when will we be able to forge non-dwarf size weapons and armor?
I want to make adamantine longswords and large platemail and then find them with my adventurer. Presumably in the ruins of a fortress that was destroyed by hfs because they were not properly equipped with usable weaons and armor.
This brings up a question, but it's not worthy of being green'd.
Where does everyone think the hidden fun metal will be hiding this time?
Largely because civilizations use whatever metal is available to them and having that stuff show up like goblin iron would be dumb.
Of course the site choice matters, if i choose a site with a Magma Pipe then i'll have easy early-game access to Magma. If not, then getting to the stuff is going to be a late-game prospect. That alone will substantially change how i build my fort, as access to Magma is a key gameplay componant.
That is nothing compared to magma or glass being an another-game prospect
Due to the way the Worldgen works, it will always be possible to generate rediculous worlds where you have the Grand Canyon next to Mt. Everest with a polar ice cap at one end and a tropical rainforest at the other. Perhaps not in the default Worldgen, but with customisation, most certainly.
This is not necessarily true. There will likely be a point where there are enough biome/region-specific features that it's simply impossible to fit all of them into one site.
In fact, this is already true to some degree: It's currently impossible (or so infeasible as to be considered impossible) to embark on a site where every single possible animal and plant in the game can exist naturally on the same map.
Once we get the ability to access multiple sites, then i'll fully support making features more dispersed. But until then i will thougherly object to it, simply because there is no reason to force players to have to use crazy worldgens just to get the world they like.
If you don't want to play on a site with everything, you don't have to. If you do, you can. It's a wonderful thing.
Do you say this about every game where you can't have absolutely every single piece of content at once? If so, I really have no freaking clue how you manage. Most games involving any sort of player choice have the player choose between options. That's what choice is.
You should, in fact, have to use crazy worldgen parameters if you want to get a world that makes absolutely no sense at all. If you want a crazy world, use crazy parameters. Personally, I consider an embark area with both a glacier and the Sahara Desert to be pretty damn crazy, and that's not even considering features that don't exist yet.
If there is a "perfect site" available, but choice is meaningless, because there's no actual strategy involved. The only reason, in that case, to choose an "imperfect" site is if you intentionally want to cripple yourself.
Choice should be meaningful, and choice is not meaningful if there's a single perfect option that you're an idiot not to take.
Here's the big blind answer for you:
Nobles don't demand yeti leather boots and elephant ivory toy boats in the same map. They do ask for glass things in maps without sand and so many players have taken to adding plumbing to the rooms of their nobles. When the best option for dealing with a task is to kill the person that gave you the task players take to metagaming.
Just to settle it thought I like choosing from flavors. In flavor A you accomplish this task through means a and in flavor B you accomplish it through means b. If in flavor C you just cannot do it (including situations where it would take twenty years in the fortress to do what can be done in one or two with option A) then flavor C is only around if I want to intentionally deprive myself of game play.
Leather I can do anywhere there are animals to skin, which is anywhere. And really I don't need that because caravans bring so much of the stuff. Metalwork I can do anywhere there are trees or magma. If I have to entirely import wood from elves I can never have steel because they stop bringing wood. Worse is how I can't make beds from anything but wood so my already limited pool of wood to use is drastically scaled back.
So what did I do? Obsess over underground water so that I could make forests. That doesn't actually work so much how I thought though so it isn't a solution (unless I could magically get back fps many years into a fort
)
Also i think we can finally milk cows, goats and horses.
Where did you hear that?
Also i think we can finally milk cows, goats and horses.
Heck people i was just thinking that if toady fixes the maggots he does cows and alike at the same time.
You think that because you have no idea how it works. (Edit: or not?)
To us a better choice of words would be you hope that, because you have no idea how it works.
Here's the thing. He made it so that dwarves don't eat purring maggots before regular food. This was what kept use from using those to make milk in our forts. Have you had any issues with dwarves tackling a cow instead of going to the food stockpile?
will we be able to milk sentients?
Why did I just suddenly get an Idea for a new elf torture method.
Capture elfs. Milk elfs. Make Elf Cheese. Cook elf cheese into elf cheese roasts. Sell to elfs.
And last I heard milking a creature doesn't care about gender. You would be able to get cowman milk from both genders...unfortunately.
Male mammals do have mammary glands after all. I know that for mothers the amount of milk they produce is an on demand thing, as in the more the baby eats the more the breasts will work to produce. I don't know that males would produce anything more that a few drops of what would essentially be blackened sweat but with hormone treatment men can grow breasts. Provided that you could find the right way to kick start it you should be able to set up a Mudoken style fluid harvesting factory that might even produce something you could eventually use in trade.
Tamed sentients can die of dehydration though so you would have to give them something to drink...
The rotting solution is a good one, but having dwarves eat more often clashes with the existing craziness of the passage of time in DF. If dwarves ate even one meal a day, it would basically be the only thing they did. I think the best solution is to have them eat as often, but just eat more food when they do. Decreased farm output could also help here.
Well requiring the fields to be fertilized to continue having decent output would give some slight push but you could also just have the dwarves throw bigger parties as the fort got larger (with more wasted food per dwarf.)
We'd obviously just game things to stop parties but if you made it so that a dining room started losing ranks of awesome if nobody had thrown parties in it we would welcome having idle dwarves.