01.15.2017 - Minor Update 0.1.101.15.2017 - Bug fix: Stacking Reaction - wasn't accepting plant growth. Item token edited.
01.15.2017 - Bug fix: Crossbow prod Reaction - product referred to wrong reagent. Corrected.
01.16.2017 - Minor Update 0.1.201.16.2017 - Quality of Life Issue: Leatherworker Reaction - replaced the generic edge tool requirement with shears.
01.18.2017 - Minor Update 0.1.301.18.2017 - Bug fix: Club entry in item_weapon_advmd.txt. Size changed from 9000 to 800. The before size was based on making a wood club weigh close to a metal mace.
01.18.2017 - Fixed the bug fix: clubs reverted back to wood and 9K size - wood weapons token added to entity for subterranean animal peoples. No world issues from change!
01.20.2017 - Minor Update 0.1.401.20.2017 - Bug fix: Reactions for quicklime, soapmaking and parchment suffer from a known Adventure Mode bug where products in containers are not recognized. This has been fixed/given a workaround. The Readme.txt has been updated to reflect this change.
01.21.2017 - Minor Update 0.1.501.21.2017 - Added reaction(s) to Adventure Menu - create backstrap loom and cloth creation. It's for light travel. A shopkeeper might use the heavy warp-weighted loom, but not the ranger.
01.21.2017 - Added reaction(s) to Bonecarver Menu - ability to carve crafts out of horn and tooth.
01.21.2017 - Entity change - daggers added to all entities. This way you can find daggers of different metal types as not everyone wants to forge.
02.05.2017 - Minor Update 0.1.602.05.2017 - Bug fix: Bonecarving Reactions for totem, horn/antler helm, and tooth helm - problematic reagent allowed for any corpse piece. Changed to specifically bone.
02.05.2017 - Quality of Life Issue: padded helm/coat token changed to STRUCTURAL_ELASTICITY_WOVEN_THREAD. Prior to those, plant fiber items did not suffer wear when hit by edged weapons.
02.05.2017 - Quality of Life Issue: cartilage now edible.
02.12.2017 - Quality of Life Update 0.1.702.12.2017 - Stacking Cleanup: (1) Noticed the stacking reaction for seeds did not and cannot work. While most of us have seen stacks of nuts (which are considered seeds), seeds don't stack. (2) The stacking reaction for fish is unneeded in Adventure Mode as the stacking reaction for meat covers this. Both have been removed.
02.12.2017 - Vanilla crafts from Bonecarver were added to Stonecrafter and Woodcrafter. Not everyone wants to make amulets and rings from bone.
02.12.2017 - Woodcrafters can make shears, allowing for a more vegan experience as some pacifist players may even wish to shun metal crafting.
02.12.2017 - Ability for bonecarvers and woodcrafters to make blowguns and darts.
02.12.2017 - New props added: spoons (can hold 1 unit of liquid), small bowls, pans, smaller pot. They don't have any true utility, but they might enhance the travel experience.
02.12.2017 - Wooden backpacks added.
02.21.2017 - Minor Update 0.1.802.21.2017 - Bug fix: Clothier Wool reaction edits to shoes, and bags. The shoe reaction referred to the wrong reagent, and the bag reaction had the typo "yarm". All good now.
04.02.2017 - Cooking/Fuel Update 0.2.004.02.2017 - Added in cooking. You can now make various foodstuffs. See this post for details:
http://www.bay12forums.com/smf/index.php?topic=162300.msg7411021#msg741102104.02.2017 - Fuel revamp. 3 fuels, all interchangeable.
04.02.2017 - Kettles added in. May populate meadhalls, camps. Can craft them out of metal, stone, or clay. Liquid container for making tea or coffee.
04.02.2017 - In keeping with how the pick trains MINING, made skill changes for:
- knives/carving fork from DAGGER to BUTCHER
- stone axe/cleaver from AXE to WOODCUTTING/BUTCHER
- flails from MACE to PROCESSPLANTS (entities that have FLAIL will show thresher as a possible skill when creating character. Results in recruit with copper spear/dagger). For those who dislike this, just revert the skill to its original setting.
04.02.2017 - Woodcrafting additions:
- Can craft 5 wooden arrows/bolts out of a branch (still need to make fletchings from bowyer's menu)
- Can now make shoes and boots out of wood blocks, sandals out of any plant material
04.02.2017 - Bug fix to headscarves. Product was creating coifs.
