I am going to just ignore the changes I made in the old version and jump straight in to the alpha version.
Here are my initial reactions and responses to what is currently in the reaction_masterwork.txt file. I think it needs a bit of work...
What does everyone else think?
Kiln :
Making perlash and plaster shouldn't be Smelt Skill. Perhaps POTTERY or POTASH MAKER or WOODBURNING?
Making bricks takes Smelt skill? Should this not be masonry or perhaps even pottery?
Boneyard:
The Boneyard is missing several masonry type reactions. (armor stand, weapon rack, etc...) Is this by design?
Furniture Maker:
How do ya'll feel about changing the stone reactions here to require blocks instead of boulders?
Fancy Stone/Wood/Gold/Silver/Bone Bedroom set has two chests instead of two cabintets. What do you think about reversing that?
Should the metal furniture sets be [FORGE_FURNITURE] instead of [METALCRAFT] ?
About beds, seriously, do we really need to require cloth? Wooden beds and metal beds at other workshops dont require cloth...
Brick Oven;
What happened to the Brick Oven? Did it all get moved to the kiln?
What happened to ornamental Bricks?
Crematorium:
Again with the smelting... Burning a vermin corpse requires SMELT ?
How about WOODBURNING ?
Burning Corpses...SMELT. WOODBURNING instead?
Burning old clothes...SMELT.
Really? Burning Wood items...SMELT?
Timberyard:
See my previous posts in this thread about adding [AUTOMATIC] to the cut farmed tree reactions. Just the cutting the trees down from the farm plots reactions. Nothing else needs to be automatic.
Rockforge:
I mentioned this idea to Meph and need to see what the rest of the community thinks. I've been playing with my stacks of bolts and arrows in stacks of 50 instead of stacks of 25. I do this to bypass the frustration of not being able to tell my crossbow dwarves to go grab ammo due to the fact they aretoo dumb to do it themselves. I find this a nice balance to counteract their steadfast refusal at times to refill their quivers. Thoughts?
For example, have the products of the Rocktip Bolts/Arrows produce this:
[PRODUCT:100:50:AMMO:ITEM_AMMO_ARROWS:PLANT_MAT:ROCKTIP:WOOD]
instead of this:
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS:PLANT_MAT:ROCKTIP:WOOD]
I made this change with all of the ammunition that is also created at the Ammo Caster.
I didn't playtest any of the other types of ammos. But this change did not seem to be over-power or unbalanced. The little idiots had ammo when they actually needed it. It was quite refreshing.
Stone weapon reactions seem more fitting to me requiring [MECHANICS] instead of [STONECRAFT]. The mechanics skill is associated with things that are more apt to be moving or deadly. Stonecrafting is for making small trinket things.
Should the Tube Section and Enormous Corkscrew be moved to here from the Stonecutter? It definitely fits the theme of this workshop.
Stonecutter:
This entry is missing from the Index at the top of the reaction_masterwork.txt file.
Bed should be moved to the Furniture Maker. This seems overly obvious. Am I missing something?
If we want to change all of these reactions to be made from blocks (some are blocks, some are boulders), I still have all of the additional reactions we can add to this workshop, mainly things like all the Tool items craftable at the Craftsdwarf Workshop (Nest Boxes, Hives, Large Pots, etc..) along with minecarts and wheelbarrows.
Magma_Safe Grate needs to be added.
Add Magma-Safe Tube Section and Magma-Safe Enormous Corkscrew? Think magma pump stacks...
Ammo Caster and Magma Ammo Caster:
As I mentioned above, potentially changing ammo stack sizes for bolts and arrows to 50 from 25. These reactions already require two bars to make, so this isn't all that far fetched.
Do we only have gold/silver/platinum bolt reactions for hammerhead bolts because they're not sharp? Makes sense.
Add Mithril and Welded Mithril reactions? Potentially, other alloys as well?
GemCutter:
Missing several furniture and tool reactions (armor stands, nest boxes, etc...)
GemForge:
We can add here all of the ENCRUSTGEM reactions for all the different types of furniture and tools. Example: Encrust Table or Encrust Throne, etc...
Trap Engineer:
Change the Boulder Regeants to Blocks?
Gunsmith:
1 Steel Mechanism requried for all guns? Maybe this could be changed to make some sort of new Item_tool_Gun_parts or something? 1 steel bar -> 2 gun parts?
Metallurgist:
Why are these missing? titanium alloys, tungstens alloys, chrome alloy. Do they need to be added?
Crucible:
Which of these are missing? "batch smelting reactions" What happened to the blast furnace?!
Finishing Forge:
Missing Cold Forge Wolfram?
Why is this called a finishing forge if all you do is cold hammer raw boulders of stuff into bars?
Mithril Forge:
Do we really need an entire new forge for three reactions? Is there any reason why these couldn't be at the Crucible?
Great Magma Forge:
Missing ammo reactions? Volcanic Bolts and Arrows and Javelines?
Creature Armory;
We should verify that all animals trainable to war animals have their own reactions possibly?
Are we only including steel/iron clad hauling animals that haul stuff for caravans? If so, we need to include things like Yaks and Camels.
What about invading armies and their mounts? Should they be able to be clad in armor?
Temple and Altars:
These workshops are missing from the Index at the top of reaction_masterwork.txt
Golem Forge:
Add Golems made from the following metals: bronze, iridium, welded mithril?
Fishpond:
Does 20% chance of your fishing pole breaking every time you fish seem too high? Shouldn't this be like 1% or maybe as high as 5%?
Same thing for nets...10% chance of breaking everytime you use it?
Chemistry Laboratory:
Dynamite?! Dynamite Ammo? Haha! Wtf guys!
Archeology:
The conept of this workshop is incredibly cool. Whomever did the work on this...great job!
SlaughterHoust:
[REACTION:CONTAINER_ESSENCE] - this reaction is missing a SKILL. Is that by design?
Also, what the hell do all of these weapon reactions do, exactly? Is this a place where you can train your military skills?
Armory:
Armor Sets are missing gauntlets. In 1.9.2 your dwarves would still wear metal gauntlets and mittens and stuff. Is this not the case anymore? Are gauntlets truly broken now for everything?
Add welded Mithril armor set? Are any other types of metal sets missing?
Leather Manufacturer:
This is out of order in the Index. It needs to be directly below Armory.
Fur/Leather Sets are missing gauntlets. Same question...are all hand armors and what not broken?
Cloth Manufacturer:
This is out of order in the Index. It needs to be directly below Leather manufacturer
Missing Plant based Cloth clothing set.
Suggestion: add additional reactions for larger batch sizes of clothing making, say like 5 sets of clothing: [NAME:Make 5 sets of silk clothing] etc...
Other:
Were crates removed from the game?! Those were cool...
Ornamental Bricks have been removed?!
Blast Furnace has been removed?!
What else has been removed that I've missed?
I also suggest that we take this time to Alphabetize the reactions in their respective workshops to make it much easier to find. In a game full of text lists, alphabetizing should be a top priority. Look at how nice these two workshop lists look like:
(This was before I changed those three entires of "Make a" to just "Make". And, I moved the Cut Large Gems to the first thing in the list.
and
(Look at how beautiful this is!!! Where are the Cabinets? Boom! Right there after Bins, just as they should be!)
So...who is in charge of making these decisions as to what gets in the mod and what doesn't? Is it entirely up to you Meph? Or, is there some other community based system I am unaware of?
Thanks for the read guys. I'm willing to jump in and help in any way I can.
Mech