Looks like Machete is slightly better, but hacksaw isn't bad either and it may be a good idea to use hacksaws to train axe because I can find depleted chainsaws and recharge them later and chainswords have to be assembled.
I think hacksaw is in honour of either cupcakes or slaves cutting scrap to pieces in Fallout Equestria. Adding a "Fire Axe" while keeping and nerfing hacksaws would reduce some silliness from ponies fighting with hacksaws. Although to be fair, both Fallout3:The Pit and Fallout Equestria used a variant of circular saw power tool rather than manual saws.
I still say, low quality salvage reaction should have concrete blocks for building. You might want lower drop rates to make concrete production more viable, though.
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
While you're at it, I'd increase concrete block production to at least 25 blocks per reaction. Otherwise it is only worth it because everything made of concrete is gray.
reaction_foundry_stone.txt: [PRODUCT:100:25:BLOCKS:NONE:INORGANIC:CONCRETE]
The low quality salvage explosion must go. It is not enough that the drop rates have been reduced, it actually requires more work now to process all that salvage and a salvage yard is easily choked, while map is still covered in salvage. To keep up, I'd need several salvage yards and like 10-20 ponies just for cutting salvage, hauling and sorting it.. which may not even be that unrealistic. Ugh, lets see:
[TRUNK_PERIOD:1000] lower is faster and these shouldn't grow much. DF has this in 7-40. FoE has 1, so these would grow fast
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:0]
[MAX_TRUNK_HEIGHT:1] height 1 translates to height 3.
[HEAVY_BRANCH_RADIUS:1] or 0? With no branches we get blocky buildings. With branches from trunk, they would be "jagged".
[BRANCH_RADIUS:1]
[TRUNK_BRANCHING:0] Or 1
[MAX_TRUNK_DIAMETER:1] More for buildings would make too much salvage. 1 for buildings would produce "forest of spires".
[TRUNK_WIDTH_PERIOD:20000] these shouldn't really get thicker.
ROOT_DENSITY:5 Underground trees have no roots, but should salvage have roots? Probably not.
ROOT_RADIUS:3
Meh, you seem to have this stuff mostly covered. [MAX_TRUNK_HEIGHT:1] [MAX_TRUNK_DIAMETER:1] would produce "spires", but may be necessary, because the amount of low quality salvage
has to go down. Your trunk periods seem to low. These things shouldn't really grow or at least not fast. On the other hoof, after we cut down everything including the caverns and it effectively stops growing, we stop getting new salvage, except from caravans.
> Another question, would you prefer a pocket world-gen be available for those with slower computers?
Sure, if you can make a "less tall" embark with one cavern layer and a small world with 80 years of history, that would be good.
> > Power-requiring workshop schematic
> Power isn't moddable without DFHack.
Well, if it is moddabe with dfhack, then possibilities should be explored. Now may not be the time for it, though.
> Also, do note I haven't touched item-trigger so far, so things like PipBucks, autoinjectors and battle saddles won't work.
Now I'm more confused. Why would you ask us to test them if they don't work? To give you error message from dfhack? In any case, my ponies somehow didn't equip pipbucks made with dfhack, I have no idea why they were made part of their unoforms and weren't forbidden or anything.
> Also, would you prefer the drink opening reactions of the Bar to be moved to the Still?
Yeah and remove the bar completely if it has no reactions left. As climatic as a bar may be, it was only there as a crutch.
Come to think of it, the reaction to turn 10 bone pellets into bonemeal should use 2 bones instead. IIRC reactions respect bone stack sizes now, so I'd rather remove the middle step than make bone pellets to compensate for not having flux.
> Artificial Gems.
I'm thinking something along the lines of:
In inorganic_stone_gem.txt:
[INORGANIC:RESTORATION_LOW]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:low-grade restoration gem(R1):low-grade restoration gems(R1):OVERWRITE_SOLID]
No environment, so it doesn't show up.
[REACTION_CLASS:RESTORATION_LOW]
[SOLID_DENSITY:2650] Common to quartz gems
[STATE_COLOR:ALL_SOLID:CREAM]
Then at reaction_arcane_gemcraft.txt:
[REACTION:MED_TO_LOW_RESTORATION]
[NAME:downgrade R2 gem to R1]
[BUILDING:ARCANE_GEMCRAFT_STATION:NONE]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][REACTION_CLASS:RESTORATION_MID]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:RESTORATION_LOW]
The reactions added to Stable entity. This repeated for downgrading high to mid and mid to low for all schools of magic. I may get around to writing the rest of this later.