Consider rope/ladder/etc. building particularly for downward movement into large open
IMO, this would be one of the neatest things to have in the new version coming up. I know a lot of the things that have been done are much more important and will have greater impact on gameplay. But I just love the idea of building entire fortresses suspended from a single chain... or at the least being able to build downward into chasms and such. Such a rope/ladder would almost be the inverse of a pillar... holding everything up from above rather than from below.
And then of course, you put a lever on the ladder, lure gobbos underneath, and throw the lever, destroying the ladder and dropping an "island" 20 Z-levels onto the goblins. Whee!
you can currently do that with a support iirc
edit - apart from the fact dwarfs can't go up/down it
That's the big problem. If you make stairs they can path up you've connected two levels with firm support. It's still possible to use things that don't support to keep it separated but it's a tedious effort.
Though I realise that "Large Gems" are likely a Place Holder for a more complicated Large Gem System.
Probably a safe assumption. Item size variation is slowly but inexorably making its way into the crafting system -- "cloth and thread items have associated lengths/areas now," and we may see something similar for butchery byproducts like bone, to prevent ridiculous stuff like fish bone bolts.
Toady's said before that he's worried detailed clothing sizes would be a burden for the player, but I don't see why, as long as creatures can wear oversize (and slightly undersize) items. It would be cute to see dwarven children running around in their parents' shirts, etc. Each clothing item could have one or more relative sizes corresponding to the relsizes of the body parts it's worn on, so a goblin could wear a human's clothing and so on (might get tricky if trying to wear the clothing of a non-humanoid race). Armor usage might be hampered by ill-fitting armor.
I think what we need is a way to deal with used garments. If children could just drop off their too-small clothing in a stockpile and have it automatically set for processing down into scraps (the more worn out the sock the less useful the material from it?) at the clothier shop clothing would start to make more sense in general I think.
Though there are plenty of other advanced features to clothing that would improve it so *shrug*
The issue with simply changing what weapons are due to sizes OTHER then style differences is the handle.
A Giant Knife may be smaller then a Great Sword... But it would be impossible to hold because of the size of the grasper.
DF doesn't come with any standard civs that have that bigof a scale distance so except for possibly kobolds it makes sense for their hands to be able to grasp things of about the same diameter. If you look at chimps humans have actually got some usual hand proportions to allow our fingers to curl in all the way (chimps' max range leaves an open space that they could poke another finger into.)
But whatever the actual case with the sizes of hands these races should have the 50% size leniency rule would probably work fine for the graspability of weapons.
We need a new FoTF thread when the new version comes out. Who shall be the one to create it? We can't go around with ten or twenty FoTF threads.
If you lock the olde ones sure we can.
I was fairly certain one could in fact make fish leather in one's fortress. You just need a chamber with untamed large fish in it (carp or whatever), drain the chamber, then butcher the dead fish. I got into fish farming in one fortress at some point (following I3eReNt or whatever his name was).
Oh, okay. I've never actually had a real fortress with big fish around. Fish farming sounds pretty fun now that I think about it, though.
I probably wouldn't be able to get myself to bother without an editor program that would just turn a cow or something into a fish for me. Luring stationary creatures into cage traps doesn't work so well for me hardly ever.