2.13
CHANGELOG FOR LATEST RELEASE
CURRENT NEW REACTION COUNT 356
///BUGFIXES
* Ceramic processing should work fine now.
* Infected humans will no longer show in profession name.
///WORKSHOPS AND INDUSTRY
* Cinnabar can be made into Mercury
* New Workshop : Mercury Workshop (working name maybe)
Each civilization can use mercury for unique things
Enlightened can turn base metals into more valuable ones
Scavengers can create exploding bullets
Crate amalgams out of various materials and gilt crafts.
* New Workshop : Paper Mill, requires tech 2 to build
Can create paper crafts
Make sawdust paper moved to mill
Can now create cardboard from sawdust, used to make bins
* New Workshop : Kroll/Arc smelter
Uses Chlorine and fuel to process additional ores.
Non-Pick civs can make aluminum from Bauxite and Alunite
Smelt Titanium
* New Workshop : Pick Kroll/Arc Smelter
Like Kroll furnace but no chlorine required
All unique pick smelter reactions occur at Pick Kroll Smelter now.
* Added Gunsmith (Pick) and Gunsmith (Devil) for scavenger allows scavengers to create advanced foreign weapons and ammo.
More efficient than creating at gunsmith.
Unique ammo and mass production of ammo.
* Advanced Clothier, and Leatherworker
Creates furniture out of respective materials
///TWEAKS
* Creating wooden planks creates pine planks. Inorganic Wood planks was causing issues with storage.
* Changed deadly stone, still kills your humans dead now with 100% more misery in between.
* Some Scav weapons moved to Weapons Workshop.
* Can make red pigment out of realgar and cinnabar
* Can make blue pigment out of Cobaltite
* Added a few new minerals, some useful some useless
* Can make Potash out of Sylvite and Glauconite
* Tweaked values of several alloys
* Added Goloid
* Added Green Gold
* Added Newton Alloy
* All alloys now display material value, increase of value from average materials, and the reagents for alloys all in the description.
* Added Quarry Bushes back in
* Added Chlorine Grapes (Like Pigtails but can be processed for 'charged chlorine')
* New Tree, Iron Cap (replaces goblin cap) Can be processed into 2 lay iron bars.
* Added opal tube (replaces tunnel tube) Can be processed into 1 rough gem.
* Added new trees, sickly, scrawny, and don't produce anything. Super common. You're welcome.
* Making unique steels now gives the proper amount of bars.
* Abandoned cars now spawn, can be processed in Toolbench or Scavenger Yard (scavs only) for useful stuff.
* Desert Devils can create clear glass items at permaglass furnace
* Desert Devils have a more efficient Pearlash reaction.
* Furnaces are now in the furnace menu
///SIGNIFICANT CIV CHANGES
* Enlightened get some new nobles.
* Enlightened get "Sacred Slab" that launches "Parables" more ammunition to come.
* Desert Devils now have tier two weapons, just straight up improvments for tier one weapons.
* Tier 2 technology for Enlightened and Scavengers
Enlightened create higher tech items from wood products such as ash, pearlash, potash, and lye.
Scavengers create higher tech products from scavenging foreign parts and worldly features
Picks create higher tech items from grates and mechanisms from wood, stone, and metal.
Desert Devils create higher tech items using either clear and green glass or bone and yarn.
* Picks can now get 1.5x to 2.0x metal bars from ore using Tech 2 buildings called the Foundry and Casting Forge
* Picks can melt metal bars into a metal bucket at the Foundry
* Metal in buckets can be cast into bars in the Casting Forge
* You can also cast metal blocks instead of bars. Creates 2 blocks.
2.10
///Tweaks
* Cobalt value of 12 now (up from 2)
* Horn silver is now found in malachite as well.
* Mermaids now have a value of 50 and can be butchered.
///Bugfixes
* Fixed naming bugs with Picks
* Piles cannot be improved anymore.
//METALS
* Monel : 2 nickel 1 copper, mat value 10.
* Added Pentlandite - ore of nickel found in any igneous intrusive.
* Added River Cane can be used for wicker.
* Can process willow leaves into wicker.
* Redid weapons system
* Removed redundant weapons.
* Several weapons can be made of wood.
* Scavengers can now Scavenge guns and ammo from foreign guns.
* Added Argentium (val 17) alloy of Germanium (val 4) and 3 silver (val 15)
* Sawdust is now a 'tool' instead of blocks.
* Can now make 2 sawdust blocks out of sawdust bag (make particle board)
* Milling and splitting now yields bark 50% of the time.
@ Screw Press, bark yields thread
@ Kiln, bark yields yellow pigment
* Plastic is now created as a tool instead of a block.
* Differant plastic furniture needs differant amounts of plastic 'tools'.
* Rough plastic can now be cut properly.
* Can make plastic blocks through new reaction.
* Can now make plastic bags
* Can make plastic barrels now
* Wooden planks and nails can now be made into furniture decorated with said nails.
* Nailboxes can be made in craft workshop with wood or forge with metal
* Nailboxes are 'unpacked' into 6 nails at Advanced Carpenter
* Added some new stuff to GOOD biomes.
* Maize is now called Corn, the rightful name
* Corn can now create Corn Syrup as extract
* Corn now grows in any non-freezing biome.
* New Quick Start profile (Should work with any civ)
* All humans now cave adapt
* New Workshop Advanced Jeweler
Can cut any gem with a single reaction
Can encrust metal rings with varying degrees of decoration.
* Added a bunch of new underground creatures.
2.08 !!FIX!!
* Added Vanadium Steel : same strength as Crucible Steel, 1/2 the weight.
