In the entire time I played Dwarf Fortress, I only ever had ONE tantrum spiraling fort. And that was with evil rain that made people drink vomit and slime all day long.
I was planning for an optional EASIER TANTRUMING (as in: more easy to start a spiral) button. I could also make the opposite of course, but I dont think I will. It includes changing the mental stats, no problem.
Even assuming he could do that, do you think he wants to given he just fucking added TELEPORTING FACEHUGGERS THAT LAY EGGS IN YOUR DWARVES?
Still waiting for the testresults. Btw the damn gem scarabs dont work, since they use itemcorpse for dropping gems, but they have no corpse, only "gem scarab chunk". Have to change those. But I really like the facehuggers, I might trim down the syndrome a bit, and after testing move them to the optional vermin of course.
Stone cages... nope. Cagetraps are way too easy. Uses stonecutter skill btw, as posted in the building guide for it.
Not sure if this is you or "our Toady" but I had a hidden necromancer in my original 7 last night...he reviled himself in the first summer of my fort. That was quite a surprise. My fastest abandonment to date...thought I'd share that little FUN.
That was me
No one had any random vomit-plague yet ? I am disappoint.
NEW: Trader/Merchant Building. More custom tradegoods.
- Custom tradegoods like what? Rock crafts? Race-exclusive armor/weapons?
NEW: Fishing Pond / Magma Fishing Pond.
- Indoor fishing?
BALANCING: Frost Giants, Automatons & Cave Civs.
- Make them stronger/weaker?
OVERHAUL: Better Creature Research Lab
- ?
TEST: Slaves 2.0: Convert captured invaders. (Possible?)
- Convert to what?
Traders selling crates full of steel bars(10) or "full set of steel armor" including helm, shield, breastplate, greaves and boots (custom gloves dont work because of handedness bug) or "box of ammo" and "box of muskets" Something like that. Buy a "trap kit", get 5 mechanisms, 2 cages and 3 spikes. You have to unpack (or pay taxes) at a custom building for it, but that can easily be fitted in the lore of DF. Tax collector taking 500 coins for each imported crate of goods.
Fishing: Yep, custom buildings for indoor fishing. You need same fancy building mats (water, glass boxes, raw fish) and can make you own fishing pond. On waterless/fishless maps this could mean you import it, build the fishing pond and your fisherdwarves are not completely useless. I had that problem a lot, useless fisherdudes. Damn them.
Balancing Giants&Automatons: Make them better. With the interactions I can remove the guns from automatons and make give them different shooting abilities for different castes, they drop no more loot, have maybe negative interactions, since they are steampunky and dont always work as intended... frost giants would be nerfed a bit, but get more ice related things. I already changed them a bit, they now have icycle swords, a "cold dead heart" that kills them if destroyed and the melt easier. And feel pain.
Better Creature Lab: Currently it uses 1 essence for 1 legendary. How about different corpses/corpseparts for different megabeasts, similar to the wanderers friend update Lofn did ? And give the building a use in peacetimes.
Slaves 2.0: Taming caught invaders, having friendly guard goblins. (doenst work on frostgiants obviously)