@Jeoshua: nice report, but unfortunately mostly wrong. the frequency and ubiquitous tags have nothing to do with the biomes, and the creature_mat:animal is needed for the standardized materials.
@pan: wiki is very outdated in parts. Golems wont flee, and can be made milita captians to be ordered around. they do take kill orders as well.
@different embark races: Is in my to do list... at the very end of the end, somewhere in a dark corner. A very deep one at that. With a locked hatch.
@crashes at worldgen: Is anyone having those with the default settings ? With the included 6 pre-set worlds, with 65*65 tiles ? Or do you guys try to do standard worldgen with large/very large worlds ?
@neyvn: Wow, weird errorlog, this is definetly not from me. Never modded anything on the keybindings. And what other skill should thatchery use ? mh... now that you mention it, plant processing would fit...
@tierre: humans dont have pets, dwarves cant use pet_exotics, and elves and drow have the warbeasts. The frequency is [FREQUENCY:10] so they appear rarely in the wild. Could be [FREQUENCY:0] to have no wild versions at all, and would still work for trading, but I want people to run into them at some point. dwarves use common_domestic and cavern animals, those cant be used by elves/drow.
But I think there is a slight problem with turrets being aviable to elves (?) currently... testing this is slow, needs all diplomats to come by.
@riun: did you check the stone stocks screen to see of diorite was set economic ?
@morwaul: thanks for the heads up on ironhand crashes at worldgen. I only test default settings with phoebus, so I will double check all the changes between ironhand and phoebus. Damn, now I have to do three sets of raws. ^^
@bigD145: The png. name is always phoebus, so I dont have to meddle with the init.txt the actual tileset in it changes.
@empfan: You cant make them, only buy them from caravans.
@hugo: The golems raws are not messy, they are beautiful
Modern Art I call it. Freedom of Speech I call it. Dont you dare to question art.
FUTURE OF THE MOD
I did play a little testfort myself, made 1,5 years so far. Many issues caught my eye, mostly the damn elves trying to sell my turrets. Turrets, but not landmines. Both creatures have the same biome/pet tags... this is impossible, damn these elves.
I also worked more on the workshop overhaul.
- Stonegrinder is gone.
- Magma-safe workshop is gone.
- Magma Factory is gone.
- These three and the Stonecutter are merged to the new Stonecutter & Rockforge.
- Craftsdwarf can make specific instruments, toys and crafts now. Good for mandates/demands.
- Rockforge can make all weapons out of stone.
- Gemworkshop can make all weapons out of gem, can decorate a specific weapon with gems.
- Storage unit can open 22 crate types more. Slade from drow, handcannons from humans, hellwood from elves...
Currently working on:
Boneyard
Boneyard will have:
bone furniture
bone weapons (is there a want for this ??)
bone armor (the parts that the craftsdwarf wont do)
"bone to flux" reaction
making of bloodsteel and ironbone (steel and iron-like metals, known from drow already)
bone blocks for constructions
bone mechanisms/quern/millstone
FULL CHANGELOG
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###### PATCH 1.8.1 ######
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- Made both cinnabar and realgar more rare
- Moved rubies out of bauxite/living stone, are now metamorphic rock layer gems
- Changed attack ratings of meteor hammer slightly
- 15 new reactions for stonecutter: All weapons craftable from rock now.
- Fixed Overseer noble (MAYBE?)
- Removed SLEEP_PRETENSION from Hammerer noble, will not go insane because of "pretentious lessers stuff"
- Changes buildings materials for alchemical buildings. Instead of flasks now need: Mortar, Pestle and Jugs.
- Changed Gemworkshop to 5*3 to fit Armory/Weaponry/Brewey/Engineer layout.
- Changed Gemworkshop buildings mats, now uses boulders and large gems insteaf of blocks and large gems.
- 31 new reactions for the gemworkshop. You can make all weapons now, even two-handed and ranged ones.
- You can also select a specific weapon type to be encrusted with gems.
- Renamed gem ammo from "shiny ammo" to "gemtip ammo". same for the gemtipped spear.
- Renamed gem weapons/armor from "shiny item" to "gem item" Cant use actual gem-name because of stockpiling, sorry.
- Added gem high boot reaction back in, was removed because handedness is missing, still works though.
- Raised value of gemtip/gem items by a factor of 6.
- Removed STONE_PREF from dwarves and humans. Tradecaracans would never carry super heavy, but worthless stones.
- Made Unicorns tameable and trainable for war
- Removed inpassable buildings blocks from a lot of buildings
- Removed table, chair, cabinet and bed building materials from furniture maker.
- Renamed furniture maker to furniture workshop.
- Rebalancing of all furniture set reactions.
- Gold and Silver uses bars instead of boulders. This way galena or pure gold can be used as well.
- Avoids "raw" gold items and the like, as well as making the items more valuable.
- All beds are made of the selected type, not wood anymore. Gold set will make a gold bed and so forth.
- To compensate for balancing 1 unit of cloth is needed for all the beds, as linen.
- Renamed the normal sets to "stone sets".
- Added wooden furniture sets.
- 22 new tradegoods, aka crates to order.
- bows/great bows arrows/moon/singing, smooth/fair/fungi/nether/hellwood, ironbark/steeloak - crates for elves
- bulletspike, slade bars, bloodsteel bars, ironbone bars - crates for the drow
- engineer supplies, spikes, razorwire, trapcomps (5*1 different ones) - crates for dwarves
- hand cannon and cannon ball - crates for the humans
- Removed ironbark wood and steeloak wood bars from elves. They couldnt be used for anything.
- Made cannon balls a lot more lethal
- Added javeline as ammo for javelin throwers. Can be made of wood, bone, or any metal, same as bolts.
- Normal javelins are still really bad in comparison to piercing/hammerhead/broadhead versions from the caster.
- This was mostly done so caravan guards/migrants arrive with ammo, and for trainings ammo from bones.
- Added deep soil clusters (sand/clay) as an optional setting. Your choice.
- Pros: No rock, faster mining, sand/clay collecting zone.
- Cons: No rock, No smoothing/engraving, might mess up fortress design.
- 13 new reactions for the craftsdwarf: Make specific toys, instruments or crafts.
- No more random craft making till a mandate/demand is fullfilled
- Rings, Earrings, Bracelets, Amulets, Figurine, Scepter, Crown, Drums, Baritones, Horns, Cacame/Elephant figures and merfolk farms.
- Copper and Iron golems can be bought again from caravans, and can be war trained. Should give an idea of what you can do in the golemforge later in the game.
- Humans tradegoods (guns and ammo) are now made of brass, otherwise people wouldnt build their own, better ones.
- Merged Stonecutter, Magma-Safe Workshop, Stone Grinder and Magma Factory into two buildings: Stonecutter & Rockforge.
- Since this removes two buildings, I was so free to give you a new one.
- Boneyard: Recycle your fallen enemies into useful crafts
Some new designs (woodcarver not planned right now)
AND WOW, how in gods name do you get crashes at worldgen again ? I will test some ironhand worldgens now, but really I never, ever, ever, ever had a single on, from V.01 till 1.8. Ever. And I have a netbook, not a fancy gaming pc. But then again I only test with the default settings...
Noted down all the rest, nothing serious really. A bit sad that these world-gen crash reports overshadow the rest.