I actually took air men out. I couldnt figure out why they are so pre-dominant, so I killed the entire race
I got two other idea that randomly entered my mind:
Gem Workshop. - Cuts Obsidian into Obsidian Gems. (currently in stonecutter)
- Cuts a big gem into 2 small gems. (currently in stonecutter)
- Encrusts weapon with gems (currently in craftsman)
- Encrusts armor with gems (currently in craftsman)
- Encrusts gloves/pants/shoes/helm/shield (new)
- Make gem weapons (all vanilla weapons possible)
- Make gem armor (breastplate, greaves, gauntlets, high boots, helm and shield possible)
Profession names. - Blowgunner skill used for guns, and are called rifledwarves.
- Alchemy skill used for beastlab/some alchemy stuff, and are called sciencefwarves.
- Strand extracor skill used for the religious buildings, and are called zealots, deavout followers, something like that. (since candy cotton is a metal from the gods, it also fits, kind of. Also allows the training of strand extractors before you find candy cotton)
I'd also love to make some civilian work that trains them in weapon skills, for a nice backup militia. Similar to miners being good with a pick. I have two options for that:
Make the reaction use a weapon skill, example: Woodcrafting needs knife skill.
Make a weapon that uses a civilian skill, example: Meat cleaver, uses butchery skill.
If I eridicate some old civilian skills, the one only used in one reaction (like the woodcrafter example) I could also rename the woodcrafter profession name to something else, and use it in custom workshop.
I am currently brainstorming, since I know that this might cause epic confusion. I think I will not alter any vanilla reactions, that would mislead people. But I like the possibilities.
The gemworkshop is finished btw.
@malorn: Thanks. If you have idea how to make the mod better, I am listening. What exactly do you mean by: "Be careful that in trying to make it too user-friendly, you do not sacrifice user control." ?
And I know that the raws are a mess. There are many artefacts from older version, or deleted things/reworked things. I am constantly putting up with cleaning them, since it does not affect gameplay. But for other modders it is a nightmare ^^ And the GUI is not moddable anyway, since it is a compiled exe, and no source code, like the DF raws.
EDIT: Yeah, just read this in the deflog: "Generally, a body part can be assigned any number of extra items in the creature definition to drop upon being butchered." Awesome.
EDIT2: I made following professions:
[PROFESSION_NAME:STRAND_EXTRACTOR:apostel of armok:apostels of armok]
[PROFESSION_NAME:BLOWGUNMAN:rifledwarf:rifledwarves]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:Veteran rifledwarf:Veteran rifledwarves]
[PROFESSION_NAME:ALCHEMIST:sciencedwarf:scienedwarves]
Since the poll is going towards: MOAR, and I have some things lying around already:
What do you think of blockfactory (blocks of specific materials) furniture furnace (metal furniture that is missing in vanilla) glass furnace (glass furniture that is missing in vanilla) and unraveler (makes raw mats out of cloth/silk items, maybe leather/bone as well)
I am personally against those, since they would have tons of reactions each, with little gameplay-value. It does not change the game much, if you can make metal and glass beds for example. BUT if you guys want it, I will add it as an option, as always. These are deons/mechanixs workshops, slightly altered by me. I got the permission to use them already.
EDIT3: (i wont double post, no no)
I also made this for the next manual:
Currently I am adding the metals, the new building for it, and the minerals. I will then test all of it, it is quite a bit, archeology, metals, beastlab, new professions, gem weapons and armor, the new guns, the three wheelbarrow variants and the new built mats I used to make the new buildings at least a bit harder to make. Nothing serious though.
(damn, this post turned out to be a lot longer then excepted
)