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Messages - NW_Kohaku

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106
DF Suggestions / Re: Giant earthworms bore through rock
« on: December 27, 2020, 05:55:13 am »
History is lost all the time, if your engravings are precious defend them.

Defend them how exactly?  With your ghost-dwarves that can attack solid creatures through stone?  If these creatures are burrowing through stone all the time, there's no way to attack them, and if you want to do something like creating air spaces between the outside world and your fortess except for a single tile of support, you're just setting yourself up for a cave-in of your whole fortress if the worms DO delete that tile of stone.

Again, if you're not going to have the "earth glide" treatment, you're just creating a fountain with no sink.

The game's not going to be simulating worms eating paths through forts that aren't active and loaded.

Well, it should approximate their effects if there are worms eating stone all the time throughout the world, or else worldgen isn't doing its job.  What you're holding up as a solution is something that is a problem that needs addressing.

107
DF Suggestions / Re: Giant earthworms bore through rock
« on: December 26, 2020, 03:22:27 pm »
One could consider echoing actual eater-burrowers in that they do indeed consume as the burrow but they just sift this material through their gut and excrete behind them.

This could mean a transformation (a kind of intrusive-metamorphic process, perhaps changing to materials with similar quality but different[1] porosity) or merely mixing as travel through veins and clusters move 'encountered' material forward or backwards of their relative original spot once the creature has moved.

Yeah, I thought to add it on yesterday, but if you had them move by a means not unlike a D&D Xorn's "Earth Glide" (travel through stone without harming it, although it does leave "warping" behind), you eliminate nearly all the problems with tunnelers, and they are more nuisance and quirk (provided a couple mid-ranked/equipped soldiers can handle one without being too likely to suffer casualties) than something that invalidates certain styles of play.

That said, I'd still hesitate to have even deconstruction/deletion of an engraving, as some players like to do things like engrave a floor of a museum per year to commemorate a fortress's growth, and that can make deleting engravings much less valuable a way to preserve the history of a fort.  One of the core features of DF is the ability for players to uncover artifacts of fallen civilizations of the past, so having worms eat one of the more iconic ways of preserving history (or the engraver's fondness for cheese) may go against that purpose, and I think just having creatures that "earth glide" without harming the stone at all would be better.

Worms are simple to do. They find their path as just swimmers, but swim in rock. Turning embark into cheese isn't bug problem. Like turning desert embark into dense saguaro forest isn't big problem too. All engravings may be destructed by just water flood or cave-in. I think, adding wall paintings for constructed walls is better than not adding digger creatures.

You say that like it's simple, but fliers and swimmers each need their own connectivity maps that need to be updated with every change of the map (such as, again, through any mining or even things like opening/closing floodgates or bridges).  Fliers (and I believe swimmers follow the same rules) also have very inefficient pathfinding and have to have their scripts pick random points that are within only a few tiles of themselves at the time just to avoid having any complicated pathfinding using what is basically floodfill pathfinding.  This becomes especially problematic if you try to have siegers involved, which means they have to pathfind directionally, not just aimlessly and within short distances.  Just because it's possible doesn't mean it doesn't have a performance price worth considering.

108
DF Suggestions / Re: Goblin Changelings
« on: December 25, 2020, 09:46:32 pm »
Or changeling may be not only from goblins. But new type of night creature. They live in wilderness like night trolls, but without their mate-stealing mechanic. They breed fast and all their children are transformed into civilized specie. Child grow as part of civilization, as copy of stolen child (stolen child may be eaten or caged or even grow up and become outsider), but at becoming adult (12 years) changeling leave civ and turn back into night creature. They needs token CHANGELING or so.

Yes, I'd agree this works better as its own type of creature.

D&D also uses a Changeling using its hag-type creatures, where they steal a humanoid child and leave behind a changeling child that, when she hits puberty, basically bursts out of her false skin and turns full hag.

