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Whats your fav thing about Regen FE?

Industry, I love all these new toys
- 2 (20%)
Special upgrade-able castes (not in yet, but it will be)
- 1 (10%)
Cool weapons and cavern layout, I'm scared of the caves now. Yay
- 2 (20%)
Kobolds! I like this updated KC version
- 3 (30%)
The other races with differnet playstyles
- 1 (10%)
The new difficulty
- 1 (10%)

Total Members Voted: 10


Pages: [1] 2 3 ... 19

Author Topic: |({[<---*Regeneration V5.0*--->]})| Alpha 2 get it  (Read 47407 times)

Hugo_The_Dwarf

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|({[<---*Regeneration V5.0*--->]})| Alpha 2 get it
« on: August 28, 2011, 09:14:32 pm »



Creator: Hugo the Dwarf
Co-Producer: The Master
Graphics: Hugo (Logo), Phoebus (Sprites and Tileset), Deon (Urk Dasha, Blood Beast, Zombie, and Skeleton sprites)
Ideas/Help from: Hugo the Dwarf, The Master, Ross, Meph, Stronghammer, Joeybowling, and the creators of Kobold Camp.
Play Tester: The Master, and Hugo the Dwarf.
Graphics Used: Phoebus
NOTE: Regen alters alot of standard files, so anything that requires any vanilla file to be altered may remove features or make Regen Unstable.

Tooljaw, the Spartan Empire of Alexander Fortress that uses a customized version of REGEN V4.4
A Test Fortress now Succession Game that uses and older version of Regen.

News


Alpha Release number 2, Yup it's called Regeneration: Forced Evolution


Download
DF 34.xx

* * * * * * * * * * |({[<V4.5a ASCII>]})| * * * * * * * * * *

* * * * * * * * * * |({[<V5.0 Phoebus>]})| * * * * * * * * * *
* * * * * * * * * * |({[<V4.5a Phoebus (raws only)>]})| * * * * * * * * * *
DF 31.25

* * * * * * * * * * |({[<V4.5 Phoebus>]})| * * * * * * * * * *
* * * * * * * * * * |({[<31.25 Vanilla ASCII>]})| * * * * * * * * * *

Details
Regeneration aims to add new creatures, civs, items, buildings, reactions, and castes. With a interaction based magic system, bringing more advanced creatures and combat. From special castes that are based on Melee, Range, and Magic. Combined with new combat moves that can change the tide of a battle, for the good or bad. Profession specific workshops that work together to keep all your people busy to feed a growing industry. Expect tools to break and have to be remade too keep things running, Else expect to be left with the basic vanilla production.

You will encounter things such as:
Harder Elves (respect the hippys)
Trogs and Gremlins (caverns)
Outcast Elves (elven exiles)
Zombies (Invaders and Evil roamers)
Skeletons (End Game Baddies)
Kobolds
Goblins

Two new positions the 'Overseer' and 'Emotional Advisor'. Overseers can be replaced at anytime by you (for succession fortresses), same with Emotional Advisors. Overseers act as a placeholder for the imagination and show up as a bright cyan same color as elite swordsmen. There are two emotional advisors, they can talk with workers and calm them down reducing tantrum spirals. They also require a bedroom, office, dining room, 1 cabinet, and 1 box/coffer. Not only that but they can make 1 demand a year.

Milita Commanders and Captains are no longer have the "milita" in their name and the old Lt. and Captain nobles have been removed. Commanders and Captains now control squads of 20 and require their own comforts. The General can now command 50 soldiers. Dwarves their broker doubles as the bookkeeper aswell now. And the Humans manager handles all Book work and trading.

This mod is still in the making, there are so many things to come that I can't even dare to fit them in the future plans list. But some of the main planned features are in there, and some of them you may never even know. Think of those as... Easter Eggs, gotta find-em to see if its good or bad.

Also bugs will be a given, from anything to a miss spelled reaction, building, item, creature to annoying reaction bugs or buildings.


ABS thread http://www.bay12forums.com/smf/index.php?topic=104093.0
Features (Global)
-----------------------------------------------------------------
New creatures from a advanced undead system where breaking the skull
or brain finish off the horde, or stabbing the heart in some cases.

Expanding Civs above and below ground, from gremlins and trogs to civs that have been forgotten.

Skills no longer rust and decay (may change back to vanilla once buildings are done)

Magic, Religion, and Science (Tech) are just a few more ways you can defeat or be defeated by your foes.

Special buildings and reactions that help you get what you need, even when its not on your map.

Random Encounters, so don't think goblins or undead are what you have to worry about.

Zombies and Skeletons are now civs that are relentless, also evil embarks just got harder.
Beware the Horde!

