It's awesome to see new work on this. I've been tinkering with this myself to add a few more reactions and rework the way electricity works. Would you be interested in seeing what I have? Here's my changelist:
*** Notes
[ ] Not Started
[.] Started, pre test
[w] Started, should work
[!] Tested, not finalized
[X] Complete, tested, and ready
Overview:
Integrate some more flavor and variety to the generic Apocalypse. Also, slightly increase the complexity of the economy
[w]New Weapons:
[w] Laser Weapons:
*** Changes in item_waste_ammo and item_waste_weapon
[w] Laser Rifle: Like the normal rifle in size and function, uses laser charges.
[w] Manufacturing Reaction Needed!
[w] Laser Charges: Ammo for Laser Weapons. Manufactured from charged cells, producing discharged cells and a small stack of these charges. Made of a low-density material, Laser charges are very low utility, though they are nearly free.
[w] Manufacturing Reaction Needed!
*** Find a good template for these. Probably 5 to the charged cell, requiring two cells to make a stack of ten.
[w] Guns
[w] Pistol: Not useful as a melee weapon, but about the same power in combat and only uses one hand.
[w] Manufacturing Reaction Needed!
[w] Gauss
[w] Gauss Rifle: A very big, heavy weapon
[w] Manufacturing Reaction Needed!
[w] Gauss Ammo: Large, dense projectiles needing a relatively large quantity of a heavy material, possibly iron, and a full charged cell per produced ammo. It should, ideally, be very powerful, possibly useful in piercing armor.
[w] Manufacturing Reaction Needed!
*** The reaction to make Guass Ammo should require five charged cells and a bar of metal to produce five rounds.
Power cycle changes:
[w] Arc Refineries now need a charged cell to function, but do not need plutonium rods
[w] Generators are now Nuclear Reactors, and require three formerly plutonium rods
[!] Plutonium Rods are now Nuclear Fuel Rods
[w] New Reaction:
Thermally Charge Cell: Uses 1 fuel (either from wood in a normal furnace, or else none in a magma furnace), to charge a cell.
[w] Add reaction permission to civ.
[w] Add bulk charging option to Nuclear Reactions, which charges 5 or 10 cells at once, making it economical, and comparatively better than thermal.
[w] More reactions require a charged cell, possibly including many new advanced reactions.
[w] A reaction to vent the coolant from the nuclear reactor. I'm sure someone would find something interesting to do with that.
[REAGENT:Z:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[PRODUCT:100:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:DEPLETED]
Scaving Changes:
[w] Opened crates produce BINS instead of boxes... except for ammo crates and medical crates, which are presumably smaller.
[w] Since crates of non-aluminum materials can be recieved from traders, fixed reaction to produce varied-material bins/boxes.
[w] Military Crates sometimes contain edible MREs.
[w] Military Crates drop a small variety of weapons, mainly pistols and knives.
[w] Military Crates often contain Ammo Boxes.
[w] New Ammo Boxes might contain ammo, pellets, or laser cells.
[w] Add reaction to open ammo boxes
[w] Medical Crates sometimes contain cotton cloth, string, and plaster.
[w] Tech Crates have much less plutonium. This is one of the rare times such a statement might be met with disappointment. It is still possible to get it from here, just much rarer (you need it to kickstart any nuclear power)
[w] Tech Crates are more focused on technological supplies and power sources.
[w] Charged power cells in specific are much rarer, and all power cells are rarer than they were. You will eventually want to make your own to power your industry.
[w] New Supply Crates usually contain scrap metal, nails, wiring, aluminum, or tool boxes. They also rarely contain useful tools, simple weapons, or furniture.
[w] More varied junk can be found in all salvage, much of which you'll want to melt. This includes new gizmoes, signs, car parts, and plates.
[w] Implement to crates!
[w] Manufacturing Reaction Needed! Icl. rights for these to be made by trading empires
*** Write up a test system for all the crate drops.
[w] Rebalance crate drops in general such that they are most likely to contain medium-level resources or consumbables.