This concept would be interesting in DF, if also something that might take too long for most players' forts, as it basically sets up a time-delay werecreature style scenario.  If the changeling waited until, say 16 or so to turn into a night creature, it may be even better, as a child turning into a monster suddenly might not be as impactful as if the dwarf had managed to gain some skills and was an important part of the fortress before going from sleeper agent to active saboteur.  (Bonus if they picked up military skills...)

109
DF Suggestions / Re: Giant earthworms bore through rock
« on: December 25, 2020, 09:41:33 pm »
a. I could picture the giant earthworms preferring to tunnel through soft (sand, soil, clay), so they're near the surface and can't tunnel in rock.
b. Then other types of worms that can tunnel in rock, but extremely slow.
c. How about heat-loving worms that seek warm stone, but don't go through it because they would die.

d. Giant ants sound extremely fun!  Think about a whole nest of them... you need to send in the military after the queen. They come in various sizes and types, some poisonous.

Those sorts of things still leave the same fundamental problem of a fountain without a sink.

I mean, you move onto a new map, and it presumably has a solid layer of dirt over the layer stone.  Then, as you are on the map, inevitably worms pop up and bore random winding tunnels through it.  Nothing creates new dirt.  Some time later, no matter how rare or slow you make that build up, you are going to wind up with a swiss cheese dirt layer that is more hole than dirt.

It just begs the question how the world wasn't swiss cheese already before you embarked.

If you're going to make a creature that deletes stone, you need something that puts stone back in, or the game is fundamentally headed towards an entropic endpoint of all stone being deleted, even if you say it is on a timescale you think now isn't important.

110
DF Suggestions / Re: Goblin Changelings
« on: December 25, 2020, 03:36:25 am »
If you're going for mythology, however, the myth of the changeling was one of an imposter.   That is, the goblins (generally a type of fae in myth, as this is more magical than goblins typically are portrayed in DF currently) don't just leave a goblin baby behind, they leave a goblin baby that looks like the baby they stole behind so that the theft isn't noticed until the child starts to grow.  Often, this is done in full-blown cuckoo fashion, where the objective is to get the imposter child raised by unsuspecting caring parents while the stolen child is used as a slave or outright eaten.

111
DF Suggestions / Re: [Minor Spoilers] Extra Forgotten Beast Attributes
« on: December 25, 2020, 03:17:40 am »
Outside of letting adventurers recreate Shadow of the Colossus, however, what exactly is the point of a passive or neutral Forgotten Beast?  Titans being more varied would be fine, but Forgotten Beasts in particular are basically just meant to be "boss fights" for fortresses against powerful enemies when your fortress gets large and rich enough to be presumed to be ready for a big battle.  Adventurers rarely find Forgotten Beasts, as the caverns are a nightmare to navigate and they're not as prominent in rumors as the Titans, as well.  You basically only run into FBs because they want to kill you, so having FBs that don't want to kill you might as well be an invisible teapot in far orbit around the sun.

Also, currently, FBs don't eat at all.  I mean, it would be too easy if you could just starve a FB out.  Even if they are like goblins, and don't need to eat, but do it anyway "for funsies", how would this be relevant to the game?  What stories would be created from FBs randomly eating different types of things?  Players need to have a way to interact with the eating of an FB to make it relevant.  Even if FBs like eating dwarves, unless they have to actually stop fighting to chew when they get a kill, it's not likely to change too much about the game if they eat dwarves.  Maybe if they ate metal or something, and they're invading the fortress to get to metal deposits or can eat axes right from the hands of dwarves, like a rust monster does, that would be an interesting change, and explain why it's coming after your metal-collecting fortress.

112
DF Suggestions / Re: Giant earthworms bore through rock
« on: December 25, 2020, 03:07:28 am »
This sort of thing has been debated quite heavily.  Here's a collection of previous suggestion threads on tunneling units (although many are in the context of sieges, there are plenty of "aimless" tunnelers):

http://www.bay12forums.com/smf/index.php?topic=28846.0
http://www.bay12forums.com/smf/index.php?topic=76121.0
http://www.bay12forums.com/smf/index.php?topic=68975.0
http://www.bay12forums.com/smf/index.php?topic=36658.0
http://www.bay12forums.com/smf/index.php?topic=28660.0
http://www.bay12forums.com/smf/index.php?topic=25658.0
http://www.bay12forums.com/smf/index.php?topic=38699.0
http://www.bay12forums.com/smf/index.php?topic=32748.0
http://www.bay12forums.com/smf/index.php?topic=27386.0
http://www.bay12forums.com/smf/index.php?topic=74333.0

