0.07 Changes
+ Adjusted cluster size of curious creatures and glacier creatures
+ Adjusted turtle spawn & anatomy
+ Adjusted rib coverage
+ Adjusted anatomy of fortress defense creatures
+ Removed non-IE iron sources
+ Removed marbles. Add small clusters of dolomite/limestones in other SE stone layers
+ Added flux production reactions at the kiln using flux stones/blocks
+ Increased copper's weight in bronze production
+ Allowed making coal from some wooden furnitures at the smelter (bed bin barrel cage)
+ Add training workshops
+ Add reactions to product catalysts used in training workshop at the smelter
+ Improved object listing
+ Changed lignite & peat colors
+ Added elven diplomat (kind of)
+ Injected phoebus graphics into fortress defense
+ Removed cat
0.07 is a pivotal version as the mod now can be properly considered major mod. The 2 significant changes in this version being overhauling steel industry and addition of training workshop
== Change in steel industry ==
Iron now can only be found in igneous-ex and flux can only be found in sedimentary. Since these 2 layers are mutually exclusive, the player has to either pick one and import the rest or otherwise spend alot of time genning world. World scumming not advised
. The 2 flux stones in sedimentary, dolomite & limestone now also show up in other sedimentary layers which mean as long as it's sedimentary, flux is guaranteed, much like how hematite veins are guaranteed in any igneous-ex layers. Moreover, each flux stone yield 5 pouches of flux at the kiln and each block yield 2, so it's always in moderate amount if you have access to some. Steel production now goes like this:
At kiln: Flux stone + 5 bags -> 5 pouches of flux
At kiln: Flux block + 2 bags -> 2 pouches of flux
At smelter: hematite -> iron
At smelter: Iron + pouch of flux -> pig iron (bag also consumed)
At smelter: pig iron + iron + pouch of flux -> 2 steel (again, bag also a goner)
== Addition of training workshop ==
For now 3 training methods exist in 0.07:
Real fights: fast, profitable, risky
Danger room: fast, cheap, relatively safe
Training workshop: slow, expensive, very safe
As you can see the traditional danger room is not desirable because it has the benefit of both worlds and will be removed soon. The inclusion of the training workshop is to act as a contrast to real fight and provide a balance factor for melee units because ranged units got archery range. These workshops are also expensive to build, expensive to run and expensive to maintain. This'd allow them to have the second purpose of acting as a resource drain, aiming at a more mature fortress where goods are common place and experienced dwarves are the only precious commodity.
'J'umping Dummy workshop train all weapon skills and unarmed attacks.
'D'anger Room workshop train all defensive skills and wrestling.
Training weapon skills require training sticks (1 consumed per training)
Training defensive skills require training sheets (1 consumed per training)
All trainings also consume 1 unit of fat to grease the device. Rotten fat also work.
Sticks and sheets are made at the smelter, material size are irrelevant:
10 copper bars -> 10 sticks/sheets
3 bronze bars -> 10 sticks/sheets
1 steel bars -> 9 sticks/sheets
Note that Elves bring wooden sticks/sheets in stacks of 25!!
The training workshops cost arms and legs (they are buildings, after all) and monkeys love them:
Jumping Dummy:
1x mechanism
1x stone/log
5x rope/chain
3x bags
1x totem
1x metal helm
1x metal breastplate
2x metal shields
Danger Room:
Jumping Dummy:
25x mechanism
5x stone/log
1x lignite
20x rope/chain
20x pieces of cloth/silk
10x bags
5x totem
4x battle axes
1x crossbow
1x metal serrated disc
== Creature changes ==
Adjusted cluster size of glacier creatures
Harsh environments should imply sparer wildlife. Seeing 50+ elks roaming about a 3x3 embark is kinda odd. Thus the size of some cluster has been reduced. They arent any less then vanilla DF, but will definitely a change of pace for people more used to other biomes of this mod.
Adjusted curious creatures
After the syndrome change, curious creatures are too dangerous since most of them infect rabies. Thus the clustersize of them has been revised to fit their intended role.
Adjusted rib coverage
Thank to an another topic i realized IM's ribcage has the same coverage as a single vanilla rib an creatures's organs can be easily damaged. This has been fixed
Adjusted anatomy of fortress defense creatures
General FPS boosting methods ultilized in older creatures.
Removed cat
Also added and removed are rats and tree turrets. Rats are designed to be a hate factor and serious threat to food stockpiles in cat-less forts. However, they spawn too many and doesnt manage to steal any food in a timely fashion as long as a cat present. Which mean they are more annoying to the player then to the dwarves, murder fps and doesnt demand any proper cat distribution. All in all, a bad vermin and was removed. Since there's no vermin worth catching, cat has become an useless domestic and taken out. As for tree turret, they cannot be implemented due to [IMMOBILE_LAND] doesnt work properly. How unfortunate, i quite like their niche.