Double post, because of character limit.
I also wrote a little something for the (updated) manual. A full building list, with a short description of what everything does. Several people asked for something like that if I remember correctly: (looks nicer in the manual with correct formats and spaces.)
Building Guide
- Building Guide -
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Original DF Workshops
Leather Works
Makes leather items, same as always
Quern / Millstone
Can now mill specific plants. You can select if you want flour, dye,... the mod also adds a massive selection of new dyes and glazes which can be grinded from boulders.
Loom
Collects webs and weaves yarn, same as always. A little more important in this mod, because you can also use gold/silve/iridium as thread.
Clothiers Shop
Makes clothing and ropes/bags. Same as always, a llittle less important, since there are less items of clothing in this mod.
Bowyers Shop
Same as always, no changes. Make your crossbows here.
Carpenters Workshop
Same as always, wooden items here.
Metalsmiths Forge / Magma Forge
This mods a big selection of new metals for the forge. You will also use the forge a lot more often for metal clothing.
Jewelers Workshop
Can cut all kinds of items now, thanks to DF 34.02. Also very importand to make big gems for the gemworkshop and to cut the fossils you find.
Mason Workshop
Same as always, make your rock items here.
Butchers Shop
Same as always. Animal goes in, meat comes out.
Tanners Shop
Has a lot more reactions. Make bookcovers from leather. Apart from that: The entire leather upgrade system runs through the tanners shop. Boil leather to harden it, stud it with bone, make lamellar leather. These metal grade leather types help your dwarves survive, even without miners.
Craftsdwarf Workshop
Sam as always, with some additions. Extract ridium/silver/gold strands for runes, or make wooden mechanisms/querns/millstone. A little upgrade for the craftsdwarf, not much.
Siege Workshop
Same as always. Ballistas and catapults here. But think about slade ammo for a second.
Mechanics Workshop
Same as always, although you will need a lot of mechanisms for traps now.
Still
Plenty of new stuff here. Make bio-fuel our of booze and oil, purify water from booze, and a specific reaction for each alcohol type. You can now select if you want beer, wine or whiskey. One reaction for each plant.
Farmers Workshop
Same as always. Shear, Spin, milk and so forth as you like.
Kitchen
Some new additions. Grind organs into ground meat and make sausages. This way you can even recycle unedible animal parts. Just dont ask whats in the sausages in the end. You can also bake bread from flour, and make candy out o sugar. Another big addition is bonemeal. Grind remains or bones to bonemeal, which is a flux material.
Fishery
Same as always, fish in, fish out.
Ashery
Same as always.
Dyers Shop
Same as always.
Soap Makers Workshop
Same as always, but now also makes stacks of 10 soap in one go. You can choose between tallow for animal soap and oil for plant soap.
Screw Press
Some new additions here as well. Press water directly out of quarry bush leaves, and press oil out of pigtails. You can also press logs into paper, for pages of a book. You need these books to learn in the libraries.
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Original DF Furnaces
Wood Furnace
No new additions. Wood in, ash/coal out.
Smelter / Magma Smelter
The smelter might now catch fire, and the metal gases can cause metal poisoning. This can be turned of in the settings however. Otherwise no changes, just a lot more materials to smelt.
Glass Furnace / Magma Glass Furnace
No changes here, except that crystal glass making is fixed.
Kiln / Magma Kiln
Not much here, just the usual kiln stuff.
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Masterwork DF Workshops
Stone Grinder
You can grind rock (10) to look for base metals in it, maybe you find something. You can also select specific types of rock, to erase them from existence stone by stone.
Stonecutters Workshop
A very useful addition to the mason. Create rock ammo, weapons, trapparts, anvils, vials and furniture. Most useful in my opinion: stone bins/barrels, anvils and mauls.
Magma-safe Workshop
This workshop build everything you need for magma traps. Everything is automatically magma safe, so no need for micromanagement and burrows/workshop-profiles.
Apothecarius
A little addition to each hospital. Can create batch splints and crutches, and helps with many health care related items.
Archeologist
Bring cut fossils here to be excavated. You can find a mighty fine treasure with this shop, but first your miners have to find something.
Creature Research Lab
This workshop uses special items fropped by dead enemies. Currently it only works for kobolds, which drop a bag of loot; and megabeast corpses which drop a skill essence. This essence gives you one legendary combat skill instantly.
Tech Research Lab
Let your sciencedwarves (alchemy skill) reserach blueprints and conduct experiments. You can create a random selection of plants from seeds, or a random selection of items. The main feature is the research though. It creates blueprints for advanced buildings. Reserach might be dangerous so maybe you should rather wait for the caravans and order the blueprints from humans or drow.
Creature Armory
Apply steel armor to your pets. Can equip Dogs, Mastiffs, Raptors, Grizzlies, Horses and Elephants for war. Pasture the wanted pets on the workshop, then run the reaction.
Bonfire
A little workshop that can start fires. Small ones go out instantly and are just good to kindle anything nearby, while large fires brun for 9 months. Good for cleanups and traps.
Brewery
Upgrade all your base drinks to a more valuable version. You need sugar and 3 random plants to season a drink. It will be worth 10 times more then before and gives a speed boost to dwarves drinking it. They get 25% higher speed for half a season.
Display Case
Use artefacts you dont need otherwise to build it, to raise room value and show of awesome pieces. Also helps to keep them save from thieves.
Gem Workshop
Cut large gems into two smaller ones of the same type. You can also use gems to produce ammo, weapons and armor here, or encrust weapons and armor with gems. This raises the value extremely.