Most people who are in favor of tunneling units are doing so specifically because they are in favor of making sieges harder, while those who are opposed are opposed because of the potential to ruin carefully-sculpted fortresses.  This manages to take out the biggest reason people had to support the idea while exacerbating the problem since you're specifically highlighting players not being aware of it until it causes major problems as a "feature", while players are at least presumably aware of tunnelers in sieges.  Remember, only natural stone provides surfaces for engraving, so you're making the legendary dining hall RUINED FOREVER with this.

Another major problem is that this is a fountain without a sink.  Meaning, you're talking about infinitely deleting stone underneath the fortress with no apparent way to regenerate lost stone outside of the player deliberately casting obsidian or building walls to replace it.  This shouldn't be a game where you expect every player to abandon a fortress after ten years, players who want to play 200-year generational forts should be able to play, and how are they going to do so when every worm cuts away the foundation until they have more holes in their mountain than mountain?  Unless worms are a once-a-fortress event, players are going to see unending tunnelers.

While not nearly as bad as the siege tunnelers, tunneling in general also raises problems with pathfinding.  It's a whole new movement mode that needs considerations on how to pathfind and recognize what land is "contiguous" and pathable.  It basically means creating a whole new connection map that must be updated literally any time a door is shut or a tile of stone is mined out... which happens more often, now, as well.

113
Toady not need to do any balancing. Real world have no game balance at all.

While partly true, it's also kind of a false metaphor.  Real-world people react to the "imbalance" of their "game", and that tends to create a new equilibrium we would consider "balance".

To give a very generalized summary of military technology, the Middle Ages were "balanced" around castles and wearing heavy metal armor favoring the super-wealthy that could afford such things dramatically over masses of peasants, and then cannons "ruined the balance" of castles and metal armor, only to create a situation where you tended to have a "rock-paper-scissors" dynamic between musket infantry, cavalry, and cannon units where armor was useless for a few hundred years before that "balance" was ruined by technology like machine guns and tanks in World War One.

In fact, in one game I was playing recently, they included a real-life US Army TRADOC (Training and Doctrine Command) manual that they said inspired the balance of the game, and sure enough, on one of the first pages talking about how infantry should be expected to be carrying anti-tank weaponry, they straight-up include a rock-paper-scissors "balance" of modern military units diagram in a discussion of how there "is no 'ultimate' or invincible weapon. The modern battlefield is a contest of measures and countermeasures which, taken together, and on balance will determine the outcome of battle."

The problem is that, unlike real life, there is a limited capacity to adapt new measures in this game to changes to the meta.  That's why people complain about game balance in games, since you're not allowed to invent your way out of problems the way that real people do by the nature of the game's restrictions.

114
DF Suggestions / Re: Recruit savages
« on: December 22, 2020, 02:59:29 pm »
Underground people (olm men, bat men, lizard men etc) have their own civilization with ethics, likes and whatnot, while the aboveground & some underground -persons (including non civ affiliated gorlaks) are in effect wild animals and have no scope of civilized personality with empty blank heads regarding standings on traditions etc. but have personal facets who define who they are like all living things do. Trying to find a group with no fixed address other than a region with how easily dwarves are prone to get lost wandering might sound like a very taxing thing to do when the surface area might be very large, or other complicated circumstances affecting the journey (losing the rough target you're looking for, distracted by onset of madness, targets no longer exist).

Reasonably if a diplomatic action can be taken, then the player should be able to designate any person to be appproached by a fortress representative scmoohzer, but to take their chances against a large predatory wild-person is kind of inviting trouble.

There are a few possibilities, here:

One is that they're on your map, and you just plain need a button to press to send someone out to talk to them to invite them to your tavern.  (This would especially be useful with the underground tribes, giving you some way to deal with them besides theft and murder.)

