Many thanks for the skill list! Definitely useful. I must say, you guys are far more helpful than I expected. I should be an expert at modding in no time if I simply come here every time I can't figure something out.
Today, it's mentally stimulating chess tables. Tomorrow, evil robot civs!
(In a symbolic sense, not literally the day after this one)
No problem, I figured karma. Help others and others might help me (at some point:P)
The build labors for buildings confuse me as to use a miner to make a building you use "MINE" not "MINER" and not "MINING"
I should probally Visit the Wiki to update my Notes (I hate having to switch between pages when I can have one file with all the tips and tags I need)
As for robots heheheh... Inorganic creatures are sooo much fun to make, but soo hard to perfect. You can have a simple humonoid (Iron men, magma men, etc..) or you can have it as complex as a real robot (wires that count as nerves, CPU brain, metal that heals, or must be set by a bone doctor to heal. So much)
I also plan on making a "Animal/Pet" overhaul which will allow all tissues to heal without medical attention (I never had a doctor heal a pet)
Also a advanced bone system for all creatures (sapient and animal) where a breaking a bone in the arm and leg stops the use of the limb (like RL)
I see way too many instances where my dwarves have both their upperlegs broken and they walk around like it's no problem (WRONG! Badass but WRONG!)