firons2: I cant do the random plants script... the creature version is from a different author and a .exe. The plant script is python and "This file requires Python 2.7 to be installed on your computer."...
Silentdeth: Harder farming does indeed only take either longer or take more space, but not more work. plant 4x10 plump helmets, harverst 4x10 plump helmets and have 40 plump helmet stacks in a year is exactly the same work as plant 40 plump helmets, harvest 40 plump helmests and have 40 plump helmet stacks in a year. Its just that the first one uses the same, 10tile farmplot 4 times, while the second one uses a 40tile farmplot once. The amount of planting and harvesting jobs stays the same.
Sabbykat: If you want to go through the list of pets, go ahead
I have just been working on a new system for animal parts... furred, whoolly, furred and whoolly, feathered... and I too think that removing the normal surface animals would be good for dwarves. But speaking of the slaughterhouse: Still have to finish all the megabeast rewards. ^^
I noticed how many unused animal materials exist while working on the kobolds, so I thought it would be a good time to make them more useful. Animals with a lot of wool, like sheep or llamas, now are sheared for "fleece". "Comb a fleece" gives three times more thread then the usual shearing. When butchered, these animals also give this fleece. This should make farming animals for cloth and thread more economic.
All bigger animals leave a heart, a stomach and intestines again. Hearts can be sacrificed at the altar/temple for a small random reward, stomachs can be dried and used as waterskins and intestines can be dried and used as rope. All three can also just be cooked and eaten, just like before.
Whooly or furry animals produce pelts instead of skin, which tan into furs instead of leather. Fur can be used like leather to make clothing, or it can be further shorn to one unit of leather and one unit of wool. In future I want to make glaciers harder and add negative rains/clouds to glaciers, and only fur is warm enough to protect your dwarves from the cold weather on the surface.
Horn and Hoof can now be boiled to produce glue. Glue is used to bind books, and to make plywood from sawdust. Each reaction that cuts or refines wood leaves a pile of sawdust now, and 3 units of sawdust and 1 unit of glue make a plywood log.
Birds now give one unit of feathers upon being butchered. "Clean feathers" produces one bag of feathers. Feather are used to make a very expensive down-matressed bed at the craftsdwarf, and to make batches of three quills. Quills are now needed to write books in the libraries. I am unsure about feather clothing, because feather shirts/pants/gloves just sound odd and not dwarven at all. Down clothing as well, it seems too high-tech for DF. Feather-clothing might be a thing for the more primitive, tribal kobolds.
I know that some people will say: "Oh noes, now I need birds (feather => quill) and lifestock (horn/hoof => glue) for my library, that makes it too hard..." so I added a few more options. Bloated tubers can be pressed in the screwpress, they give bloated tuber glue. Spore trees, which grow in the first cavern, can be used in the timberyard to make glue from spore tree resign. All allies will also trade three new crates: Crate of feathers, which unpacks to 10 feathers, crate of library supplies, which unpacks into papyrus, paper, vellum, 3 quills, 3 ink-pots and 3 pots of glue. The unpacking requires 3 empty pots for the ink. And a crate of books, which spawn a random selection of 5-10 books, and maybe 1-2 masterpiece books.
Most of these reactions are added to the tanner, craftsdwarf or the kitchen, but I might create a new workshop, the furrier, to specifically produce fur clothing. Kobolds currently have a clay-kiln that makes furniture and items from clay, and a leather upholstery that makes furniture from leather. I am unsure if I should port these into dwarf mode. While realistic, it does not feel very dwarven. I will make a poll about it, but feel free to post your opinion.
I have finished and tested the entire system, couldnt find any bugs, but I only added the creature variations to a few domestic animals for testing. I still have a lot of work to do to add feathers to all birds, and split creatures into leather/fur and wool/fleece categories. The heart, stomach and intestines work for all. I hope people like this change.
More evil races probably have more uses for hearts, so playable goblin and drow mods can use this. The reagent is MEAT:NONE:NONE:NONE with REACTION_CLASS:IS_HEART.
Here is an example of what you can do with all the animal parts now: Butcher a wholly mountain goat ram.
Get: 2 horns, 4 hoofs, 18 meat, 9 skin (furry version), 12 bones, 12 fleece (better wool), 1 fresh heart, 2 tough intestines, 1 stomach.
HORN/HOOF
Boil glue from horn/hoof => Pot of glue.
Stud leather with horn/hoof => Studded leather.
MEAT
Cook and eat.
(FURRY) SKIN
Clean and tan fur => Fur.
(Otherwise just tan skin into leather)
FUR
Shear fur for hair and leather => wool thread and leather
BONES
Make bone items => ammo, weapons, armor, whatever.
Decorate with bone => Higher value items.
Make bonemeal from bone => flux.
Stud leather with bone => Studded leather.
FLEECE
Comb a fleecer => 3 fleece thread, for suturing, cloth and clothing.
(otherwise just spin wool into one wool thread)
FRESH HEART
Sacrifice a heart to Armok => Reward from the blood god.
Or cook and eat, just like before.
TOUGH INTESTINES
Dry gut into rope => Gut rope.
Or cook and eat, just like before.
STOMACH
Dry stomach into waterskin => Stomach waterskin.
Or cook and eat, just like before.