Rustledjimm wrote:There should be a way of building a "roof" over open tiles for the dwarves in lavaland. I notice often places inside a dwarf fort still gets affected by lavaland storms while random tiles outside the fort but in the area mined don't get affected. It'd be nice if dwarves could place a roof or something so an area doesn't get affected without having to build an entire metal wall around it.
I did have stone smoothening & engravings sprites ready so you could chisel out rock into sealable walls & therefore create 'corridors' to keep out the weather out of long rooms including making new rooms easily out of just dug out spaces without metal walls. (via a chisel object loot) Goof ignored me despite it being all ready to go.
Rustledjimm wrote: First of all adamantite at the moment I think should be much rarer.
Let me just redirect you here, because there will be rounds without dwarves, in which we must ask ourselves why does adamantine still spawn into the round without dwarves, and is there anything we can do to either
block it off from spawning or spawn it later under set conditions.
iamgoofball wrote:Like seriously this guy made booze from poison mushrooms then whined about dying from drinking it
I win the Darwin Award for that, but it killed from memory like 5 other people as it was brewed with everything else without knowing about your botched system, under the assumption it would fix the fact that dwarves couldn't get drunk at the time in a consistent and satisfactory manner to just make alcohol because dwarves were new. Tell me how making people fat/dead/overdosed was meant to be intentional and why you didn't mention it.
If dwarves were capable of breathing, most dwarven brews of lavaland plants would also cause them to suffocate to death from a intense nicotine overdose found in some cultivatable mushroom types, its not terribly hard and the most insulting thing is that experimenting with new plants returns virtually no alcohol.
iamgoofball wrote:To repeat a third time, I'm not removing the modular unique brewing that supports every plant in the game.
It doesn't. It barely works & basically copies the plant's unique reagents into the ale in usually excessive quantities and calls it a
unique goof feature when you could have put it through a blender for the same thing, bartender drinks are straightforward, satiate the dwarf's alcohol needs & adds depth to the game and also can possess unique properties as a individual reagent (ei druggy, healing, other misc effects)
Put object in a still, bubble bubble it activate's bartender recipe for dispense. Better yet, allowing everything put through a still to be automatically activated with universal reagent (green stuff in the kitchen) for automatically making vodka out of potatoes & wine out of grapes, you dont even have to exert effort.