My Tree-Beard test site has finally cracked the puzzles of constructing in trees.
Bridges are a very useful tool to build your tree city, because they don't cause trees to disappear and can be built over pretty much all tree features. They are also a fairly cheap way of turning deeper branches "inside" to allow building the basic desired rooms. However, there are two very strange behaviours (.40.11):
- in order to provide "cover", a bridge must be constructed over empty space. Where bridges intersect with branches or twigs, this doesn't work. It's tile-specific: if some tiles of one bridge are on twigs and others on open space, the area under the twigs is "outside", the area under open space "inside".
- bridges allow building connections between trees. However, bridges only allow passage over empty space, not over twigs. That's a pretty weird feature and was quite a puzzle, but once i worked it out and started building connecting bridges with this restriction in mind, i could connect pretty much anything - all you need are empty tiles adjacent to branches, and that can be found in most trees (usually diagonally adjacent, but that doesn't restrict dwarven pathing). Branches (and trunks) can support bridges.
The starting fish cleaner got into a fight with a capybara and jumped off a tree, mangling his hand. I only noticed because he kept flashing the white cross. After assigning a hospital and CMD, he was cared for, but i had to wait for the autumn caravan - he needed traction, and i hadn't brought stones. The caravan brought no stones either, but they brought some stone blocks (to jump-start the furnace section with a kiln and wood furnace) and some copper cages and instruments (for the mechanism). And he still got stuck in traction.