You sir are a winner
I will have a look at scalelashed right after this post. To adress you feedback:
Couldn't find any bronze. Couldn't make a metallurgist as a result.
- Trading, or Transmutation Chamber. Transmute 2aluminum to bronze.
Wasn't clear how to get creature armory to apply armor initially. I ended up putting a pasture over the armory to ensure that my dogs got hit. Even then, it was maybe a 20% chance of conversion each attempt.
This is the absolutely correct way to do it. I think I mention it in the manual as well. Since it has such a low chance you can recycle the pet armor for unlimited time. I know the issue (same for guildhall/golems/temples) but there is no way to fix it.
My "Steel" golem appears to have parts made out of iron, at least according to the combat log (The xyz hits the steel golem in the upper body, denting the iron).
Seems that the material is declared once on the main creature, and does not accept the caste defined materials. I will do more arena testing on this, if it is true I can easily fix it. Good find.
Spirithunter description oddly mentions "Spiritwebber" as well?
Spirithunter = male, ranged fighter.
Spiritwebber = female, webber.
Both should be good additions to safely stationed ranged squads.
I love the upgradeable armor. Didn't have a chance to play around with upgradeable weapons though.
A shame about the weapons, since they make for interesting combat logs, and the epic ones are full of easter eggs.
Couldn't find any magma-safe stone, yet these are required for the dwarven physics lab. Some way to make magma safe 'stone', even if it's from metal or something, would be useful (or switch it to using blocks which are easy to make magma-safe versions of).
Is changed
I also made a reaction to make a boulder from a block, which would help as well.
More consumable uses of wood might be an idea. I ended up with over 1000 logs at the end and nothing to really use them for.
Wow. I thought I had covered that, with iron and steel from the special trees, leatherbark from nethercaps, edible/brewable fungi from fungiwood... the only thing left is normal wood. Any idea about what I should do with tons of wood ? ^^
Opening loot bags - I couldn't figure out what to do with these until I built a creature research thingy. Seems like an odd building to do the opening, but can't think of a better one either.
Yeah, I did not know where to add them as well. I hope to overhaul this building and add more drops. I just put it there because both kobold loot and megabeast essence are special itemcorpses. I'd like to change this simple system to something better, since DF2012 offers so many options
Lost 6 or 7 dwarves to moods for cloth I didn't have (yarn?).
Mmmhh... got similar reports once before, but not many, with yours it is 3 now. I think I can force some moods and test with runesmith, but they need to update it for DF2012 before I can do anything.
Do I understand it correctly that you like those as your "price" ? Otherwise sent me a PM, I am sure I can sneak in an easter egg or two for you.
Some random ideas for the future:
Fish farm. Requires terrariums and water to build and has low output raw fish production when worked (much like a shrine). Perhaps require a blueprint made of fish/turtles/etc. before certain fish farming operations become available? e.g. 5 raw turtles -> turtle pond, makes 'farm turtles' available.
Engineering station. Small 1x1 workshop intended to be built on the front lines. Allows repairing for constructs, and allows welding turrets to the ground (remove their legs? immobile tag of some sort?).
Cloth -> Thread reaction? Might be useful to be able to unravel cloth and clothing (rather than burning the clothing in the crematorium).
FishFarm (or even magma fish farm maybe) can be done. Nice idea for deserts/glaciers, buy fish from caravan and build a fish farm. On the other hand fishing is overpowered as it is, but it would make those ridiculus migrants with fishing skills usefull in waterless maps. Is added to my to-do list.
Engineering station: Cant make turrets stationary, if I could do that they would be stationary already
I could add a boiling stone reaction to the golem forge that only affects golems and adds recuperation:5000 for a short time to them, this should repair most damage. Good idea, I will do testing. But again it has the same problem that boiling stones dont always work.
Cloth to thread, silk item to silk, cloth item to cloth and yarn item to yarn is added to the carftsman.
Thanks for playing and glad that you like the mod. Next update is not far btw, mostly manual and GUI, as well as testing with slaves. Rest is finished.
PS: Armored mastiffs are also nerfed and not so overkill anymore.
PPS: Beautiful fortress. Amazed by the micromanagemend you did for stockpiling, and the size of your farm/breeding pit/wood stockpile. How many dwarves did you have again ?
And a prison with a well and a plump helmet for each prisoner... nice.