* Added Molybdium Steel : Same Strength as Crucible Steel, you get two bars from the reaction.
* Scavenger wooden planks to charcoal/ash no longer consume any available block.
* Can process Oil Bulbs into coke
* Can process formaldehyde bulb into formaldehyde
* Oil Bulbs only available on level 2 and 3.
* Added Mushroom, a cave plant that can only be gathered and cooked.
* Talc can be made into talc glaze (value 7)
* Added Amazonite, like microline but green. Bright green.
* Added Pigment
* Pigment can be used to color plastic
* Sawdust is now blocks not glob
* Pot graphic is now a wavy graphic.
2.07
* Basket Heads
Basically tamed gremlins
* Metal values redone, alloys more valuable in general
* Bronze is 3:1 copper:tin instead of 1:1
(wikipedia)Bronze is an alloy consisting primarily of copper, commonly with about 12% tin
* Added Speculum 2:1 copper:tin non-combat but higher mat_value
* Added Carl Gustav Antitank rifle for Picks
Lvl 1 weapon (no special workshop)
uses antitank ammo
* Buffed antitank considerably.
* Population of all creatures multiplied by 10
* Desert Devils now have natural Dodging, and sneaking Skills
* Desert Devils learn Fighter and Dodger skill 50% faster
* Desert Devil's guns now use .45 caliber ammunition
* Desert Devils now have .45 Mauzer and Mauzer Carbine instead of flintlock
based off of
https://en.wikipedia.org/wiki/Mauser_C96* Desert Devil special ammo buffed
* Bread yields a bit more
* Added Rose Tungsten alloy of Tungsten and Copper
* Added Nordic Gold alloy of 2 copper 1 zinc and 1 aluminum
* Cartridges can now be made of silver, tungsten, and brass.
* Added Germanium, product of same ore as Zinc 25% of time. A bit more valuable as far as metals go. Going to be used for jewelry and other misc alloys.
* Added Vanadium and Vanadinite. Going to be used in steel. Right now just a pretty metal.
* Added Molybdenum. Found in all copper ores (10%) used in steel. Right now just a pretty metal.
* Added and redesigned Enlightened.
Enlightened don't have much going for them right now. Some unique weapons but most stuff is transfered from Scavs.
* Only Pick can smelt alloys directly from ore.
* More animals get the PET tag as opposed to common_domestic
* Draltha gets PET tag and can be milked
* Plastic is back, you can make it with Lye and various materials at the Lye Maker's Workshop (formally Soap Maker's Workshop)
* Wax Crafting replaced with Plastic Crafting does the same stuff as the former while also being responsible for Plastic making.
* Plastic can be used to create a wide variety of furniture for comparatively few resources.
* Added Stannite, Ore of Tin(50%) Iron(10%) Copper(30%) found in small clusters of Tetrahedrite, Wolframite, Pyrite, and Sphalerite. Designed to make Tin and Bronze more available.
* Bismuthinite is now found in Native Gold (rarely) Pyrite, Galena, Wolframite, and Cassiterite in small clusters
https://en.wikipedia.org/wiki/Stannite* Added Cupronickel, alloy of copper and nickel, same stats as bronze. Not traditionally used in swords or armor as it was discovered later than that, but it has popular in cutlery. So it's likely effective enough.
* The Following Plants can grow in freezing biomes
Potatos
Onion
Barley
Yam
* Condensed 4 Yams into one.
*Yams grow in winter, and any biome
* Condensed 4 Amaranths into 1
* Condensed 5 Millets into 1
* Redid Pick Nobles
* Pick Ammo is much much lighter
* Bilberries removed. Basically pretentious blueberries.
* Sawdust + Lye = Paper
* Meat -> 1 Ground meat
* 1 Ground Meat -> 3 Sausage (requires fuel)
* Plastic now uses Formaldehyde instead of Lye.
Formaldehyde made with a log and a silver bar at the kiln
The silver bar is preserved.
* Added Duralumin 3 aluminum + 1 copper
Same Stats as Bronze.
* Alunite is an ore of Aluminum now
* Added Chalcopyrite : Ore of Copper
Found in Granite : veins
Found in Diorite : veins
Found in sedimentary : small clusters
Found in Sedimentary : clusters (rarely)
* Added chrysocolla : Ore of Copper
Found in quartzite : veins
and limonite : small clusters
* Added Tennantite : Ore of Copper and Lay Iron
Found in Dolomite
Found in Metamorphic Rock
* Added Azurite : Ore of Copper
Found in small clusters in all copper minerals
Will be used as dye and paint soon enough.
* Wolf Spiders
A giant cave spider with the poison of an adder snake and the size of a dog. Can be tamed by Picks.
* Elk Birds
Can be tamed by Picks
* Bug Fixes
* Added Underground Plants
Oil Bulbs
2.05
Desert Devils ARE done
Running Tests
Weapons are deadlier in general
Picks get a battle axe
Less Common Domestic creatures. Still maintain pet tag and will tame them if they have access to it.
Wolves get [PET] tag
Foxes get [PET] tag
Dralthas get [PET] tag
Common Domestic creatures reach maximum size faster
Flour made into Flat Bread
Flour and Potash made into Bread (Makes more bread)
Small vermin can be extracted into "mystery meat" that can be cooked
Killed animals provide three tanned leather.
Raw meat can be cut into steaks, doubling edible food.
Raw meat can be ground down(inedible) and turned into sausage(quadrupling foodsource)
Scavengers get an additional workshop called Mess Yard
Chop 1 log into 2 blocks
Burn remains to ash
Burn wood blocks into charcoal
Burn wood blocks into ash
Desert Devils have unique bullets
Draltha's are pets, and tamable by Picks