Guildhall
Your dwarves can join a guid, or caste in this building. You need a lot of coins to buy the permits from the mountainhomes though. Each dwarf can only join one guild, and cant change his/her choice afterwards. Membership is for life.
Scriptorium
Bind books and write skill tomes. You need leather and paper for a book, and can select many different topics to write about. Reading these books in libraries teaches important skills to your dwarves.
Library of Farmwork
Teaches everything farming and cooking related.
Library of Warfare
Teaches everything combat related, even siege operating.
Library of Mind and Body
Teaches mental skills and medical skills.
Library of Crafting
Teaches crafting and smithing skills.
Philosophers Garden
Teaches social skills.
Fountain
Teach your dwarves to swim, or take a sip out of the fountain for good luck. This allows you siege operators to be fearless for one season.
Potted Plant
A simple building, serving no function except looking good.
Shrine of Armok
A small personal shrine to armok. Your dwarves pray here for help. Armok might be pleased and give your free metals, food and booze.
Altar of Armok
A bigger place of worship. Sacrifice items or lifes to armok to recieve his blessing. There is even a bigger one, the Temple, which you can find in the Furnaces.
Loading / Unloading station
Build carts to load up to 10 stones or logs into it and carry it in one go to the nearest unloading station. Might needs a long time to get used to, and is faster/slower depending on the skill level of your dwarf. Miners and Woodcutter are the best for this.
Timberyard
A massive building with a high building material count. You can process wood here and cut it up into higher value versions, and scrap wood to make coal from. You can also cut fungiwood into smaller parts, using them as food, cut nethercaps into fireproof bark armor, and refine ironbark/steeloak into metal. This building also allows you to use farmed trees. If you plan to do tree-farming, you need it.
Engineers Workshop
Traps are a lot weaker in this mod. But they have a bigger range and allow more tactics now. Use this building to upgrade trapcomponents, making them stronger, or giving them more hits. Sharper, or heavier blunt damage ? The coice is yours. Can also build experimental runic wards which fire spells with special effects at your enemies.
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Masterwork DF Furnaces
Magma Golem Forge
Here you can transform your brave dwarves into metal constructs, Golems. 7 different materials to choose from. Golem are immune to most effects, dont need to eat, drink or sleep. But for this, you sacrifice one of your citizens. This causes NO tantruming, since the dwarf is transformed, not killed. You will need a golem heart to build it. Those can be obtained from the temple, or bought from drow.
Transmutation Chamber
You can create artifical gems and transmute metals in this workshop. You need this one bronze bar ? Have plenty of gold, but no iron ? The transmutation chamber will solve this problem.
Alchemist Lab
Fifteen different kinds of special ammo can be made here. You need to hunt blobs in the caverns first for the ingredients though. Pick from Fire, Ice, Acid, Toxic and Blood effects.
Brick Oven
A simple building for players that like megaprojects. Take 2 boulders, makes 4 blocks of the color of choice. 8 Colors to choose from.
Crematorium
Great helper for FPS and Clutter. You can burn remains, refuse and unwanted items here. You have a small chance to recieve ash and coal from this.
Crucible / Magma Crucible
Allows alternate ways of making steel, and improves iron.
Arc Furnace / Magma Arc Furnace
The smelter for advanced metals. You need an empty bag and the fitting boulder first, then grind the boulder, then smelt the powder into a pure metal bar. Used for Chrome, Titanium, Cobalt, Mithril, Wolfram and Slade.
Metallurgist / Magma Metallurgist
All the alloys moved from the smelter to the metallurgist, to clear some clutter. You might also find some new alloys here, mostly for the advanced metals.
Blast Furnace / Magma Blast Furnace
A big furnace for smelting several bars at once. Greatly speeds up coal and steel production.
Armory / Magma Armory
This building allows the production of armorplates and can upgrade all kinds of armor to the plate armor version.This is the best armor in the game.
Weaponry / Magma Weaponry
Here you can weave runes and built bayonets. Update melee weapons with runes for special attacks, and ranged weapons with bayonets, for a powerful melee attack. A small chance (5%) for an epic weapon is also given.
Gunsmiths Forge / Magma Gunsmiths Forge
Built up to 4 different guns and fitting bayonets. Uses a lot of steel.
Ammunition Mint / Magma Ammunition Mint
Creates the fitting ammo, small and normal bullets for your guns. Needs gunpowder to work.
Javelin Caster / Magma Javelin Caster
Creates ammo for javelin throwers. You can choose between three types, blunt, piercing and cutting ammo. Beware, you will need a lot of metal for this, the ammo is very expensive.
Magma Refinery
Refine your steel here. You can make up to 4 different upgrades for it here. You can only select one. Should it be lighter, heavier, denser or fireproof for your squads ? You can also upgrade siege ammo to the non-plus-ultra, the slade ammo.
Magma Factory
Produces obsidian and slade rock at your will. Needs magma to work, and for one slade boulder you need to compress 10 normal rocks. So no fast and easy solution. Pro Tip: Make a slade boulder, take it to the stonecutter and make a slade maul. Beware that this is more an exploit then anything else, but goblin golf can be fun.
Magma Temple of Armok
The hight of your religion. You can sacrifice weapons and armor, to recieve unique gifts from armok. Here you can also recieve the secrets of life and death, to train necromancers and holy warriors to your cause. Beware that both of these castes are difficult to handle.