Dev Log - Day 2
Today I laid the basics and foundation. I added weapons, armors, clothing, tools and instruments, ammo and trapparts to the entity file. Did a few test runs. More modding on entity file, creature file, reactions, inorganics, buildings, the entire thing.
A lot of time was spent on forum support, fixing a bug in MDF, getting two fixes scripts sent to me (spawnunit and itemsyndrome both had minor issues), and being excited about the progress that is being made on a script for powered workshops.
I ported a few workshop directly from the dwarves, the most basic of reactions. Kiln. Clay Oven. Kitchen, Smelter, Tanner, Still, Soapmaker, Quern, Millstone, Craftsman. I added the Crematory, the Slag Pit, the brazier, fireplace and candelabra.
I also rewrote parts, made new designs for, and changed balance of reactions for these new workshops:
Scullions Sink. => Cleans jugs, pots, barrels, buckets. Useful if you do a lot of alchemy/chemistry.
Tailor. => Same idea as before, but makes warlock-specific clothing and armor, like robes, hoods and masks.
Basic Workshops. => Stonecutter, Gemcutter, Woodcrafter and Bonecarver got new designs.
Engineers Quarters => All new. See pic below for info. Makes all thing trap/siege related.
Bonemill => Mills all kinds of bony things to flux. Will be expanded upon for alchemy/chemistry system.
Corrupted Forge => Makes Ironbone and Bloodsteel and Dreadnought, which is a new upgrade. Its a metal that gives 50% damage reduction, it slightly better than steel, heavier, and requires bloodsteel and souls to be made. Expensive, but worth it.
I also wrote the manual entries for all of these.