> Add a low yield reaction to burn it to ashes to salvage yard, based on the reaction to burn posters:
That's what I meant when I said that it was based on posters.
> My advice: don't be. Take a step back and focus on what's important right now: porting stuff to v0.40.
The raws work for 0.40. Unless what you mean is actually taking advantage of .40 (Discipline, added Personality traits etc)
> in my opinion it could even do without a few things it has (bakery, expeditions, hydroponics farm)
Personally I think the bakery can stay, it's just a little standalone side industry that does not affect things much and allows those who wish to produce higher value food for their citizens.
The expedition is due for a revamp in the Everfree arc. Once we get there, I'll see whether it is so hopeless it has to be removed.
Hydroponics is a little difficult to have a decision on. On one hand, it can be easily be improved by adding other crops (cave wheat, sweet pods) and having a high chance of getting all 5 plants you would normally get from farming normally in addition to a smaller chance of getting additional plants. However, no amount of output is going to beat traditional farming since it is literally possible to have an entire level of farms.
> You have crashes, balance issues, dfhack issues, tree and salvage issues and other things to worry about.
You're right about that. So far, I have not found crashes to be frequent when doing a few test world-gens/embarks. Then again, I have not played a full test-fort, so I may not know. The last time I checked, itemSyndrome was still for .34, so we need to wait for that.
As for tree and salvage issues, I am personally in favour of letting ourselves get spoilt by the sheer amount
(joke). Seriously though, I think a 1/4 reduction in drop rates from processing salvage should be enough. Normal trees are fine since they allow coal-less forts to have a metal industry.
> For example your combat drugs are more powerful than pipbucks.
I was worried about that. Do the after-effects not balance out their advantage?
> I have another idea for an implant: some sort of built-in armour that permalently adds CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:3 or something // The 3 should be between 2 and 5, I think.
Nice idea, noted down. Thanks.
> Why? They're made of bread, which makes them worse than wooden training weapons.
"Introducing the new baguette sword! The training weapon for wood-starved Stables!" (joke)
> Paperwork would serve the same effect, but it just wouldn't be the same.
I am curious, how?
> I think implementing that would be a nice goal for the future.
Oopsies forgot about the Phoebus version. Going to update it when I reach home. Meanwhile, is there any feedback/suggestions?
Looking at combat reports, it seems that the turret's new found power has got to do with the new pulping mechanics.
UPDATE: Updated Phoebus version
here.
I would not suggest downloading the current versions. There are a couple of useless reactions in there as a result of the crop revamp. Also, I am gonna compress the number of workshops a bit. Do you think moving the sole reaction in the Butter Churn to the Farmer's Workshop is a good idea?
Before you start commenting on not posting uncompleted versions, I only realised this mistake after I had posted the file.
I just read about ITEM_REACTION_PRODUCT:BEST_OPTION from DFWiki. I am going to look through existing reactions tomorrow to see whether any reactions can be made better by the addition of this, but meanwhile if you have an idea, feel free to suggest it.