Yeah, a little readme makes sense. I would have gladly tested and tried a few things and written a how-to with some screenshots, like I did for autosyndrome, but I cant get it to work on the netbook.
So when you say glowing crystals you mean that you can make specific materials glow? So for example adamantine could glow blue? And anything made of adamantine? Well, I guess I just wait for your update on the matter, since it is theoretical knowledge for me anyway.
Still, my current idea is this:
- Optional Settings for Masterwork, by default ON (depending on how high the FPS effect is)
- Dwarves generate no light.
- Surface would always be bright. No day/night cycle (since the speed is so high it would drive people mad after a short while, at least with the 72times faster fortress mode. A "spring twilight - summer bright - autumn twilight - winter dark" change of surface light would make more sense I think, although slightly unrealistic of course.)
- Underground would be dark.
- 4 custom workshops give light: Brazier, Candelabra, Fireplace and Glowing Crystal.
- First and Second Cavern plants give light. Bioluminescence from mushrooms and crystal-tree/plants.
- If inorganics can give light, then specific materials like Warpstone or Blood/Tear of Armok (special veins and gems from the mod) would emit a faint light.
- If inorganics can give light, would that include material emissions? Firebreath is a perfect example, or any other magical attack. It would be awesome to see burning arrows and exploding catapult ammo, both in the mod already, to generated some warm yellow/red glow.
And thats about it.
Plants and workshops can already be done, I'll await your answer/ideas about inorganics and items, and as a feature request I would ask you to try the seasonal day/night changes, just to see how it goes. Even if winter is only half-dark on the surface it would change the mood/atmosphere quite a bit.