Two is they they have been spotted on your map or by some patrol at some point in the past, so you know they're out there, and you need to mount an expedition to find them and use diplomacy with them.

Three is that you don't know what's out there, and you're just sending out a search party into the wilderness to see what they'll find.  This is even more an "expedition", and would presumably be something equivalent to the world generation-level adventurers that go out and find and tame random animals.  You'd basically just set up a group of dwarves to head out into a patch of wilderness nearby and see if they can find something interesting, with options to do things like bring back plant seeds we don't have, animals we don't have, and options on what to do with sentient animal-people, such as diplomacy or spreading rumors or the like.

Having them survive long enough to contemplate such a thing is a feat within itself, just one of those ardous long term things like a tree farm or having children/immature animals in the fortress that need 10+ years of attentive demanded gametime to mature to usability.

Just another reason I think migration needs to be toned WAY down (as in, cut by 98%...), as it means nobody appreciates children, migrants, or passage of time.  A lot of fortresses are abandoned to FPS death within 5 game years.

Besides, if 60 migrants arrive on your first wave, they're a faceless mob.  If 1-2 migrants arrive, they're distinct individuals you can get to know like your Starting Seven...

This request isn't "already in", the user isn't suggesting that animal people should be able to come as visitors and later petition to join, which can happen. They are suggesting that the fort be able to actively recruit/interact with the 'randos that just stand around in the wilderness waiting to get killed by other randos' and other intelligent creatures that wonder around then wonder off.

There's a part of this (especially what it leads off with) that isn't already in, but what it leads off with is, which can lead to someone glancing at this thread thinking it is already in. (Reading the OP straight-up says that there is currently no way to get animalpeople into your fort at all, when there is.)  Hence, it's a good idea to edit the OP for clarity to remove the parts that are, and emphasize that which is not.

115
DF Suggestions / Re: Recruit savages
« on: December 22, 2020, 05:19:09 am »
Well, anyway, you might want to edit this thread's OP so that it reflects how the basics of this request are already in, and instead focus upon getting it more likely for players to recruit such creatures, or else it'll likely just be ignored as "already in" if Toady or Threetoe look it over.

For example, one of the problems I have with the current aboveground animalpeople (which were nearly all dumped on us at once in the massive animal update with little differentiating their base animals, as well) is that they are a bunch of randos that just stand around in the wilderness waiting to get killed by other randos.  Underground animalpeople, while fewer in species, had at least the hint of creating an underground civilization with containers of food and blowpipes and stuff.  Aboveground animalpeople have nothing at all.

One thing that would make it possible to recruit would be having some sort of mission of diplomacy if there are any animalpeople in the region, so that you could invite them to your tavern, and maybe start working on settling them down.  Or just "conquering" them.  Missions right now are just about stealing, killing, or conquering already, though, so having diplomacy would be nice.

116
DF Suggestions / Re: Recruit savages
« on: December 20, 2020, 11:32:59 pm »
Just so you know, this is a fairly popular topic, and you can go back and dig up some ideas from older threads.

http://www.bay12forums.com/smf/index.php?topic=150545.0
Oh hey look, here's one from me (forgot I made that): http://www.bay12forums.com/smf/index.php?topic=76487.0
http://www.bay12forums.com/smf/index.php?topic=105663.0
http://www.bay12forums.com/smf/index.php?topic=85580.0
http://www.bay12forums.com/smf/index.php?topic=161145.0
http://www.bay12forums.com/smf/index.php?topic=171552.0
http://www.bay12forums.com/smf/index.php?topic=163657.0
http://www.bay12forums.com/smf/index.php?topic=21189.0
http://www.bay12forums.com/smf/index.php?topic=31025.msg427478#msg427478

There's also a Toady quote in the top of those that has him addressing the topic directly:
Quote
05/04/2015
 Some time ago, I mentioned that as part of adding visitors to your fortress inn and tavern, we'd have more animal people running around. I put that in today -- there are now reasonably rare instances of animal people leaving the wilderness and becoming involved with civilizations. Our first was a red panda man that became an herbalist in a human village for some years before taking up a wandering life as a musician. In adventure mode, you can now play as animal people if they are close to a civilization. You can also play an adventurer from any population that has established itself as a regular part of life in a civilized site where you can normally play, so you could play an elf or even a goblin if some already live in a human city, say, but you can't currently select an amphibian person from the sewers. Next up we should have some dev log on fortress visitors!