04.02.2017 - As per Ziusudra's recommendation, readme updated with new reagent info for rock/soil, and also plants/plant growth, and vermin fish.
04.04.2017 - Minor Update 0.2.104.04.2017 - Bug fix to mail coifs. Product was randomly making a helm or cap.
04.04.2017 - Bug fix to silk thongs. Reagent now ANY_SILK_MATERIAL.
04.07.2017 - Minor Update 0.2.204.07.2017 - Bug fix to querns.
04.07.2017 - Changed the twine making reaction to "make twine from any plant growth".
04.07.2017 - Grower reaction removed.
04.07.2017 - Pearlash removed from green glass reactions Produce table/cabinet.
04.08.2017 - Minor Update 0.2.304.08.2017 - Bug fix to cooking. Roasted items were not producing ash as intended, nor were reagents being depleted. Removed the % chance of getting your skewer back for the fix. All working now.
04.08.2017 - Meat and fish boost toughness now as the buff to strength produced a speed drop.
04.09.2017 - Minor Update 0.2.404.09.2017 - Meat and fish changed to boost endurance now as the buff to toughness while functional didn't make too much sense.
04.18.2017 - Minor Update 0.2.504.18.2017 - Bug fix to stone meat cleaver reaction in stonecrafter menu. Product was incorrectly referring to reagent wedge. Changed to stone.
04.19.2017 - Minor Update 0.2.6 04.19.2017 - Bug fix to boiled/stewed reactions. They were not producing ash as intended, nor were reagents being depleted, due to a what would appear to be a container issue/bug. All working now.
04.19.2017 - Removed physical/mental attribute buffs from food and drink as they were causing a small speed drop. For some, that sort of 10 point drop might be insignificant, but 10 points can be the difference between a 3.0 sprint and a 2.990 sprint for all you Dragonfallers.
04.30.2017 - Quality of Life Update 0.2.704.30.2017 - Boiled food reactions simplified. They no longer need bones. New generic broth type added.
04.30.2017 - Bug fix to bone broth reaction. Had that lingering ash/reagent issue. Numbers tweaked from 6/4 to 9/1 bone broth to gelatin.
04.30.2017 - Flavor text change to fried meat chop and roasted meat chop.
04.30.2017 - Fire pits and earth ovens can now be reverted to their constituent parts.
04.30.2017 - Javelins added as alternate SPEAR weapon.
04.30.2017 - Hafts had previously been indestructible. Changed made so this is no longer the case by adding a prepare & recover.
04.30.2017 - Wooden masks can be crafted in the woodcrafter's menu.
05.25.2017 - Minor Update 0.2.805.25.2017 - Bugfix to stone axes. Reverted the skill back to AXE as chopping down trees is linked to that skill. Who knows why I did such a silly thing?
06.25.2017 - Trader's Update 0.3.006.25.2017 - Miner reaction added. Rock blocks and salt "blocks" require a pick to mine. Rock blocks require a metal pick, but salt "blocks" allow for any pick type. Stone picks can be crafted under the stonecrafter's menu.
06.25.2017 - Salt is introduced. Under the cook and miner menus, it can be "mined" off rock salt pebbles as "blocks" (% chance of making a salt block, % chance of just getting 1 use powder), or found as a soil in some deserts. Each salt "block" is worth 75 value and can be ground either into coarse ground salt with 50 unit use (PRODUCT_DIMENSION:50), also a 75 value, or into 25 salt "coins" each worth 3 value. As these aren't true coins they can't be stacked. Each salt coin can be crushed into salt, with 2 unit use (PRODUCT_DIMENSION:2).
06.25.2017 - Expanded cooking reactions as a result of salt. Several types of vinegar were added and a fair portion of recipes were made ingredient specific.
06.25.2017 - Expanded tea reactions. After reading through a few forum threads where Button pointed out distinctions between what constitutes tea versus herbal tea. Tea leaves can be processed into green, white, black and fermented teas. 3 of the 4 have both a brick form as well as a loose form. Bricks have higher value (70f, 60b, 50g) than loose tea (all 40).
06.25.2017 - Tweaked coffee to somewhat mimic tea. Mounds of any type coffee bean have a 50 value, and 50 unit use (PRODUCT_DIMENSION:50).
06.25.2017 - Added 2 types of jars. Standard size can store 5 solid units, large 20 units. Jars can be made from stone, clay, glass and metal.
06.25.2017 - Overhauled shields. There are still the metal, bone and plant material shields. The new addition is leather shields, mainly for that special time when a titan or forgotten beast yields a skin.
