This update adds a lot of stuff:
The basic dwarven workshops have been removed. However, automatic production machines have been expanded on with stonecutter/woodcutter, furniture assembler, arc smelter, thunder forge, grinder, sorter, and cart loader.
Stonecutter and woodcutter split raw materials into blocks. Boulders make 16 blocks, logs make 8. Furniture can also be put in these to break them apart, but you will lose half of the material used to make them.
Furniture assembler turns blocks into furniture. Most furniture takes 5 blocks to make, for 3/2 the efficiency of dwarf mode, if you can master the art of the machines.
Arc smelter (you will need a dynamo for this) smelts ore and can also melt metal objects. Organic materials will be turned to ash, rocks will be melted into nearly-useless rock bars.
Thunder forge (also needs a dynamo) can make metal furniture from bars.
Grinder turns items to dust. It is currently useless except to get rid of junk, but later will be used for decorating items.
The sorting machine is a bit complicated, but it basically lets you separate items based on item type and/or material. Selected items will come out a side output, while other items will continue straight.
i = input tile, o = output tile. Bottom output is where the 'separated' items will go.
| | [] | [] | [] | | |
-> | i | [] | [] | [] | o | -> |
| | [] | [] | [] | | |
| | | o | | | |
| | | | | | | |
| | | V | | | |
It also functions as just a 'generic' item transporter that can take in any item and output it unchanged. (Other machines can get damaged if the wrong kind of item is placed in them.)
Manufactured items can have quality levels, but only if the correct type of item is placed in the machine. The quality will be based on the average quality of the mechanisms used in the machine. Damaged mechanisms will sometimes produce damaged items.
Safety around machines is important. Don't forget to designate traffic routes ensuring that your gnomes stay off of the input tiles of machines when they are running (forbid the danger tiles, and set traffic levels to high for all the adjacent tiles). Also, note that the center tile for all factories is also an input tile. Keep pets away from the facility, if possible. You will probably lose the fort to a tantrum spiral the first time you try setting up an automatic factory. Remember, more power leads to faster production, but also increases the likelihood of being caught in a machine. (This is important information, of course, if you plan on weaponizing them...)
The cart loader is exactly what it sounds like. Items placed on the tile (for example, by a production machine, a different minecart, or a garbage dump) will be loaded onto passing minecarts if the cart loader is powered. You may need to stop the cart to allow it a chance to load up, but this can also be automated with pressure plates and rollers.
The Aerial Transport Device can be connected to a machine input (just like the factories) for chaining purposes, that is, a machine can deposit an item directly onto the ATD's input, and then it will be catapulted through the air. The Drilling Rig can be given an output, and if it has one, it can suck items up z-levels. Unlike liquids, the items will be deposited on the z-level of the machine itself.
The druidic system is now much easier to use. Failed attempts at taming animals will give you hints as to why they failed. Failed attempts will also raise the animal taming skill of the user slightly. Also, it should now be possible to tame titans or forgotten beasts with high enough skill and merit (you must be a legendary animal trainer AND have at least 50000 nature merit points to even have a chance of success though).
Also, muskets and pistols are back in - the gun/bullet parts are made in the forge and completed at the artificer's workshop. And once you have dynamos and magnets, you can make railguns and magnetic crossbows. They are both very slow-firing weapons with expensive ammo, but deal serious damage if you can land a hit, so give them to your high-level marksgnomes.