I took a break from DF for the past 3 years or so, so I'm not up-to-date with it, but the basics of the idea should already be in the game.  (It's still in the wiki that you can recruit them, anyway...) 

Anyway, you can break this down into to different ideas - one is that the tavern-goers can petition, which is already in (I think?), while the other is that you get enough of a single race to make a viable secondary population and that you gain full citizenship control over them all.  The problem with the latter would be more that you need to get an influx of enough animalpeople to have a sustainable population, and they tend to be odd solos.

Also, to pull up something I mentioned in one of those threads, there's also the fact that, outside of role-playing or aesthetics, there isn't really a benefit to diversity.  Animalpeople have no advantages that dwarves do not have outside of maybe size or speed.  (Even if they are capable of flight or swimming, pathfinding does not allow them to use it.)  Granted, this alone makes elephantpeople quite potent, but it's hard to get any animalpeople of the several dozens of types, much less the tiny handful of ones more useful in battle than a standard dwarf.  I'd like to see a focus put back on animals and animalpeople at around the same time to make such creatures unique.  (Again, there's basically no difference between most quadrupeds besides size.  A cow is a more dangerous fighter than a alligator because they have literally the same body, but the cow is 50% larger.)

117
I think it's worth keeping in mind that necromancers are kind of a placeholder for what will be a more broadly randomized bunch of wizards (the way that megabeasts used to just be a half dozen static creatures, then we got randomized titans).  Hence, presumably, when magic/wizards are made more diverse, there will be less "necromancers" everywhere, and more variety.  (If you look in the development roadmap page, Toady mentions wanting to generalize necromancers out into various wizards, already.)

I think a large part of necromancer ubiquity is that you need to be within a certain range of towers to trigger zombie invasions, and players like those in fortress mode.  (Also, isn't rate of necromancer spawning a world setting you can change?  Not quite directly, but you can limit secret types and limit which races have [mundane_recordings_possible] tag to heavily reduce how many base necromancers there are to limit the rate of spread.)

118
DF Suggestions / Re: Horticulture, Gardens and Orchards
« on: December 16, 2020, 11:41:44 pm »
In limited experience of having a elf fortress modded in (its a lot of work) and when time allows it long term elven visitors; this suggestion should really be ranked higher along with being tagged onto needs adjustments Toady is/was (in part of the steam workload maybe being dominant for lack of more news) already looking at for the well defined points that have been brough up so far.

It already is.  8th place in Eternal Voting, which went up on the development list, but of which, only minecarts, wheelbarrows, and some of the Adventurer stuff were the only "feature" things actually added.  Toady said he'd work on those around 2010, but he's been adding things to the list faster than he takes them off, so Eternal Suggestions Voting really lives up to the "Eternal" part of its name.  (Although I guess with Steam support, you can say he's currently working on things like Interface and Graphics support, so it's stuff on the voting list he's working on now.  It's just also the most technical, slowest-to-complete stuff.)

The Improved Farming Rebooted thread, in fact, was in large part focused upon working out how to accomplish all the goals Toady had already said he wanted to accomplish.

119
DF Suggestions / Re: Horticulture, Gardens and Orchards
« on: December 16, 2020, 02:46:23 pm »
Amusing that the first time I come back to Bay12 in 2-3 years, the first thread I see on the front page involves reviving the farming threads.

The concept of orchards and flower gardens was discussed, if only in passing back in the Improved Farming Rebooted thread in this post, although I always approached it from the point of view that, rather than doing it just for the player's own aesthetic benefit, it was for the dwarves' benefit.  I.E. a noble dwarf might demand sculpted bioluminescent mushroom gardens in their estate rather than just windows and more chests.  (That is more of a Class Warfare thread thing, though.)

