- locate-ore:
https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#locate-oreBasically, get either list or 1-tile painting of a given ore (which you can follow up with digv, I guess).
I myself tend to use the vanilla "automining gems/ores" as far as dig designations go, after discovering them. Discovery occassionally aided by reveal nowadays, but on thin places with prearranged volcanisms there's not much need beyond initial prospect all due material layering, and I feel the rooms are more clear without using it.
- Smelter melting doesn't have RNG or quality dependence, at least in vanilla - you get what you get every time, though items usually don't return what was put in - can be more, can be less, can be less than 1 bar.
I dunno about what molten pit does, though.
- Hm, raiding penalty...Well I suppose it could throw that boulder at range to simulate artillery. But perhaps most realistic would be raiders picking up a disease from far-away place. Of course, Uruks have good disease resistance.
If it was only about what civilization was in range, perhaps it could cost you in their trade profits with them, thus provoking war just like with caravans being lost.
- I recall MWDF also has lot stronger bolds. Specialized natural skills, caravans, trade, better than wood weaponry and such.
- I like microing artifacts, myself. The timing for this particular one is when they've begun construction - and at least 1 item must remain used for it's construction. Allowed me to once replace rose gold pick with iron one (would have been steel, but I hurried rose gold production two seasons before it's need)
- without a forest, I think best way to get logs in vanilla is through forbidding stocks of it with trade caravan? Goatmaan uses that in 40.19, at least. Haven't tried myself yet, but should beat a tree farm, though is less independent or colorful.
- Oh well on captive workshops. Thought one could manage something with using a <dwarf cage> as reagant.
- Heh, yeah, trading is a bit different this time around. Do orcs have mountainhome equivalent?
Though that would require trading with traitor orcs.
- Weres are still capable of stat growth, so that's interesting (though I've heard mention of that being bugged, i.e. still present for vampires). Also, healing helps to deal with serious threats, such as TheFlame52's BastionGate's anti-demon squad.
Still, I've looked into a full-were fortress and concluded "unreasonable rebuilding". My primary use for them would be in the realm of things like sand and especially clay collection, as well as explorative mining and perhaps handling things with syndromes, with perhaps on non-time-sensetive lever pulling. If you're going to separate your minecart quarry tracks from cats anyway, could block out a werebeast as well.
It's a bit different in community fortress where real-time and game time have different equivalencies, I guess.
(Of course, if you have lot of werebeasts, then there's an application of modification of Larix's infinity clock or some other mechanisms to unlock a bridge with levers marked "pull it now/R !" and another mechanism to drop them down from it's range to be released in a week. Could make for an interesting challenge, though I don't trust the purple jobs enough for this.)