that you're using version 1.4 of the mod. Previous versions are incompatible with the current game version.
Johnny John Johnson 18 Aug @ 6:47pm 
Never mind, I actually can't figure out what the duplicate is because taking the advanced agriculture mods off the list wasn't working.
Johnny John Johnson 18 Aug @ 6:35pm 
There's an incompatibility with Advanced Agriculture, error log is saying 404 duplicates.
lmlsna  [author] 31 Jul @ 5:50pm 
@Nactarune The sucky part is that if it isn't mentioned in the mod description you can't know with 100% certainty without looking at the mod's files (in which select mods will be full of "SELECT" and cut mods will be full of "CUT"). Sometimes a mod (such as FFF) will use select for some stuff and cut for others. But most of the time a mod will use select unless it needs to do something where select wouldn't work. Select can be used to add tokens or edit tokens that are unique, but it can't remove tokens or replace tokens where you can have more than one of the same token in effect (unless it's for creatures because for editing creatures APPLY_CREATURE_VARIATION lets us do pretty much anything with a select patch) so CUT must be used to do things like remove attacks from weapons, edit existing weapon attacks, or to remove procedurally-generated instruments from a civilization, for instance.