v1.6 for DF 34.11
Insane crafter loss prevention measures initiated.
Added "uncut large gem" reaction to craftsaurian shop
Too many moods require uncut gems and they are almost imposible to trade for. Large gems are a little more common.
Added "press boulder from blocks" reaction to craftsaurian shop
Stone boulders are as rare as hens teeth and of course every mood needs them
Fixed the water steel reaction.
Why did I have it using a copper bar? Don't ask.
Lowered water steel fuel cost to 1 (plus one for the [FUEL] tag)
Having to pay two for one in iron is cost enough without draining your charcoal stocks as well.
Merged the tree farming plants from Better Dorfs
Better tree farming has arrived! This adds a farmable version of EVERY vanilla DF tree.
Added NO_STONE_STOCKPILE to the bonefire materials
You really don't want someone hauling burning boulders off to a stone stockpile.
v1.5 for DF 34.11
The metal strikes back!
Doubled the value of ALL metals
Any saurian who somehow gets candy will be VERY happy
Removed Tempered glass
Added world gen reactions for copper and iron
If I have to use metal anyway it may as well be real metal.
Added permitted clothing entrys for metal armors
Now you can make metal armor again. Wire weed reinforced armor is still the lightest stuff you can get.
Added Water steel
Slightly better than normal steel (produces blades that are twice as sharp).
Added reaction for creating water steel bars to smelter
2 iron 5 charcoal 1 bone (flux) makes 1 water steel bar.
Disabled the shaman spell Inspire
This spell was a source of many annoying combat logs.
Disabled the shaman spell Heal
This spell was used on everyone and anyone, will re-enable if I can find a way to restrict it to injured.
Add native skill and learning boost for medical skills to shamans
This is to help make up for the loss of the Heal spell.
Several other small changes
v1.4 for DF 34.11
The great plant re-write.
Wicker reactions partly redone
There may be a few more things to make.
Removed whip vine and blade weed as bundleable plants
Added swamp grass, a bundleable plant with edible seeds
Sawmp grass will only grow near water, like rivers, lakes and swamps.
Added willow, a small, farmable tree
Removed Bamboo
Willow takes the place of bamboo. Slower growing, but more or less the same.
Stick reed's biome changed from NOT_FREEZING to ANY_WETLAND, ANY_RIVER, and ANY_LAKE
Reeds like water, so if you want lots of glue you better settle in a swamp.
Added "craft makeshift axe" reaction to craftsaurian workshop.
Making a makeshift axe requires wood and raw green glass (for the edge).
Added bonfire building
This allows you to set fires, hold that goblin roast you always wanted.
v1.3 for DF 34.11
Saurian evolution in action.
Adventure mode reactions removed
If you want adventure mode crafting either use advfort or get a dedicated crafting mod.
Lowered density for wire weed reinforced leather to 600
This should be a little more realistic.
Added Brick Kiln
Now you can have bricks in a color other than brown without having to spend huge amounts of time/resources glazing them. Great for large above-ground forts.
Removed saurians natural ambusher and observer skill
Everyone showed up with a quiver and after a while it got really annoying.
Added some more castes
See the section on castes for details.
A few other little changes
v1.2 for DF 34.11
The military update.
Shallow copper removed
I never wanted saurians to be able to work metal and now I have a replacement (sort-of)
Tempered glass added
Glass expertly tempered into a perfect weapon material.
For armor use wire weed reinforced leather.
Tempered glass is mostly the same as iron (lower density)
Added batch kiln
The batch kiln can make 5 times as many items as the kiln.
There is no collect clay order or glazing, you still need a normal kiln for them.
Added some more items to make from clay
I forgot to make a list of exactly what, sorry.
Added "make bone blocks" reaction to craftsaurian workshop
This should allow you to get a fire-safe building material on itemless embarks.
Also great for intimidating skull statues over your entrance
Changed permitted clothing items.
With shallow copper gone the only armor you can make is leather, permitted clothing reflects that.
Fixed a major bug in the saurian entity positions
You could lose the ability to have any nobles, ouch!
A side affect of this is that the chief saurian is now elected instead of appointed.
Added bodyguards for caravans and diplomats
They should be a little harder for goblins to kill now.
Saurians should now siege their enemies
Because, why not?
v1.1 for DF 34.11
The big bug squash.
Wire weed armor removed, wire weed can now be used to reinforce leather instead.
I just never liked the old way, this one is better.
Laminating job skill changed to strand extractor from alchemy because alchemy would not gain xp.
If I figure out a fix, this will change back.
Added "Make wooden shovel" reaction to craftsaurian workshop.
This should make itemless embarks a little easier.
No training axes. Not now, not ever. If you must, add your own.
Added reactions to process "natural" wood at sawmill.
Scrapping your hard-earned laminated wood hurts, and setting up lots of special stockpiles is a pain for something this simple.
Added advanced glazing.
Saurians need more color!
Removed the scrap product from the "cut wood into planks" reactions
After a while you got SO-MUCH-SCRAP that you were swimming in charcoal and ash.
If you want scrap (and you will) just use the dedicated scrap reactions.
Added a few more permitted clothing items.
It should now be easier to get full armor coverage.
Added some adventure mode reactions.
A saurians got to get his armor somewhere right?
Note that for simplicity all adventure mode reactions use the knapping skill.
Removed [DRY] from Stick Reed
This should make it grow only near water.
Lots of other little (non player visible) changes.
v1.0 for DF 34.11
Version the first.
Initial release