Download Normandy's Buildings Mod for DF2010Last updated June 26, 2010What started as a small mod to add a few buildings without changing much more has evolved into... a small mod to add a few buildings while changing a few things.
The goal is to structure Dwarf Fortress and have it 'build' more; choosing depth over choice. Certain holes (such as the inability to set fires and the lack of display cases) were filled with buildings (bonfires and display cases, respectively), some things were moved (smelting of platinum, aluminum, steel, 100% smelting of silver/gold nuggets) to higher tiered buildings which require more advanced materials to construct (crucible requires block, anvil, metal bar) in order to facilitate a greater feeling of progress.
Basic installation requires Uristmod (
http://www.bay12forums.com/smf/index.php?topic=53028.0). Simply extract the buildings folder into your dwarf fortress folder (so you'll have folder_with_df\buildings), run Uristmod.exe, choose "Install New Mod", and type in "buildings". This makes it easy to install over other most other mods (such as mineral rebalances and mods that only affect creatures).
For a more detailed installation guide and some mod compatibility issues, read the included readme. A manual of all new features and credits are also included in the readme.
=== Notes ===
-Do not smelt cinnabar or mercury slag. You'll only end up with molten quicksilver and sadness. Currently, you perform amalgamations directly from mercury ore. I am aiming to change this, but for now, the quicksilver metal is just a placeholder.
=== Changelog ===
version 1.1
-Alchemist's laboratory expanded (acids, gunpowder)
-Bonfires temporarily removed, pending more testing and fixes
-Smelting of aluminum now requires borax
-Wood is now worth 2 to better reflect material balances in a fortress
-Smelting iron in the crucible now creates smoke for flavor
-Salt caps, rock salt, now processed into dwarven salt
version 1
-Alchemist's laboratory, bonfires, display cases, libraries, crucibles added
-Lay Pewter is now the only pewter, and Billon was removed
-Bronze is now 2 copper : 1 tin
-Reactions for bismuth + black bronze, lay pewter, nickel silver changed, and values where needed
-Iron ores are now not 100% to encourage use of other metals
-Steel production has been reworked and simplified, and is now exclusively done in the crucible
-Native gold and silver are now not at 100%
-Amalgamations at alchemist's laboratory for nuggets, tetrahedrite, galena
-Cinnibar is now an ore of mercury
=== Future Goals ===
-Altars
-Add in alternate metalworking paths for "lower" metals as well
-Start moving into plant territory, with extracts and more buildings
-Add more fun stuff for alchemists to do
-Mercury poisoning, and more deadly things from inanimate objects in general