And Zangi, you're totally correct - there's way too much stuff that's entirely counter-intuitive. There's probably some aspect of your office space that isn't quite perfect or something else like that. I've never tested light structures underground - in fact, I've never even thought to build them there, so you're in uncharted territory and are likely uncovering tons of bugs. In interacting with Asgarus, one of the biggest general issues is something you're experiencing now. When things don't work, as a player, no one has any clear idea as to why. It's a significant problem that I've got to address.
Finally, as for structures, Outer Colony's are a bit weird. Shooer is right, proper structures' nodes occupy full volumes (an entire Z level) themselves. Light structures sorta'-semi have walls, floors, and ceilings within a single tile, while free-form structures do not. The system just sorta' evolved this way. Initially, there were no such things as light structures, but I added them to the game to help players get started, as building proper structures was proving a major challenge to brand new players. Now, though, it's almost like there are two competing systems for structures, and I'm not sure if it's a problem. I need to think more about this, too.
I'm going to get some sleep soon, but I will try to provide more thorough responses this weekend. You guys are seriously awesome with this play-testing.
Can't believe I'm the first to bring up issues with underground light structures. ... It seemed a natural thing to do.
Anyways, I've also noticed that the AI sometimes wanders back and forth on a different floor from their destination, like trying to feed babies or something. (1 stair/entrance between the surface and the underground colony. Underground area is built wide.)
I assume, from my experience you'll have to take a long look at how light structures... and floors/doors(they blocked pathing when I tried) bjork the underground.
Though, the way I did my underground is cut out paths and individual squares to hold the light structures, rather then mining out every-which-way.
If I may suggest, allow floors to also act as roofing for the floor below? That would make things much more simplistic, plus... it makes sense for multifloor buildings. Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess?
You essentially build both out of the same amount of materials anyways.
Also, do I need to use the room autobuild option to make custom buildings register? Or am I able to individually build and designate rooms/buildings on my own? My limited experience in using the autobuild option, putting in the numbers for dimensions, it just doesn't match.
I get huge lag when designating a large chunk of area for logging / plant gathering, it even does the hickup when I do around a 7x7 area. Also happened when I set up an agricultural zone for my Agricultural Bureaucrat...
It irks me that I can't build the mine stairs down to floor 1. The pop-up even says floor 1 should be an option.
(I've stopped playing for now, considering how frustrating it is to manage peasants. It is worse then doing it in DF... plus the underground city issues.)