I should explain my votes, just incase you re-mine this topic for a second podcast.
Geology: obviously rocks are important to dwarves, however only a subset of geology is used.
- When will we get jointing, faulting, better permiability modeling (leaky ceilings and such gone wild)
- plastic deformation (deep tunnels slowly seal themselves (ie: this tunnel is filled with 3/7 rock as it re-seals under pressure)
- realistic* cave-ins (*max unsupported size, stacking stuff, not necessarily a real transfer model)
- anticlines! Synclines! Non-level layers! Is continent scale deformation (arches and depressions, tectonic uplift, isostatic rebound--glaciers!)
- caves as both karsting and lavatubes, more than 1 mineral block per region (you have struck microcline!), and so forth.
- Earthquakes (a earthquake occurs, throwing up half your map a few tiles!)! Mining debris.
- Bowens reaction series! Different types of magma (silica rich/poor? aa/ropey(flow rates!))? magma fractionating as it cools?
- local metamorphism around magma!
- Will ternary diagrams ever become necessary on the wiki/while coding?
- Have you considered exploratory drilling (a workstation that allows you to sample stone in a fixed direction (ie down) without tunneling?
- Could miner skill factor into the quality of gem removed from the wall (a legendary-ily mined gem has a higher chance of becoming a large gem)?
Meterology: There is a weather model, what does it do?
- what was it based on
- exactly how much memory/processor does it take in comparison to some of the other major components?
- Why did you choose it over a simple random walk model?
- Will there eventually be storms and lightning that might make outside dangerous (to trees or creatures)?
- What happens when weather is turned off in the init--is there a fallback?
- What is the interaction between temperature and weather options?
- Hurricanes and tornadoes? Will we see them?
Genetics: Now that it's coming in, how and what can we do?
- How does it interact with the caste system, and where is the whole model going?
- Without some non-'spore' breeding, how will you facilitate breeding programs?
- I recall a mention about seeding diversity. How did that turn out? Will it be possible for new phenotypes (don't hate me, not a biologist--different intra-species variability not before seen) to evolve?
- will adaptation have in-game consequences beyond look?
- How difficult and perhaps some examples for generating those description blocks. How did you overcome the order-of-importance in listing issues?
- What kind of inspection tools will we have- will the game catalogue viewed creatures so we can observe the shape of the distribution of attributes, or (for example) will we have to remember that this is an abnormally small cat?
Thanks again for the awesomeness.
Edit: questions for the current choices (sadly without reviewing everyone elses)
Physics:
- What is the cosmology of the dwarven world? Heliocentric?
- Is gravity normal? Is there terminal velocity? Now that you have volume and mass, this might be possible, assuming a perfect physics world, and objects shaped like a sphere...
- When will walls melt? Can the destruction of engraving/decoration be implemented before the full deal?
- Will touching surfaces/air warmed by magma ever be dangerous? magma fumes (a common hazard)? Thermal updraft for fliers/fallers over heat sources?
Chemistry:
- Are we thinking here in game reactions at the alchemist? Will the alchemist work under modern chemistry, or alchemical principles?
- Will we have access to strong acids and bases? Will these have the desired effects on living/non-living materials? Can we do etching? Require specific liquids to tan leather?
- Require chemistry to identify some rock subtypes, assay for quality? Contaminants/poisons from toxic materials?
- Where does adamantium fit on the periodic table?
- Gunpowder-its chemically simple, and none of the components is unfindable/uncommon. Whether for fireworks, alchemy, or stuff toady doesn't want in, how does this fit into having a real-world chemistry available to players?
- Farming enhancements: chemical fertilizers (many sources in rocks!), bio-char (charcoal as a soil additive), accidental poisoning of crops (watered with water that has leached through arsenic rich rocks), salting the ground
- Dwarven knowlege vs physical potential, where and how will you restrict what dwarves can do, while adding levels of realism to the simulation? Will all dwarves know all possible things that can be done? Will scientific discovery ever be required to unlock buildings/reactions?
Psych:
- Moods: how do dwarves view moods? Why is death the only failure option? Can/will failed mood dwarves be recovered by application of treatments (chemical or verbal)?
- Expansionism: It seems strange the way 7 dwarves are cast into the wild to found a new fort. How does this fit into the dwarven (individual or racial) mind?
- Will you eventually be able to drive dwarves mad/insane without first making them miserable? (the sight of cthulu..)
- How about temporary insanity? Bezerker warriors, driven past the breaking point, but only until a little violence brings them back?