I might introduce a woodcutter's workshops which uses only smoothed wooden planks for items, just like the stonecutter's workshop only uses blocks.
1st GALENA - Late Summer of the 26. Year of Armok.
ENEMY AT THE GATES!!!Luckily, not really at our gates. Its more a figure of speech, if you catch my drift. But we have undeads, that will make our lives a lot more interesting. We quickly queued up pig-iron and steel bars in the smelter, which now boasts flux in form of bonemeal and slag-disposal in form of two slag pits above it.
Now, the slag pit is very simple... but I prepared three quite distinct, unique buildings for you. I actually build them last month, sneaky me, but I wanted to wait till all of them are finished, and till I got your full attention, because this next step, its really important. Like
really. Before I start explaining them, I quicksave the game. (Yep, dfhack allows quicksave. Just type quicksave into the console, there you go. Or press Ctrl+Q.
Researchers Study:
- Most mod-workshops need to be researched first.
- You collect 3-6 items to start a research. It will take 3-6 ingame days to research, and you will get an announcement if you are done.
- You can now build a new building, the announcement will tell you which one.
- You have a chance to fail, the higher the tech you want, the longer/more often you might have to run the reaction.
Architects Study:
- All furnace type buildings need a blueprint.
- Blueprints cost 1 paper/vellum/papyurs/cloth + 1 ink and take 10 days to make.
- Any blueprint fits for any furnace.
- The architect can also copy research discoveries from the Researcher. This means once you finished the "Building X"-research, you can copy here for example 5 times, to build 5 "Building X".
Archeologists Study:
- Your miners can find fossils, relics or treasures. These are identified here. This is done automatically.
- Each type gives a random output, rewards range from mithril weapons to corrupted bloodsteel armor, golden furniture or large gems.
- Your archeologist can also uncover cursed items, which is rare. But bad, very bad. The Temple of Armok can help in that case.
Now this was short and sweet, no? What these three buildings mean for the gameplay is this: If you want furnaces, you need workshops. You need something to write on, be it leather, paper or papyurs or cloth... and ink. You need some kind of production. And if you want buildings that do more stuff then just the normal ones, you need technology. That costs time and resources, which slows you down quite a bit. You have to decide what to research next, which parts to unlock. And the Archeologist? Its can really boost your military and fort value in the beginning, giving unique stuff for free, if you can find it. Its a sort of lottery, you can find 25,000 urist worth of tradegoods in the first week, or you find a cursed item in the third month that will kill your fort. Have fun playing with it.
Oh, I completely forgot: Because it has been a few months, and dwarves get slow without alcohol, I did brew about 150 drinks with the plants with harvested and gathered. Mostly into pots, using the good old distillery. We dont have a big brewery yet. But what we have is blocks. To help the poor masons I ordered both slagpits to turn the slag and ash into concrete, we can now start some surface constructions with that. And we still only have 2 truly happy dwarves... no one is unhappy, but I think it is time to start the last project of this month, the dining room: