Hi everyone. Sad to see so many issues popping up.
About AnthraziteAnthrazite reaction:
[REACTION:ANTHRACITE_TO_COKE]
[NAME:make coke from anthracite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ANTHRACITE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Part that got lost when I made the fancy categories in the entity file, since I sorted it into the new buildings, and anthrazite is (should be) in the (old) smelter:
[PERMITTED_REACTION:ANTHRACITE_TO_COKE] ... just add it to your entity_default.txt and you are good to go. Will be fixed for the next release.
About no underground cropsThis happens when you have no water in the caverns. I set the water level quite low in all custom worlds, to avoid big flooded (useless) caverns. But I plan on redoing all 5 worlds with the perfect world utility. But this is a DF feature, even normal worldgen can have water and plant-less caverns.
About fossils and treasuresYou have to cut them first in the jeweler, think of removing debris and stone. Good thing about it: It might produce a large gem, which you can cut into two small ones. (at the gemworkshop) This way you get twice as much stuff out of fossils
I also renamed the items to "hidden case" , "forgotten boy" and "treasure chest" to avoid: Large small treasure chest and similar nonsense.
@vondra: Yes, you need magma for magma buildings
Generally it seems that the extensive manual is actually lacking in many parts. Will be remedied.
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Prewritten post about some more modding I did:
After the timberyard and all reactions were working perfectly, I noticed that the game does not stockpile wood, since it is an inorganic material now. Back to square one. I made new "fake" plants, giving them names of the wanted woodtypes, and made trees spawn the new plant_mat:wood-types. It works, I get the same results with generic wood, and they are stockpiled. Was a bit of work though, to rewrite all reactions and trees... -.-
I fixed the stockpiling for rocktip arrows/bolts, gem-arrows and bolts. With the drawback that they are all called: gemtip arrow, instead of ruby-bolt and diamond-arrow. I would have to write a custom reaction for every gem for this, or make the game accept stone-ammunition (hardcoded, it doesnt). Therefore: gemtip arrows it is.
I also noticed that the special ammo is not stockpiled, same goes for bonecrafts and bonearmor. Bone ammo is stockpiled and used correctly. I guess it is the same "inorganic-mat-problem" as with wood, but I currently dont know how to fix it yet.
The new brewery is finished, it takes 25 normal drinks and sugar, and creates a more valuable verion of the drink, the "royal drink-name-here" You can select any individual drink for this.
The weapon and armor upgrades are done as well. This requires a bit more text.
Normal weapons: These weapons you can manufacture at the forge, business as usual:5 twohanded weaponsHalberd (spear), maul(mace), Meteorhammer(hammer), Zweihander(sword) and Great Axe(axe)
13 one handed weaponsmace, morningstar, pike, spear, large dagger, short sword, long sword, scimitar, war hammer, battle axe, chopping axe, pick and knuckle duster
2 ranged weapons crossbow and javelin thrower
5 throwing weaponsmechanized axe thrower, springloaded knife, bola thrower, spear thrower and the hammer sling.
5 ammo typesaxe blades, knife blades, bolas, throwing spears and hammer heads.
(A note: The ammo system in the game is horribly buggy. If one dwarf uses the hammer sling with hammer heads, and you later give him an mechanized axe thrower, he will not replace the old ammo (hammer heads) with the new ammo. You have to manually forbit/dump it, and assign new ammo. Therefore I recommend that you handle these new throwing weapons with care. You also have to go into the ammunitions screen (m-f) and disable all other ammo for the squad, otherwise they just take what they want. Remember: Dwarves are stupid.)
Upgraded weapons: These weapons you can only get with human help:Humans now sell blueprints for the weaponry and the armory, instead of weapons and armor. The reason for this is, that you could order weapon and armor type, but not the material. Getting the right material was difficult, and candy gear impossible. Now, once you have the blueprint, you can build the building yourself, and manufacture all the gear you want.
Weaponry:
Takes any normal weapon (no 2-handed/throwing) and upgrades it to a better version. Requires only a workstep and no materials. You have a low chance (2%) to get an epic weapon out of this, in addition to the upgraded one. All upgraded weapons have an adjective (like: serrated, bearded, and so on) to seperate them from normal weapons. All epic weapons have a real name (like: sigmar's hammer) The epic weapons should be really, really strong, so give them to your champions.
You can also equip any crossbow or javelin thrower with a bayonet. Again, you have a low chance (2%) for an epic outcome, the mechanized crossbow or javelin thrower, with a much higher fire rate.
Armory:
Makes armor plates out of bars.
Takes breastplates, gauntlets, helms, shields, greaves, high boots and upgrades them with armor plates. This results in a better version, called: Plate-whatever. Even bone/leather/scale/chitin armor can be fitted with armor plates, for a stronger version.
Fakeedit: I dont know if I explained everything clearly, but the system is really simple when you see it ingame. (except how the game handles new ammo types. ^^)
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I remade all 10 embark profiles, to use the new materials. Mostly replacing the battle axes with cheaper chopping axes and the new wood types. I started with the macros as well, made 2 little fortresses for beginners (only the designations) and a mining pattern. I will improve on that, I guess you will hear more in the next post
Unrelated: I also figured out why all fish in the embark screen is listed twice. It's simply male and female. The actual gender is not listed, because fish is a vermin. I was wondering quite a lot about that (when I cleaned up the embark selection)