I know, but I really thought the magma and water wells were a way to use very rare gems to do those "cheats" in a more legit way.
I guess my choices now are magma sea (deep down at -50, vetical 3rd cavern), cheating, or using minecarts to take magma up (last time I tried ended badly, green glass melted, and iron was too heavy and got stuck in the magma).
On an other side note, I have a few questions that might as well be posted here:
1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.
2/ Very similar question, but for surplus of seeds, and potentially other items.
I use a central "seed" stockpile, that gives to individual seed piles, and either sell or roast the ones in surplus (depending on food needs).
This is very heavy on the preparation, but that's the best I could figure out so far to ensure keeping seeds on the side.
3/ I embarked with plump helmet folks. Those breed like madmens and throw parties all the time (cancelled because in a pe'n', but still). I tried to butcher a lot of them, and I am now with piles of their "meat" in the plant pile. I know I can brew that, but I'd need way too many barrels and brewers.
Anyone else had troubles with those critters?
EDIT:
4/ Is there any way at all to make a wood plank stockpile per type?
I'd love to be able to filter them, because of colour, weight and value, but the only option seems to be building multiple sawmills and 't'ake from them, or to switch the pile that takes each time, the first option being a waste of materials and place, the second very micro intensive.
5/ I quicly checked the 5x3 brewery, but it seems to take more for less yield (2 plants to 2x3 booze, compared to 1 plant to 5).
Did I miss something while reading the reactions?
That's all (for now^^), I am enjoying my return to MDF a great deal after stopping for a year, all those new things to play around with that I still am not finished.
Particularly loving the rewamp of the guild system, the merchants and the praying, it really gives a lot more flexibility to playing dwarves.
Heck, it might be possible to make a fortress with a lot of priests (and butchers for later souls) to sustain it, just like it's possible with merchants.
Looking forward to the proper human release (with doc) in a few days, going to continue mostly with dwarves for now.