Special castes that go from normal, melee, range, siege, and spell casters.
******************************************************************************
Normal - These are your standard run of the mill dwarf, nothing special

War - These dwarves heal faster, are naturally good at fighting, have no emotion or need of sleep.
But get enraged at any hostile, can only eat meat , and see only half as far.

Hunt - These dwarves are naturally good at ambushing, archery, observing and tracking.
They are good at dodging and have minor combat skills. Also they have built in combat styles

Priest - These dwarves can use magic, magic is good at defeating undead.
They are more apt to use Temples, as they learn magic and concentration faster, also they are naturals at it.

Siege - These are not dwarves but they were built by them, Obsidian Golems they are stuck with
preset combat skills. They can do other jobs, but they cannot learn.
******************************************************************************

Features (Fortress Mode)
-----------------------------------------------------------------
Resource Buildings:
******************************************************************************
Temple of Regeneration
The temple let's you make focus crystals from certain gems, and better focus crystals from special gems.
With focus crystals you can take any ore (metal containing rock) and make a Orb of Regeneration of that ore.
From there you can use the orb on its own to slowly regen ore, or use focus crystals to speed the process.
At max 8 focus crystals help the orb regen ore instantly, 16 focus crystals for two orbs.
The better focus crystals farther increase the chances a orb will regen ore, and if 8 are used a
chance to produce a extra ore is possible.

Mine Shaft
The mine shaft allows for digging operations, it requires a lantern, candles, and a miner (min) to perform
a digging operation. Digging for Flux, Coal, and gems are possible. But adding in more handy mining tools
will help with the chance of acquiring hard to get materials.

Quarry
The quarry allows your miners to dig for any worthless stone, with stones that you can make plaster powder with
those you can dig for as well. The Quarry also allows you to destroy excess rocks as well. It also features a
destroy all rock items feature, too de-clutter furniture stockpiles or useless rock crafts.
******************************************************************************

Normal Buildings:
******************************************************************************
Mason's Workshop 2
Allows the making of rock beds, bins, and buckets (other features pending)

Woodworker's Shop
Allows wooden items to be made into logs again, also makes wooden wheels, mechanisms, and processes small trees into logs

Artifact Pedestal
Raises a rooms value with artifacts.

Office Desk
Can make ink wells and quills as well as read and write medical texts

Candleworker's Shop
Makes candles from thread and wax/tallow, 50% chance to keep the thread.

Screw Pump Well
Can be used to fill empty buckets with water, it also can empty buckets of water.

Miner's Workshop
This is where all things mining is made, without this building the Mineshaft would be useless.
Miners tools like lanterns, hand-carts, mine carts, shovels, goggles, and metal wheels can be made here.

Alchemical Workshop
Make Acid, Ink, Tannin Powder, Iron Salt, Black Powder, Jars, Mercury, and Quick Silver.

Gunsmith's Shop
Make the Heavy Bolter with a Bayonet here, it can only be made from steel.
Make copper shells for the bolter 20 bars and some gun powder is needed for 500 rounds
Make lead shells for the bolther 4 bars and some gun powder is needed for 100 rounds

******************************************************************************
Misc:
Tower-Caps and Fungiwood can now be grown, and all Surface trees
All underground plants grow all season, but take twice as long to grow.
Digging for Coal in the Mineshaft has a chance to cause coal dust, which causes black lung.
Fences in lengths of 3,5,7,9,11, and 15 in both NS and WE (blocks all but lvl 2 building destroyers, and allows ranged attacks to pass).
fences are more of a quick and easy fortifcation, but still has drawbacks as it can be destroyed.

******************************************************************************

Features (Adventure Mode)
-----------------------------------------------------------------
<Currently None>

Civ alignments: based on a 0 - 5 scale (0 being cannot use, while 5 is Mastered)
this is partially implemented
-----------------------------------------------------------------
Dwarves:
Magic: (+)
Tech: (+++)
Religion: (++)

Humans:
Magic: (++)
Tech: (++)
Religion: (+++)

Elves:
Magic: (+++!) SPECIAL
Tech: (+)
Religion: (+)

Kobolds:
Magic: (+)
Tech: (-) NONE
Religion: +++

Gnomes:
Magic: (-) NONE
Tech: (++++)
Religion: (+)

Pending
*****************************
Donkinshnorf (Don-Kin-Shh-Norf)
Magic: (-) NONE
Tech: (+++++) MAX
Religion: (-)NONE
*****************************

Undead (zombies and skeletons):
Magic: (+++++) MAX
Tech: (!) SPECIAL
Religion: (#) UNHOLY[/spoiler]

Planned Features
-----------------------------------------------------------------
New evil underground civ that has mastered all that is tech
Random Encounters
More Unholy cave (3) beasts
Spell caster and siege unit for Zombies
Spell caster for Skeletons
Warrior, Range, Magic and/or Siege to each race
Make a lot of races playable with their own way of being played
Make hostile sentient/non-butcherable bodies 'Searchable/dissectable' for items/ingredients
Battle Mechs for Gnomes as well as steampunk weapons
The Donkinshnorf Slavers and all their little metal friends.
and more...

