EDIT: I also found a little bug in the machine factory. The reagents needed, the blackpowder, is the old type from the old chemistry system. So... the new chemist makes tools called blackpowder pouches, and currently you cant build your own landmines and some of the turrets because of that. I have it fixed here, but since this is such a rarely used late-game mechanic, I hope you guys can wait a bit ^^
@godlysockpuppet: I always embark on 3x3, so I wouldnt know. But you might want to report that to the DFhack guys, or falconne in the "construction helper plugin" thread. But my guess is just not enough virtual memory...
@fairin: I cant mod the glass smelter. I cant mod the vanilla reactions in the craftsdwarf. I also cant mod the dfhack plugins, but if they are really that distracting I will consider deleting the plugins. Furniture workshop never made stuff from blocks. It does need some blocks for beds, but all the rest is from rock, exactly like the mason or stonecutter. What I can do in theory is add a Glassforge/workshop/cutter/whatever. It could fill the same role as the other custom buildings (gem, rock) and create the items missing in the original building.
Oh, and soundsense, just copy the old pack you have, golems work fine, especially wartrained prototypes, and you can disable the strange weather in the GUI under "misc" I wanted to do a lot more with the weather, giving at an actual use, but it is so frequently and messes up the surface, that I might just scrap the idea of special rains, and just do special fogs/mists.
@leanerace: I dont know if you know, but dwarves dont actually need a toilet and/or create any sort of filth. There are hardcoded materials for this, but no game mechanics. I also cant add those, and I refuse to, because these buildings are decorational. Adding more micromanagement without positive affect will not be fun for the player. I can add same fake reactions that you as the player can activate, and a dwarf will use the toilet, but that would be, again, just for the sake of roleplaying. For example: diplomat arrives, you tell your mayor to hide in the bathroom, locking the door ^^ Stuff like that.
More decorations... I dont know about that one. There are already quite a few, grass, tree, plant, fountain, totem and toilet. The first four are essentially for indoor parks, with roads being used as paths, totem for evil players that want some deco for their dungeons/arena/whatever, and the last one for roleplaying fanatics and their living quarters. Or the throneroom
The display case actually is useful, you can safely store artefacts and trophies in them.
What kind of deco would you say is missing? Remember that I can only choose from the tiles in the tileset, I cant just make stuff up.
@wrex: No changes, simply some balancing. It is easier now, and treant seeds, spitting orchid seeds and gargoyle statues are way easire to get, because I want people to give reports about the improved spawning system. Please remember that this is in my current modding version, and not the one online.
@Mictlantecuhtli: Thank you
I plan on improving this further, sorting the reactions in the buildings,and weapons/armor/tools... mechanixm actually had the idea and did some work on the alpha for this, would be a shame if the idea wouldnt be used. I dont think I will touch the stones, but who knows.
Do you think the workshop layout is ok as it is? The workshops in the groups themselves are unsorted, I didnt really know if I should do it alphabetically, or by type.
@kamikazi1231: One guess by me: You did disable warpstone in the GUI ? (the errorlog is harmless btw)
@bloax: thanks, scimitars will be nerfed. I actually removed them already in the Alpha... didnt get to it for this version yet.
@zen: the old manual is practically useless... more or less. I will still do the html-manual I did for the alpha and change the content. But cant work on it, I dont have it, or dreamweaver, on my netbook.