As I've proven with my many failed forays into modding anything requiring thought, I am not a good modder.
I do however, spring forth ideas like mentioning cocaine brings about Charlie Sheen.
Secrets, advanced craftering and more!
With upcoming trees, there's going to be boatloads of plant mods coming in. Why not get ahead and revamp the entire system?
As the food industry stands now, plant-wise:
Gather plants. ->Eat or brew plants. -> Drink or cook with resulting brew.
Under the new system, only under "food"...
A lot more plants are created, most of them tree plants.
These are used in a variety of pressing, cooking, and brewing reactions to produce viable materials for brewing. Generally, for just one intended plant:
Silverwheat -> Kitchen Reaction produces Silverwheat Stalk, Silverwheat Grain, and silverwheat seeds. -> Silverwheat grain used in cooking or brewing. Silverwheat stalk used in brewing or pressing for oils (similar to rock nuts)
Many plants are very similar, such as the wheat families. Mostly what changes is value but certian wheats have special reactions.
Despite very similar plants and a lot of them, every plant part produced can be used somehow.
New workshop: Agery (Name subject to change
)
Much the same way one can decorate items in a craftsdwarf workshop, one can insert booze, wait, and get more valuable booze. This may or may not be possible in this version, unless through reactions that would
clutter the raws with very redundant entrie be the only way to accomplish the task. Insert dwarven wine, recieve aged dwarven wine, worth somewhat more.
New workshop: Advanced Brewery
Requires specific ingredients but can create very good alcohol. Basically a mixed drinks machine that has maybe 12 drinks so good they get their own special names.
New Workshop: Library
Allows dwarves to write. Need a binding material (leather or cloth), paper (can be made through plant reactions) and ink (plant reactions [or blood?]). Possible to get secrets. More secrets than necromancy.
New workshop: Alchemist
Utilizes some plants, metals, and other materials to make new materials. Requires a form of fuel much like forging. Can improve many of the metals, can create super-plants, etc. The best metal is obtainable by:
plant+plant+(fuel)=material, other plant+other plant+(fuel)=other material, both materials + adamantine = Dwarven Adamantine.
New workshop: Apothecarium
Plant parts can be made into many useful things here, especially ink, specific extracts, and trade goods. Uses the same skill as alchemists.
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New secrets... are still secrets. Because
i didn't get that far I... yeah ok I don't have anything right now.
TL;DR?
The idea is we take a LOT of redundant plants, give them slightly different features, and make some workshops to fully utilize the new system.