Using some of the new features
-----------------------------------------------------------------
Temple of Regeneration (large building/ Unique 9x12, faces south only): Uses 10 building materials, 2 statues, and one alter
Using the Temple
-Allows you to make and use Orbs of Regeneration
-Orbs of Regen are made from taking a piece of ore and four focus crystals
-Using a Orb of Regen yields a chance to conjure a piece of ore related to what the Orb is made of (Native Copper Orb of Regeneration = Native Copper Ore)
-There are three options you can do with a Orb of Regen

---Use it on its own to have a 1% chance to make its related ore
---Use it with focus crystals to give it a greater chance of yielding ore (using 8 crystals per orb always yields ore)
---Use it with ritual crystals (higher grade focus crystal) they have a lesser chance of depleting and offer a 15% boast to ore yield

-Make focus crystals (from, rough, cut, and large gems NOTE: rough and cut always make one crystal regardless but have a chance to make up to five, where large gems always make two crystals and have a chance make up to ten crystals)
-Regular focus crystals are made from white, clear, and black gems (only by actual in-game color not name or description). Where Ritual focus crystals are made from sunstones, moonstones, and bloodstones.
-If a Orb of Regen is used on its own it depends on the users concentration skill, but if focus crystals are used then the users druidry skill is relied on.
* * * * * * * * * *
Mineshaft (large building/ Unique 5x8, faces south only): Uses a Mineshaft Assembly (See Miner's Workshop and Woodworker's Shop)
Using the Mineshaft
-Allows idle miners to use their skills while they wait for other digging orders
-Miners can dig for Flux, Coal, Gems, and Special Gems (Ritual Gems and Rock Crystal).
-There are five levels of mining (except coal mining it has six levels)

---LVL 1: Needs a Lantern (1% chance of breaking), Candle (20% chance of depletion), and ready miner.
---LVL 2: Needs a Hand-Cart (10% of breaking) and previously said items
---LVL 3: Needs a Shovel (25% chance of breaking) and previously said items
---LVL 4: Needs a Mine Cart (5% chance of breaking) and previously said items
---LVL 5: Needs a pair of Goggles (1% chance of breaking) and previously said items
---LVL 6(Coal): Needs a Dust Mask (75% chance of deplection) and all the items from LVL's 1-5

-Every LVL above 1 has a greater chance to produce something (mining coal gets less dangerous NOTE: LVL 6 removes the chance of coal dust.)
-Digging for Special Gems is automatically LVL 5

* * * * * * * * * *
Quarry (Large building/ Unique 8x5 faces south, but can be accessed from the west and east): Uses any 5 building materials
Using the Quarry
-Allows you to dig for any worthless stone (55 stones in total).
-All three rocks that can be made into plaster powder can be dug.
-Can crush (destroy) any worthless stone.
-Can crush anything made out of worthless stone (from boulders to tables NOTE: to crush things made from valuable stone they must be set as non-economical using 'z' and going into the 'Stone' menu)
* * * * * * * * * *
Other Buildings:
Artifact Pedestal (tiny building): Uses one block and one Artifact (or item)
-Makes use of unused or useless artifacts (items) to boast a rooms value (Royal Bedroom)

Mason's Workshop 2 (Normal 3x3): Uses one building material
-Make Rock Bucket
-Make Rock Bin
-Make Rock Bed
*SUBJECT TO ADDITIONS (just don't know what yet)

Alchemical Workshop (Normal 3x3): Uses one building material 
-Make mercury from Cinnabar (jar)
-Make quick silver (mercury and any raw silver, and a jar)
-Make oil of vitriol (sulferic acid. Requires water, sulfer (brimstone), saltpeter and a jar)
-Make iron salt (iron bar, acid and a empty bag)
-Make tannin powder (bulbous plant/mushroom, and a empty bag)
-Make ink (iron salt, tannin powder, water, and a empty ink well)
-Make black powder (gun powder. Requires sulfer (brimstone), saltpeter, and fuel)