[w] Prospecting from dropped stone boulders might be better if it didn't drop crates. Mainly it will provide a wider variety of raw resources.
*** NOTE that beforehand, the average return per scavanged log is 1.73 items per log. There was a 0.16337 chance of no return.
Adding Concrete:
[w] Add "concrete" stone in soil layers (all shapes). It can be cut to produce concrete blocks
[w] Add sealed cement containers to scaving
[w] Create reaction to produce concrete blocks- probably 10x input items (1 bag sand, 1 bucket water, 1 cement container = 30 concrete blocks)
[w] Add small "mixer" building to make a large amount of concrete blocks from a single cement container and a bag or two of sand, plus water.
[.] Add reaction to make cement from some kind of natural material, possibly ash. Needs sand added. Reaction in kiln
General Changes:
[w] Decreasing material values, to decrease the apparent value of a new base substantially, and decrease the buying power of things like masterful lawnmower blades.
[w] A few more foods
[!] Replaced and modified book titles- the secrets of technology apparently still used secret_death stuff.
Creature Changes:
[ ] More wild critters that aren't substantially mutated, and which only appear in neutral areas.
[ ] Deer
[ ] Wolves
[ ] Foxes
[ ] Some large fish
[ ] Elephants
[ ] Several other basic creatures re-integrated from DF with the leather changes.
A few different, mutant wild critters:
[ ] Elecorns - Elephants with one tusk. And murderous rage.
[.] Reverse Mermaid - Mutant mermaids, half fish, half woman. No, other way.
[ ] Mind Worms - A mass of semi-parasitic psionics worms. Beware their terrifying mist! May have to find a different way of working the psionics.
[ ] Beak Dogs - A DF classic
[ ] Woad Toads - Do not lick! Does not produce meat, because that would be a bad thing to find in a stockpile, but does spit rage-inducing saliva.
[ ] Brainiators - A big brain with tentacles
[ ] Mini-Brains - A horde of associated brainlets with micro-tentacles
[ ] Saber-toothed Cats - Re-evoluted? Mutant house cats? Genetic engineering gone awry? We report, you decide!
[ ] Plutons - A former human which has integrated a plutonium rod deep into their body core. They breath radioactive dust, but are useful sources of fuel. No, don't ask.
[ ] Martians - Little green men in spaceships and shiny spacesuits, who place no value on life. Wait, that's Kerbal Space Program. Oh well.
[ ] Maximus Prime - A giant robot. Now with G5 connectivity! MB
[ ] Black Sludges - From the depths of the caves, this creepy ooze likes to eat feet.
[ ] Green Slime - What can it be? What is the reason? Will you believe it when you're dead? GREEEEEN SLIMEEEEEEE! SMB
[w] Mega-Buck - A huge deer. Like, bigger than Maximus up there. SMB
[ ] Atlanteans - Intelligent underground civ. Uses weapons and live in the caves.
[ ] Creepers - Strange mutated creatures that, to put it bluntly, explode.
[w] Arboreal Land Octopuses - Land-bound, air-breathing Octopus.
[ ] Roombas - Tame "pet" type robots. No real ability to attack, though they vacuum up any loose grass pretty well.
[ ] GNK Droids - A robot with a heart of plutonium. And a leaky reactor vessel. They don't inherently attack, but they are very dangerous. Wanders the land.
[ ] Predator Drones - A flying robot with chaingun attacks. Not tame.
[ ] Replicators - self-duplicating robots with a mild dislike for humans. Tameable, and useful for butchery at that, but they reproduce fast and can go berzerk easily.
[ ] Chamo Camel - Disappearing camel, basically.
[ ] Chemo Camel - Beware its deadly smoke!
[ ] Dire Wolves - Huge ice-bound wolves.
[ ] Mammoths - Nuclear winter does odd things to elephants.
