Version 0.7 has now been released!
Download:
http://github.com/TroZ/DF2MC/downloadsNew features:
- Uses DFHack, 0.5.0.2, so supports .13.16 on Window
- Directional buildings: buildings can be different shapes depending on surrounding building or surrounding walls; the no longer always have to face north. Chairs face tables or away from walls. Torches are placed on the sides of adjacent walls.
- Directional Walls: Diagonal hallways are now navigable in MineCraft. Corners are kept square unless it would block a diagonal hall, in which case only the corner blocks are removed to allow passage (making diagonal hallways width vary from two to three blocks wide diagonally).
- New Object / Material system defines object shapes separately from the material definitions, so now objects are 'carves' out of solid blocks of material.
This means that now I have unique definitions for every Stone, Ore, Soil, Sand, Metal Bar, and several other objects (potash, coal, etc.) Gems also have the correct color and you can tell their worth (Ornamental, semi-presious, precious, rare) just from looking at them (more info than DF will give you without using loo(k) ), although gems of the same color and worth are converted identically currently (although you should be able to tell many apart from the stone they are in. All materials attempt to replicate the color of the object in DF.
For Stone, the center block of each face indicates the rock 'class' (Sedementary = Rock, Igneous = Obsidian, Metamorphic = Cobble). Vein stone are similar to the layer stones
in which they are found, varying only by the corners.
Metals: 'Monitary' metals are mostly gold blocks, where as usefull metals are mostly iron blocks. Pure metals have top and bottom layers of only Iron or Gold blocks, their center layers being different, while Alloy metals have a different blocks in their top and bottom layers as well. Admantine is made out of all Diamond Blocks, its ore is pure Redstone.
Ores have a similar system. The more usefull ores have more iron in them where the more valuable ones have more gold.
Constructed stone walls should have a cobble center (natural is a smooth rock center), but this isn't apparent without breaking things.
In general, diamond, redstone and gold ore, if seen in the corners of of a block are used to indicate blue, red and yellow coloration respectively, and aren't necessarily indication the DF block is an ore. Occasionally redstone and diamond are used together to indicate purple, kimberlite being an example.
With the new material system, sand and gravel are used for various sands (together and separtely) and gravel is also used in various ashes (ash, potash, etc.). However, this causes issues if you have such material over an open space (as sand and gravel are the only materials that fall if air is below them). There is now an option (default on) to replace sand and gravel in such situations with dirt. (I also originaly had the soil 'peat' made out of dirt and leaves, but that caused other problems with most of the leaves disappearing or turning into saplings. This is also the reason green glass uses mossy cobble instead of leaves).
Additionally, I've improved performance in fortresses that have a large number of constructions. For me Flarechannel now completes in under an hour rather than the 'almost one whole day' that it took previously (I'm no longer looping through all the constructions to find the construction for the current location, I'm looking it up in a map based on position, a big speedup when your fortress has 300,000+ constructions like Flarechannel does).
Speaking of Flarechannel, some screenshots:
http://troz.shackspace.com/minecraft/df2mc/flarechannel/Flarechannel.rar This was a lot of work, and not as easy as I originally though it was going to be. Mostly as there are more materials than I thought there were, and that I've have to define each material multiple times. For example, gems are typically 'vein' material. However, if you mine the gem, and have a 'gem floor' that later gets covered by mud, if a plant grows there, the gem floor's basic material is then reported as soil, because of the plant is growing there. I'm not sure the circumstance, but at last one fortress showed some gems' basic material as Obsidian (maybe the gems were in an obsidian layer?). Materials used in a construction aren't reported the same as as the same material unmined, and it could be in the form of stone, blocks, bars or logs. So, most materials are defined at least three times, and some are defined 4 times.
Additionally, many material names aren't consistent with how they are displayed in games. For example, opal gems are reported as opal_<type> but are displayed as <Type> Opal in game. This is due to how they are define in the raws. In most cases, I have both versions defined in the settings file.
Well, it's been over a month, but this release has a lot of good features. I'm probably missing a few rare materials, so there may be a few small fixes soon, but the next major release probably won't be until after the Halloween Minecraft Update, to take advantage of things added then, such as biomes or new block types.
I have most of the feature that I wanted in the code now that are possible to do (DFHack doesn't really support items yet or location names). If you have any ideas for features or improvements, mention them and I'll see if I can implement them.