Update -
Let me start off by saying that the machina lua file by IndigoFenix (?, at least that's who I think did it...) is brilliant. I have learned more from that one script than I have anything else I've studied. As a result, I'm re-writing a number of my scripts to be more efficient. I still think my habitation module is going to be a pain in the FPS, but we'll see in the alpha.
I have a severe problem with feature creep. When creating reactions the other day, I had an idea, and stopped doing everything else, just so I could spitball and proof of concept the code. I need to stop doing that and just focus on getting this out the door, and then refining from there. In unrelated news, the tiles in workshops will hopefully change depending on what is attached to them...
I've created some new materials. I had a hard decision to make here, and I'm still not sure I chose the right one. I kinda want every metal to have a "boosted" version. That said, I'm going almost fully towards being as straightforward and uncomplicated as possible. That is to say, I want to extend the functionality of DF, but not add any more reasonable complexity. I want it to be intuitive what does what, and I don't want anyone to have to study material charts to divine a best course of action. What I've come up with is a series of materials.
Basically, you drop metal bars into a coral bed. This starts a reaction that initially does nothing. After about a season, maybe less, another reaction is queued at the coral bed, and out comes a bar with encrusted coral on it. This can then be worked in the steel forge for a metal+ item. So a sword that is encrusted before it is worked will have a bleed syndrome attached to the blade, and armor forged with the encrusted bars will have a spray attack that damages enemies attacking the user. I was planning on initially only giving the same metal back as dropped in, but then I started to think more about tiers.
So copper, bronze, brass bars will all come out as an iron grade type.
I can't decide what to do with Iron, but I was thinking that was kinda in between tiers...
Steel, mithril, wolfram and orichalcum (they will be trading with orcs... maybe...) will come out as that tier+ grade metals.
- Steel will be an all-around metal but good for most things
- mithril will come out as a good light and edged metal for blades and armor
- wolfram will be the heavier mace and strong fighter armor (more protection than mithril)
- orichalcum will be great for arrows (not expecting much more use out of this, it will be difficult to obtain [you can't smelt it yourself, so you have to trade for it]).
That's still several more materials than I really wanted to make, so my question to people is - is it worth it?
Should I instead just allow for the encrusting of coral onto a finished metal item and giving it the syndrome? Is that enough? Seems to be much more simple, which is what I want, but is it "different" enough?
One of the biggest things I need done before alpha is sorting out my diff patch to enable water building. If anyone has experience creating dif files from IDA, I'd really love some help. Details in spoiler -
Two things need to be changed - F7 C1 00 00 20 00 75 1C F6 C1
A9 00 00 20 00 75 19 A8 01
Changed to:
F7 C1 00 00 20 00 74 1C F6 C1
A9 00 00 20 00 74 19 A8 01
Basically just escaping the loop for checking water height, and instead of returning if not zero, return if zero. I have tested, and this has no ill effects that I have seen, other than voiding all the water in any tile of a building when its built, which can be a problem with water flowing over the building as soon as its built.
Still, I created this in IDA:
Dwarf Fortress.exe
00E4454E: 75 74
00E73033: 75 74
which was the offset that IDA gave those two AoBs, but the patcher won't accept that dif file, so I don't know what I did wrong.
Last, I've done some more thinking on the workshops and designs. I've created two "pipe" tiles for the addons, and I plan on adding those to a larger override file for TwbT, once I get further along. I've also decided to implement a more robust upgrade plan, and have an idea to have very few initial buildings, and do most of the diversity through upgrades. So you'll build a temple, and upgrade it to the various specialized ones. Similar for forges and what I'm calling quality of life buildings. I haven't decided on a good name for the base, but that will upgrade to the kelp pond, the grotto, and maybe another building for replacing exterior jobs.
To answer dukea42, this is definitely an underground race. I think it would be very challenging to do an aboveground fort. I plan on using DFhack to its fullest extent to make aboveground living difficult. But that is an "extra", not something that I'll be doing for the alpha.