[ ] Carp - Amphibious, vicious, and furious. They hate all life and do not fear anything.
[ ] Geobeasts - Scaled humanoid mutant with the ability to throw semi-molten lava chunks.
[w] Magma Jellyfish - Swims in magma without a care in the world. Passive, but delicious.
[ ] Crypto-worm - Swimming magma worm. Very large, aggressive, and capable of beaching itself. It can emit a dust cloud of sparks SMB
[ ] MAG-X02s - A specialized magma-mining robot programmed to generate energy from geothermal heat and deal with claim-jumpers by incinerating them. Blocky, heavy metal machine larger than a man.
[ ] UNOBTANIOSPHERE - A spherical robot with 16 vision ports, 8 external hull sections, and unending malice for mankind. It is coated in Unobtanium, and its origin is unknown. The sphere attacks by rolling over people. Unlike other robots, when killed, (if such a thing is even possible) it drops an unobtanium statue, suitable for melting or mounting in the main hall, or just outside somewhere to show how amazingly tough your fortress is. MB
Plant Changes:
[w] Longer growing seasons:
Most plants take all spring and summer to grow, or even spring through fall. Dandelions work well as a fallback food that grows fast. Underground plants grow over very long times indeed.
[w] Added Durians, which brew to produce The Worst Fluid In The World
[w] Added Carrots, which grow underground and produce Veggie Juice
[.] Added Potatoes, which grow underground and produce vodka
[ ] Added Synapples, which grow on the surface and produce Fruit Juice
[ ] Added Xenofungus, which grows on the surface and can be processed into fungal extract, a psychoactive beverage of some kind, or else treated with lye in large batches to produce an edible mulch.
[ ] Added Activated Priprite, a crystal which "grows" on the surface and can't be eaten, but can be processed into a low-level metal ore. Only grows in extremely cold, "savage" environments.
[ ] Add reaction to process this into lump of Priprite Ore, and make ore with useful potential products. Include potential production of "seed crystal"; should produce none 10% of time, 2 seeds 20% of the time, 1 seed 70% of the time.
[ ] Add reaction to entity
[ ] Added Venus Flytraps, which grow on the surface. Instead of edible leaves, each plant has "mouths".
[ ] Added Pitcher Plants, which grow on the surface. Extract Pitcher Fluid.
[ ] Added Trapdoor Mushrooms, which have a deadly spore extract.
[ ] Added switchgrass, surface plants which can be refined into a fuel.
Mineral Changes:
[ ] Igneous rock might have Pitchblende in clusters. Mining it may produce a cloud of fallout dust.
[ ] Use any furnace to extract uranium ore from Pitchblende, with a chance of failure.
[ ] Use a chemistry lab to produce yellow cake from uranium ore, with a small chance of producing a cloud of fallout dust.
[ ] Use an arc refinery to produce an unenriched rod from three yellow cake units.
[ ] Use an existing nuclear reactor to enrich the rod to a full-fledged Nuclear Fuel Rod
Congratulations! You've made a mockery of nuclear science and fuel cycles!
[ ] Explosive seams- Even geology isn't safe in the post-apocalypse! Some seams of material will explode into dangerous clouds when dug! It's normally safe to go around, but mining in an unfamiliar area can be dangerous.
[ ] All mineral yields are decreased slightly, but world gen should have a somewhat higher mineral density. You get the same amount of metal, but it takes more mining and refining to get it; also, there's substantial underground features like wires and such.
[ ] Fewer minerals are aquifers.
Major changes include the new importance of energy cycles in the vault, cheap but low-powered laser weapons, heavily rebalanced scrap returns, much less productive plants. I wanted to add a lot of creatures, but I'm really behind on the new creature raws- the ones that are completed are from the Abomination thread. Also wanted to add some more special plants- who doesn't want to drink some tasty pitcher fluid?
Still needs heavy testing and fine-tuning, and I'd want to pack up the changes neatly before I send them off. Interested?