I know it's Thursday, but I'm pretty much done with the update, so why not have it a day early?
::: Current version: V.1.02 - Updated 19th May 2016 - For DF.42.06 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
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::: It allows me to do regular updates and add more content more quickly. :::
::: Read up on future goals, vote on polls and make suggestions. :::
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New Update - V-1.02 !
Notes: The leading item on the poll last week was "workshops/furnaces". So here you go, a nice round number, 10 new buildings for your intrepid dwarves.
1.GemforgeCreates any weapon, armor or trapcomp that the dwarves have access to, using between 3-8 small cut gems for it. First gem used will determine the material of the product, so a diamond + rock crystal + rock crystal + rock crystal will make a diamond item. Dwarves are also a bit stupid about these items, since vanilla DF does not have gem weapons, so there is no stockpile option for them. Gems can be rather sharp, so they are good for edged weapons.
2.RockforgeSame as above, just with normal rocks. Good for blunt weapons, horrible for edged weapons. And very heavy, so not that great for armor. This is more a flavor building than anything else, although mass-production of rock trapcomponents will make your fort safe in no time.
3.GlassforgeSame as above, with 3 sub-menus for clear glass, green glass and crystal glass. Sharp and not as heavy as rock, these are actually decent materials for items. Especially trapcomps and edged weapons. Uses rough glass as reagents.
4.BoneforgeSame as above, uses entire stacks of bones. If you have 20 bones in a stack and want to make a sword that only needs 5, it will create 4 swords in one go. Bone is a rather bad material, light but not sharp at all. Again, mostly for flavour.
5.Great ArchiveThe great archive is a building for community forts. It opens legends mode for you, so you can look up information on historical figures, artefacts, civs... if a dragon or titan comes by, the more curious of you can quickly read up on their backgrounds a bit. Makes storytelling much easier.
6.ThatcheryAnother basic workshop, this one plant-based. Create wicker out of plants to either make furniture, tools or blocks. Wicker is very light, so wicker bins or wheelbarrows don't slow your workers down much. It's also great for flavour, building thatched roof huts.
7.Embroidery StudioThis workshop does three things: Make quilted cloth, close to copper in material stats; and padded cloth, close to iron in material stats. These can be used in the clothier to make clothing for your civilians that protects them a bit better. It still wears out though.
You can also make cloth furniture, using quilted/padded cloth and a block. This is mostly done for color-coding items or roleplaying. Padded beds sound much better than rock beds.
Lastly, you can embroider said cloth-based furniture. You can select from many different decoration types, which also increases the value of the item. An embroidered, dyed, padded bed is perfect for your nobles!
8.Dyers StudioUse 8 dyes to make colored cloth. You can select between normal cloth, quilted cloth or padded cloth. Please mind that this is not the vanilla dyeing reaction, but instead replaces the material itself. A "pig tail cloth" will turn into a "red cloth" or "blue cloth", not a "red pig tail cloth". This new dyer studio has mostly been added to color-code your clothing, furniture or carpets.
9.Carpet(s)By far the smallest and yet biggest addition. Carpets are purely decorative; you build a 3x3 workshop made of 1 piece of cloth. It takes on the color of the cloth and can be aligned into one of 20 pieces. See the screenshot below. These pieces can be put next to each other as you please, to make a multitude of designs. You have 280 options, 20 pieces X 14 colors. This took 6h for me to add, so I hope people will actually use them. If you do, please send me screenshots.
10.Poison VatA tiny 2x1 workshop that only requires a bucket to be build, the poison vat covers weapons, ammos or trapcomps with poisons. Very simple to use, you can either select "any ammo/weapon/trapcomp" or pick a specific item. The poison itself is milked from animals in your farm workshop, just like milk. All you need is the fitting animal; spiders, scorpions and snakes are a good bet. Every creature that has some form of venom can be milked. Try catching those in the caverns or buying from elves.
Screenshots:I also added 5 new TWBT fonts, which you can see here:
Apart from this I added some arctic creatures, lots of pref-strings, engravings, speech, etc... everything ornamental, decorative. I standardized grass to make the surface look less noisy; and added some reactions to kitchen, quern and millstone; fixed the Armory and Weaponry and added Armok Vision, a 3D visualizer.
I also updated The-Earth-Strikes-Back! with the newest version, which should fix the crashes some people have been reporting. I did turn the mod off by default just for safety; if you do play with TESB, please report any issues you have. (or dont have)
Here the full changelog: Features & Balancing V1.02:- Added 75.000 procedually generated descriptors for engravings. 56 different shapes with tons of descriptions, making for random yet entertaining engravings.
- Fixed Armory/Weaponry. You can now improve any undecorated weapon or armor exactly once, raising their quality level!
- Fixed resetting GUI setting for The Earth strikes back.
- Added 1000 new prefstrings for creatures.
- Added 220 new speech lines for Adv-Mode.
- Added 300 new engraving decriptors.
- Standardized Grass. Only grass, evil/good grass and bamboo left.
- Added 15 new food types for prepared meals.
- Added Arctic Additions Mod by Malecus. Adds 20 arctic creatures, 2 megabeast, 1 entity and 4 plants to glaciers
- Added Armok Vision.
- Added link to Armok Vision and SoundSense to the utilities tab in the GUI.
- Added carpets. 280 variants of carpets.
- Added the Great Archive, a building that opens legends mode for you, while you play fort mode. Just press 'Esc' after using it to go back into fort mode.
- Added Gemforge. Weapons, Armors, Shields and Trapcomps from gems.
- Added Glassforge. Weapons, Armors, Shields and Trapcomps from glasses.
- Added Boneforge. Weapons, Armors, Shields and Trapcomps from bones.
- Added Rockforge. Weapons, Armors, Shields and Trapcomps from rocks.
- Added 6 new mushrooms and gave plump-helmets and dimple-cup fitting dye. This means 8 dyes for the 8 colors in DF.
- Added reaction to kitchen to make cheese from these 8 mushrooms.
- Added reactions to quern to mill individual plants.
- Added Embroidery Studio. Makes quilted and padded cloth; Makes quilted/padded cloth furniture; Embroiders quilted/padded furniture.
- Added Dyers Studio. Colors cloth, quilted and padded cloth. Good for picking specific colors for furniture, clothing and carpets.
- Added Thatchery. Makes wicker from plants; makes blocks and furniture from wicker.
- Reset Nightmare milk to local_creature_mat. (Its not standardized because you need it for a reaction)
- Added poison vat, add venoms/poisons to any ammo, weapon or trap-comp. Get venom from milking animals.
- Note: Millstones behave differently from vanilla. Querns mill soft materials (plants), while millstones mill hard materials (stone). You can grind boulders into sand, or grind rock items into dust to get rid of them.
Community feedback:
It is very important to me that people report their experience, issues and make suggestions. VOTING! on polls is something I'd please ask you to do.
This weeks poll:
Next poll is about dwarves and their content.
Patreon: 3 more people joined, bringing the total to 15.
$53 in the pot. Downloads were just over 800 this week, down from the 1100 last version. (probably because I'm a day early.)
Plan for next week is adding an additional race, there has been a lot of work in my dev-version on orcs. They were the leading item on the poll, but now the humans have overtaken them. ^^
Cheers,
Meph