Office Desk (Unique 3x2 faces north only): Uses one building material
-Makes quills from feathers
-Makes ink wells from rough gems
-Write all medical text books
-Trains all medical skills from reading texts
What the building looks like:
XoX
XXX
Where 'o' is where the doctor sits and 'X' is the desk

Woodworker's Shop (Big Building 5x5): Uses one building material
-Deconstructs all things wooden
-Make wood pulp (needs wood and water. Is the pressed at a screw press to make sheets of paper)
-Makes wooden gears
-Makes wooden wheels
-Makes wooden posts/beams (used in building a Mine Shaft see Miner's Workshop)
-Processes small tress into wood (also seeds)

Candleworker's Shop (Normal 3x3): Uses one building material
-Make tallow candle
-Make wax candle
*NOTE THE SOAP MAKER IS MASTER OF THIS BUILDING*

Screw Pump Well (Normal 3x3): Uses 1 building material, 1 bucket, 1 Corkscrew, and 3 pipe sections/tubes
-Fill a empty bucket with water (many uses, mainly good for medical cast making, alchemy, and making paper)
-Fill a barrel (hopefully this allows for drinking)
-Empty container of water. *JUST IN CASE*

Miner's Workshop (Big Building 5x5): Uses 1 building material
-Make a wooden Hand-Cart (1 log/wood, 1 wooden wheel. Quarry needs this)
-Make Metal Mine Cart (1 metal bar, 1 metal mechanisms, 4 metal wheels)
-Make Metal Wheel
-Make Metal Lantern
-Make Metal Shovel
-Convert Metal Shovel to weapon (mining)
-Convert Metal Sgovel to tool (quarry/mineshaft)
-Make Gem Goggles (1 cut gem, 1 piece of leather/tanned skin)
-Make Mine Tracks (1 metal bar, 1 log/wood)
-Make Mineshaft Assembly (10 mine tracks, 8 posts/beams, 25 useless stones)

Gunsmith's Shop (Normal 3x3): Uses one building material
-Make Heavy Bolter with Bayonet (requires 3 steel bars)
-Make 500 copper shells (requires 20 copper bars and black powder)
-Make 100 lead shells (requires 4 lead bars and black powder)

--------------------------------------------------------------------------------
« Last Edit: June 06, 2012, 12:08:44 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Regeneration V3.0: A Mod by Hugo
« Reply #1 on: August 28, 2011, 09:15:09 pm »

Changelog
-----------------------------------------------------------------
Spoiler: Changes (click to show/hide)
-----------------------------------------------------------------
« Last Edit: February 20, 2012, 01:27:52 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Regeneration V3.0: A Mod by Hugo
« Reply #2 on: August 28, 2011, 09:16:19 pm »

CONCEPT ART:

Here is a Donkinshnorf Grunt Grunt waiting for his artificial arm
Here is a Altered Version of the Donkinshnorf Knight Knight standing with a breeze and his arm blade
This is the unaltered first draft of the knight Rough Version of Knight

Art by: Kisame12794 the "Bone Golem"

If you have a concept of what a new creature/race might look like feel free to PM me or "The Master" for us to look over. No image is incorrect. But the best will be posted here with "Your Name" loven'ly crediting your hard work.
« Last Edit: January 03, 2012, 12:30:38 pm by Hugo_The_Dwarf »
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Stronghammer

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Re: Regeneration V3.0: A Mod by Hugo
« Reply #3 on: August 29, 2011, 09:48:06 am »

Wow sounds really nice, downloading now.
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V3.0: A Mod by Hugo*--->]})|
« Reply #4 on: August 29, 2011, 10:22:24 am »

There will be a small fix popping up today, I'm currently working on reverting all the changes that my current graphics pack has done for creature tiles (this mod started as a personal mod.). Also I'm Lining up a list of Altered Files so that experienced users can merge or know what is being changed.
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Stronghammer

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #5 on: August 30, 2011, 08:18:08 am »

Thx for the update im enjoying the mod thus far.
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NightS

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #6 on: August 30, 2011, 11:55:16 am »

I think i have never seen a mod like this before...
10 for originality (from me, i don't know all mods in the forum, heh)
And for gameplay... downloading now to try it :)
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #7 on: August 30, 2011, 12:43:44 pm »

Thanks for the positive feedback, Expect in the next release to be able to write and read, make ink, paper, and vellum/parchment. Also fun stuff like sulfuric acid, you can either weaponise it, you use it for ink making. Books and the like will make IMPROVED vanilla reactions, say make a scroll of smelting and now every smelt job has the ablitly to yield more products. And the making of books (so I can remove the standard book for the Doctor's Desk which can be made from anything :P) Hopefully I can get more into the caste system again, or get corpse/body searching. More planned critters getting in would be nice.

