1. There are metal caps and cloth caps. I think adamantine makes both.That's the thing, whether you make an item out of adamantine wafers or adamantine cloth, the game will only remember that the item is adamantine, without preserving the wafer/cloth difference. So there can be only one kind of adamantine caps. What I want to know is if they count as armor or clothing, particularly if they get the usual clothing penalty to armor effectiveness.
2. For sand, you need, small area with some big animals, it only needs one tile exposed if nothing grows on it.So the size doesn't matter at all? If I have several sand/clay collecting jobs on repeat, won't they obstruct each other with just one tile?
3. There was a type of building made for nobles, with pedestals for artifacts. the first artifact you bring there usually stays, or so I've heard.Good idea, I should try that.
6. Raids seem to work fine without tactician skill, but I don't know any reliable way to get the tactics skill.When I tried to liberate that artifact from some bandit I gave it to, embarking with a tactician was the difference between winning and losing the raid. I've heard you can get skilled generals from sites you conquer, but it's a chicken and egg problem.
7. Could be an underground river, a brook covered by snow, or the place that feeds the river. If not, it might be a bug.The river meets an ocean within my embark site, and where it enters the stone beach, parts of it are just erased. It's definitely a glitch, but I could wall off the isolated river chunk and fish in complete safety, if it still has fish. I suppose I can just test it in practice.
4. I had a game in a glacier with a dwarf that had a caged pet sheep, and found out he had been feeding it all our berries from the seeds left in the cage. Don't know if it works with celery.The wiki says animal trainers will also feed the animals they train, and animal caretakers may feed any hungry animal (not just pets), but I have never tried this so I've no idea how reliable it is.
1. Look at how dwarfs behave with the candy caps, and what their detailed descriptions are... Metal caps will not grabbed by dwarfs for their civilian garb, and the detailed description will say "This is a [quality] [material] cap". Non-metal caps will be used for civilian garb and say "This is a [quality] [material] cap. It is made from [type] cloth". That is probably the surest way to determine if your candy caps are being treated as armor or clothing, and if they degrade or protect.At least in v47.05, if you make, say, adamantine socks, it won't say the socks are "made from adamantine cloth", and socks are 100% clothing, so your method doesn't work here.
2. 1-tile sand collection zones work fine with ten dwarfs collecting there. My sand zone is always adjacent to the sand tile, which may be why it works out okay. Putting a grate over the sand protects from growth (wiki covers this stuff).Great news, thanks! Then I'll keep it small.
7. The river tile flag is probably enough for the vermin fishing, just as murky pool tile flag is for pond turtles. For cavern and ocean fishing, you need map edge access because there are no tile flags ("tile flag" being my term).I suspect it's true, but I'll need to test it later.
About greaves or leggings, greaves are considered to be better, according to this thread (http://www.bay12forums.com/smf/index.php?topic=148311.0) which shows many diverse opinions on armor, and delves into the greaves/leggings question.The argument there is that leggings are chain so they're worse against blunt. But bone can't be chain, I think. And apart from that (and material size), leggings and greaves appear to have identical stats?
There are two parts to that method... You showed the detailed description will not help differentiate, but the second part is if the dwarfs regard the caps as items they can wear as clothing. If you make an candy cap in a forge from a wafer, and a candy cap in a clothing shop (add order for a cap and limit available cloth to candy cloth (not even sure if this can work)), do the dwarfs take either, neither, or both to wear? This is a test to see if the cap is considered to be armor or clothing, and a test to see if the underlying material is retained as "metal" or "cloth" even if the description shows no difference.1. Look at how dwarfs behave with the candy caps, and what their detailed descriptions are... Metal caps will not grabbed by dwarfs for their civilian garb, and the detailed description will say "This is a [quality] [material] cap". Non-metal caps will be used for civilian garb and say "This is a [quality] [material] cap. It is made from [type] cloth". That is probably the surest way to determine if your candy caps are being treated as armor or clothing, and if they degrade or protect.At least in v47.05, if you make, say, adamantine socks, it won't say the socks are "made from adamantine cloth", and socks are 100% clothing, so your method doesn't work here.
The argument there is that leggings are chain so they're worse against blunt. But bone can't be chain, I think. And apart from that (and material size), leggings and greaves appear to have identical stats?In DF, you can make bone leggings, consider this (https://www.zmescience.com/science/archaeology/archaeologists-bone-armor-12092014/). Greaves and leggings do have different Armor Levels (https://dwarffortresswiki.org/index.php/Armor#Lower_body). As suggested in that armor thread, greaves probably have a less flexible surface that allows for better deflection of impact (any angle of deflection means impacts transfer less momentum to the target and more momentum remains in the weapon as it deflects away.
There are two parts to that method... You showed the detailed description will not help differentiate, but the second part is if the dwarfs regard the caps as items they can wear as clothing.Right, good point, I read past that bit in your previous message. Well, I tried this, and dwarves will wear adamantine hoods, but seem to ignore adamantine caps, so here they're treated as armor after all? It still proves nothing, because I already know the game is inconsistent on this (otherwise they'd require wafers to forge). I guess I'll need direct arena tests.
Greaves and leggings do have different Armor Levels (https://dwarffortresswiki.org/index.php/Armor#Lower_body).I forgot about that. But, I heard armor levels don't actually influence combat since v0.31, being a 40d remnant.
As suggested in that armor thread, greaves probably have a less flexible surface that allows for better deflection of impact (any angle of deflection means impacts transfer less momentum to the target and more momentum remains in the weapon as it deflects away.That's what the chain tag does. I just suspect it doesn't apply to bone.