By cavern days, you mean that when someone discover a cavern should transfer there ?
Now I'm deciding how to go on ... I have a fortress with 350 dwarves, economy is ok and also food seems good.
But I never produced weapons and clothes (just used the market for that) and I want to start.
So I mined down and found 2 different magma sources, should I make another fortress near there or not ?
I also have the idea to start again from zero, because this game is very complete and hard, when you find a way to solve a problem, another one comes out.
Like for example diseases, I readed NOW on the wiki that clean the dwarves with water was a good idea, and my actual fortress don't have anymore the possibility to make "waterfalls" on the entrance/exits for healt purposes (I just planned a waterfall in the center plaza).
I was attacked by a rotting forgotten beast recently and it was almost like losing the game (30 soldiers went rot and tantrum spiral on their friends), I was able to reload and the beast changed ... my luck. But I would like to kill a beast like that and survive.
On the other side, I don't want to start again to make the "perfect fortress" because this is probably an impossible task ... maybe I should just make another one near the magma lake, and take water there. Move water down should be easyer than take lava up .....
sorry if I went [OT] in my own thread, I'm trying to understand this game.
With respect to transporting to/from lava/water:
While you're certainly free to do as you wish, in my voyage of discovery through DF, I found that finding the perfect embark was an extraordinary waste of my time.
What I mean by that is, you can spend dozens of hours trying to generate worlds with the perfect conditions, or you can just use dfhack and make them yourself.
If using dfhack doesn't appeal to you, no harm, no foul, feel free to ignore this post.
I'm just pointing it out because it solves pretty much all but one of the issues you're dealing with, immediately. For me, this allowed me to focus on what I enjoyed, rather than what was an impediment to my own goals.
As an example.
Many starting forts have a problem with dwarves running into thirst. A wide variety of very interesting embarks do not have flowing water on them, so it can be quite time consuming to prevent your dwarves from dying of thirst.
Ok, fair enough, that can be seen as a challenge to overcome, and satisfying when done. True! However, if your goal for your fort is a project, mega-project, or other type of not-dying-of-thirst scenario, embarking with flowing water on the map can turn into nothing but a performance loss on your FPS that you'd rather avoid. My personal solution? One command in dfhack, and I have provided water for all my dwarves. Done. Move on to next goal.
I have already, in the past, gone through all the pain of providing fresh water. This is just much much faster and more convenient, having done it before. I have built dozens of forts over the past year, and learn more every time, so don't hesitate if restarting will help you solve a problem next time.
Similarly, many players embark on a volcano simply to get magma for magma forges and magma smelters/furnaces. Two commands in dfhack solves this on any embark that CAN have magma-powered buildings, and saves you the FPS loss.
Also, the issue of caverns; another potential FPS loss, and entirely unnecessary to most of my projects. Now? No caverns. Trees? Surface only. Crops? Surface-crops only, grown underground.
It's true, you can lose interest if you don't set your goals lofty enough. I'm just pointing out that if, in your frustration, you're ready to give up, don't! There are tools available to reach your goals, in particular if you're looking to work towards a mega project. By all means, do it the "hard way" at least once, but after that, the option is available to ditch the noble suffering.