A future plan for adding black powder (gun powder) will come in whenever I get a new weapon made up with its special ammo, also oil and the like. Mainly Gnomes will have these weapons as they are into the 'Steampunk' era. Due to their size and lack of magic they had to think fast and hard to make up for it. So Tech is there specialty.

EDIT: Made a fatal mistake with the ASCII version, I had forgotten to chage the tiles for the stone layers/minerals/whatnot. In the next release they will be fixed (hopefully all) but I might have missed some.
« Last Edit: August 30, 2011, 12:50:31 pm by Hugo_The_Dwarf »
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NightS

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #8 on: August 30, 2011, 01:41:44 pm »

If you want to put more metals, you can use the script i made, it will make it easier :) (check my sig)
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Aramco

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #9 on: August 30, 2011, 01:53:23 pm »

I don't know what it is about this mod, but something about just makes me feel like it will be amazing. I shall now play it and see if I am wrong or not. (Hopefully not)

Edit: Though I must say the temple of regeneration looks rather OP if you get just one adamantine in there, and you can make as much as you want, with no fear of *that.*

Also an Edit: I just embarked, and WHY IS EVERYTHING SPINNING
« Last Edit: August 30, 2011, 02:12:03 pm by Aramco »
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Hugo_The_Dwarf

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #10 on: August 30, 2011, 02:18:21 pm »

I don't know what it is about this mod, but something about just makes me feel like it will be amazing. I shall now play it and see if I am wrong or not. (Hopefully not)

Edit: Though I must say the temple of regeneration looks rather OP if you get just one adamantine in there, and you can make as much as you want, with no fear of *that.*

Also an Edit: I just embarked, and WHY IS EVERYTHING SPINNING

Also Cotton Candy cannot be made into a Orb of Regen, because it is not classed as a 'Ore' so no, cotton candy cannot be reproduced... and SPINNING? can you PM some screen shots? are you using ASCII or the PHOEBUS version?

And yes the ToR might be a little overpowered, but you need a good gem industry to run it, and not every gem can be used to make focus crystals (only white and black gems), I only managed to nerf and make the quarry and mineshaft fairly balanced. Once I farther the development and get most of the new features In. I'll rework the ToR

If you want to put more metals, you can use the script i made, it will make it easier :) (check my sig)

I will keep this in mind :D I might rework metal materials to custom preferences so its copper<iron<bronze<silver<steel<cotton candy. But other metals would be good to slip in there. thas only a example, but there is ALOT that needs to be added. There are stil 3 major races that need to be added as of yet.
« Last Edit: August 30, 2011, 02:22:23 pm by Hugo_The_Dwarf »
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Nighthawk

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #11 on: August 30, 2011, 02:43:18 pm »

When I saw the title of the mod, the first thought that came to mind was,

"REGENERATION?! MY ADVENTURERS ARE SAVED!"

But then I realized that it had nothing to do with growing back limbs.
I was disappoint.

Other than that fact, this mod looks pretty cool. It's got some awesome stuff in it.

(But I still wish I could regenerate limbs...)
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #12 on: August 30, 2011, 02:53:15 pm »

When I saw the title of the mod, the first thought that came to mind was,

"REGENERATION?! MY ADVENTURERS ARE SAVED!"

But then I realized that it had nothing to do with growing back limbs.
I was disappoint.

Other than that fact, this mod looks pretty cool. It's got some awesome stuff in it.

(But I still wish I could regenerate limbs...)

I wish too man... I wish too... It would be great in fortress mode aswell... But being Tenzu the Blind human adventerer isn't soo bad... if you survive the arrows in your eyes.
And what is here for this version is only tip of the ice burg, theres still the stuff under the ice waters
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Deon

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #13 on: August 30, 2011, 03:20:42 pm »



Urk dasha, blood beast, zombie, skeleton.
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narhiril

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Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« Reply #14 on: August 30, 2011, 03:24:29 pm »

The mine shaft is a pretty neat concept. 

Does it actually produce copies of the items used for input when "retaining" them or does it produce weird things like "copper lamp lamp"?  I recall having some trouble with the GET_MATERIAL_FROM_REAGENT token in the past where it would do things like that.  I tried to make a reaction once to re-stack ammunition (by grabbing a whole bunch of it and using GET_MATERIAL_FROM_REAGENT for the product), but I remember getting things like "cow bone bolt bolts". 

I suppose this could be completely circumvented by not assigning a material to the tool items (or using a specific material and then specifying that material in the product), but I'm curious if you got it to work where it would retain the original item's material.

Also, I think it's high time we pestered Toady for some multi-level buildings.
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