06.25.2017 - Added stone anvils. Anvils now required for metalsmithing reactions. You can make the initial anvil from stone under the mason's menu.
06.25.2017 - Tridents added to train fishing skill. Not all that different from the pick wielding "miner" who's never interacted with rock.
06.25.2017 - Added in adamantine's Tolkienish doppelgaenger, mithril.
06.25.2017 - Added "locked chests", a tool item, which may occasionally populate mead halls/camps/tombs. Like all tool items, somewhat rare, with potentially a less than Monty Haul rare drops @2% likelihood. We should all blame Bilbo for this.
06.27.2017 - Minor Update 0.3.106.27.2017 - Bug fix to forging. Forging-realted globs there were missing the METAL_ITEM_MATERIAL token. It's been fixed.
06.27.2017 - Bug fix to bowyering. In the switch from thread to twine use, some products still referred to thread. Fixed as well.
06.27.2017 - Tinkered with values for cooked food like stews and salted meats just so they have decent value.
06.28.2017 - Minor Update 0.3.206.28.2017 - Had to tinker with salt as not all REACTION_CLASS:SALT items were registering properly. Salt, whether 50 use or 1 use is now a powder. Hills of salt replaced with coarse ground salt.
06.30.2017 - Minor Update 0.3.306.30.2017 - Noticed something was off with peat clumps. They are REACTION_CLASS:FUEL, but this was not being recognized. Fixed the peat clump reactions in both farmer & adventurer's menu so they work again.
07.07.2017 - Minor Update 0.3.407.15.2017 - Trying to make slow travel lighter, easier, and faster. No world regen necessary.
07.07.2017 - Tweaked numbers for cooking. Some things needed batches. Why do a reaction more times when you could do it less?
07.07.2017 - Replaced the 20 use GLOB item "pile of salted meat" with a single use GLOB item called "salted meat." 20 units of whatever animal meat weigh 42r. Once salted, this becomes 20 units of salted meat at a weight of 12r. 12r is still heavy, of course.
07.07.2017 - Side of bacon went from being a 20 use GLOB item to a 5 use GLOB item. When you cook bacon you'll get 4 fried bacon. Before you'd only get 1 and you'd need to cook 20 times to deplete the side. I think this makes cooking while traveling less of a pain.
07.07.2017 - Some reactions like boiled meat which used to require a 1:1 are now 4:4. The ingredient specific recipes went from a 4 item product to 8. Same benefits as bacon.
07.15.2017 - Minor Update 0.3.507.15.2017 - Bugfix to salted meat. Reaction was only making 1 salted meat when it should have been making 20. Sorry about that.
09.08.2017 - Minor Update 0.3.609.08.2017 - Removed METAL_ITEM_MATERIAL from mining reactions. You can now use stone picks for everything.
09.08.2017 - Given the good suggestion by Mathel, switched the requirement for a pair of leather gloves for all metal and glass reactions to requiring just a single non-specific item of leather material. This also affects arrow and bolt crafting as well as smelting.
09.14.2017 - Minor Update 0.3.709.14.2017 - Swapped out LIQUID_MISC for GLOB in smelting reaction. Ease of use > flavor.
09.14.2017 - Bugfix to forging furniture reaction. It'll now ask for the blast furnace.
06.24.2018 - Archer-Ranger/Baker/Critter Update 0.4.006.24.2018 - Birds (at/around 1000 size) such as ducks, keas(!), & whatnot were increased to 1700 size and made butcherable. They will drop an appropriate material feather. These non-giant bird flocks have gameskeeper value.
06.24.2018 - Any creature w/ an insulation token will drop fur, if it's large enough. Being able to drop fur makes trapping kind of a thing your character can do now.
06.24.2018 - Fletchings for metal, stone and bone missiles are now made from feathers. Plant based fletchings were kept and relocated to the woodcrafter's menu for use with wooden missiles as a vegetarian-oriented characters may wish to opt out of omnivorous ranged-weapon gameplay.
06.24.2018 - Changed MAX_EDGE on wood from the vanilla DF default 1k to 5k, and bone & stone from the vanilla DF default 1k to 7.5k. Subterranean animal people will be enjoy a slight buff as they use wood, and outsiders can Princess Mononoke with better success if they want to shed their starting copper for a more primitive setup. Naturally, archer-rangers can, in many, cases skip metal arrows/bolts to local-travel lighter and produce more edged damage deaths when hunting the wilds.
