Indeed, as of 40d, the caravans I'm also sure were spawned as needed. Seems like it'll be awhile before Toady gets caravans moving on the map again, so I doubt getting killed on the way was a problem now. Strange you had trouble with previous version caravans as well, Roqi, I usually had them coming regularly. Although that's good to know Kaelem, since I hadn't ran too many forts past 3 years. I did it again just awhile ago through the first three years though, still nothing, so I'm just thinking there won't be any trading in this mod version. Thanks everyone for input. Moving on, then...
I've just put up a newer version using DF 31.03, and apparently removing zones with buildings inside has been fixed. Link is
http://dffd.wimbli.com/file.php?id=2071As for differences with the kobolds, I've added in wooden mechanisms as a big part, other stuff is in the changelog at the above link.
Today I spent quite a bit of time looking at reactions, but it was rather disappointing in that most of what I found out is what I CAN'T do. I'll keep looking around, and some may be possible, some things may be hardcoded too deep. Since it's not in the changelog or dffd page, I'll mention my rambling intentions here.
First off, vermin reactions. I've been able to -produce- vermins out of a reaction as a product, but I don't know how to use vermins as a reagent. Not entirely sure though what I'll do once I do figure it out, perhaps use the custom workshop as a butcher for vermin, since fishing and hunting only works for so large a population (the kobolds are [bonecarn] in this mod, agriculture is for brewing/clothmaking mostly.
Then there's poison, the most disappointing I found. I had it all laid out, you'd capture a poisonous vermin, go extract the poison and combine it with any wood to create a seperate wood entry that had syndrome attached. This wood could/would/should have been used to create trap components that poison an enemy on contact. However, this only seemed to work in the case of say the coal mod, in which it (as far as the game was concerned) literally blew up to create the gas. A material normally, however, cannot pass sickness to someone even with [SYN_CONTACT], even slashing through them. It generally was made to be passed through organic injection via creature attacks, I suppose. I'll still keep an eye out for ways to make trap components more interesting than a few different stats of the same fundamentals, though.
Also, [SLOW_LEARNER] and [SKILL_RATE:#:#:#], which the wiki insists exists, never seemed to change anything. Would have like to add that in for a bit more challenge, perhaps it'll be fixed in these weekly updates.
That's it for things that should have been but weren't. Again, I'll keep a mind on those, but till then I'm going to move to reactions that I DO know how to make work, and will likely move onto a Scrimshawing building, maybe a way to make more shovels since, without trade, what you start with is all you get.
This ended up a lot longer than I thought though, so I'll wrap it up. Again, comments are welcome, and given that it's 3 AM to make a very likely chance that I screwed something up, let me know about any problems and I'll fix it asap.