06.24.2018 - Renamed the default vanilla bow to "war bow" for differentiation, as I added in a tool called a "hunting bow" which is a bit weaker and will train observer, a non-unit changing combat skill. Any civvies you've armed with a hunting bow stay civilianI'd rather keep my recruited hunter as a hunter, not a bowman.
06.24.2018 - Added another launcher variant: the sling. It can be crafted under the clothesmaking (plant & wool) or leatherworker menus. Ammo is crafted under stonecrafter's. Will train thrower, a non-unit changing combat skill. It has an upgrade called the staff sling which can be constructed under the woodcrafter's menu.
06.24.2018 - Added bread, dumplings and pies to the cooking menu. Comes in both meat-filled and plant-based varieties. Not all plants can be ground to flour.
06.24.2018 - Added facial hair to outsiders: dwarf, elf, goblin & human outsider males now have description-visible sideburns, mustaches, and beards.
06.24.2018 - Added more diversity to pick material as bonecarvers can make bone picks.
06.24.2018 - Added girdles. Offers lower body coverage and little else. Only has armor levels if leather, padded, or metal. Otherwise, it's just a bellyband.
Critter stuff:
06.24.2018 - Made dark & mountain gnomes playable as outsiders.
06.24.2018 - Added halflings. They're as agile as elves and kobolds and @30K size may have Small Profiles when standing for Visual Stealth. Usable in Adventure Mode as outsiders.
06.30.2018 - Minor Update 0.4.106.30.2018 - Requiring no world regen
06.30.2018 - Generic plant salad, soup (stock), and stew added.
08.28.2018 - The Hobbit Lifestyle Update 0.5.0 (requires new world regen)08.28.2018 - Food/cooking overhaul, soap usage in Adventure Mode, weapon sets for ranged units, and improved fuel simulation. Please see
this post for details.
08.28.2018 - Dropped the solid density for CHEESE from 1200 to 300 as cheese weight for 1 unit was too high. You can now carry more cheese.
08.28.2018 - Gemcutting/setting. Mining lets you occasionally (2-4%) find roughs. Roughs are limited to stone that can appear anywhere. Under gemcutting/setting, these can be cut into small/large gems and used to decorate weapons and jewelry.
08.28.2018 - Elves farm, meaning forest retreat taverns will have drinks.
08.28.2018 - Elf civilians may spawn with broom, rake, or haft.
08.28.2018 - Goblins are born and age. They also eat and sleep.
08.28.2018 - Humans have outdoor orchards.
08.28.2018 - Mauls train wood burning. Hammer units will only spawn with war hammers.
08.28.2018 - Hafted weapons gain a "safe" shove/crosscheck attack to cause yielding.
08.28.2018 - Renamed tool "stone axe" as "hand axe" ( edited to SKILL:AXE Dec 1, 2018)
08.28.2018 - Renamed weapon "battle axe" as "axe" (SKILL:AXE = tree cutting)
08.28.2018 - Renamed weapon "great axe" as "large axe" (SKILL:AXE = tree cutting).
08.28.2018 - Removed occurrence of metal missile launchers, due to adding in weapon sets. Separate wooden bows and crossbows can be found in item stashes.
08.28.2018 - Removed differentiation between bows (hunting or war).
08.28.2018 - Removed whips. Lashers can now flog away with two types of 10 contact area flails.08.28.2018 - Removed girdles. Had been cluttering up and hodgepodging NPC armor slots.
08.28.2018 - Reading reaction added to Adventurer menu.
08.28.2018 - Various types of wood work produces debris.
09.07.2018 - Bugfixing Minor Update 0.5.1 (does not require new world regen)09.07.2018 - Some cooking reactions were not depleting reagents, because the amount produced exceeded the container capacity. In this case pots do not like product amounts over 10, despite being able to carry 16 units of water. The result was only one unit of product (flatbreads) and no ember creation. This has been fixed.
09.07.2018 - Bread soup reaction wasn't recognizing BRINE reaction class. Has been fixed.
09.07.2018 - Raw meat and innards may cause illness if not cooked.
09.07.2018 - Included The Easy Start Guide to Cooking.txt
09.09.2018 - Bugfixing Minor Update 0.5.2 (does not require new world regen)09.09.2018 - Fill container with soapy water reaction was looking for TOOL_USE:LIQUID_CONTAINER, when this token shouldn't have been there >_>. That's been remedied. The only 2 tokens needed provide the requirement that you have an EMPTY, DOES_NOT_ABSORB item.