On that note, I think it's worth considering you could make such things not just grow on a floor tile, but a wall tile, being a sort of alternative to engravings that might require more care (professional gardener dwarf attention) but carry more prestige/value when well-tended.

Orchards in particular I held up as an alternative to regular crops for being less labor-intensive once set up.  That is, trees don't need dwarves plowing the fields every year, and need less fertilizer maintenance (presuming we have the Improved Farming NPK ratings), but take up much more space for the food they produce.  Of course, having orchards implies having tree farms where you deliberately grow wood, which may be a more pressing concern for many players, especially ones in a desert or tundra without coal.

(Also, I'm not sure discussion so much "lost steam" as those of us involved kind of explored every topic we could think of, and those who weren't part of it just were scared off by the sheer volume of text when I compiled all the things we'd discussed in the Rebooted thread.  It doesn't help that Toady has kept it on the development plan for a decade, now without doing anything but the procedural plants as he adds more things to the list faster than he takes them off.  The conversation would undoubtably advance if there was more concrete information we could go off of to advance from a theoretical to a practical discussion.)

120
DF Suggestions / Re: Change food preferences based on experience
« on: August 18, 2017, 04:02:59 am »
Dismissing the current handling of food preferences as fluff is far from missing the point, if one understands the reason why it was effectively dropped from the game--which I do. Dismissing it as fluff is also perfectly acceptable if one suggests ways in which its meaning can be safely re-introduced--which I also do.

Actually, I was arguing for food preferences to be re-introduced, and you argued against that when you said:

Quote
If you have a two-favorites system, though, I have to wonder why you'd bother hunting for a "true favorite" when you already have a "good enough favorite"?  I mean, it doesn't really solve the problem that there's literally no way to be sure what that secret favorite is other than to perform the almost certainly impossible task of trying to have EVERY FOOD IN THE GAME . . . If the solution to it is to make a second, easier target, why have the impossible-except-by-blind-luck target at all?
Who said that discovering a (hidden) favorite food was important at all, let alone necessary?
Quote
But that goes back to my original problem with the system: If it's not important, almost never happens, and the player would probably not even be looking to discover when it even DID happen... why are we bothering?
For the same reason that preferred foods already exist. Nobody needs food preferences, forts & individual dwarves would run just fine without them. But, every once in a while, we pick a special dwarf. Maybe it's a weaponsmith who just cranked out an artifact adamantine pick. Maybe it's the Axelord who singlehandedly beat back a goblin siege. Maybe it's a child whose parents were killed in front of her. Maybe it's the all-too-rare noble with actually good skills & traits, and useful preferences. Maybe it's a crippled veteran, burned and maimed, with no eyes and only half a hand, whose sole remaining pleasure in this world is the kind of soup his father used to make. And for those players who want to do something kind for those dwarves, it'd be nice to have the ability to do so.

You are explicitly arguing that food preferences aren't and shouldn't be needed, so suddenly saying that your argument is that food preferences are supposed to be necessary is giving me some whiplash.

The dynamic that I suggested (hidden "true" favorites, which will probably not be attainable, and visible "favorites-so-far", which almost certainly are attainable) is a nod to the old/current system of "hit-or-miss" specific food items, and maintains consistency with the other existing preferences, which are similarly highly selective.
In contrast, the whole "flavor / nutrition" dynamic is a sharp break from the other preferences, and is a direction in which I both hope and expect the game will eventually go . . . and take the other preferences with it. A dwarf that likes "rose gold" is nice, but I think a dwarf that likes "copper and its alloys" is nicer. Similarly, dwarves that show a marked preference for sweet foods, or smooth liquors, or meaty flavors, etc., is just more realistic, not to mention being far easier to satisfy.

These are two mutually exclusive systems.   Which one are you actually backing?
 
Quote
The problem with the argument you make at the start of that paragraph is that you rebut it in the next sentence.
Hardly. I'm simply illustrating that, under my suggested system, individual preferences can safely be ignored, as long as you plan out a food supply that hits all the nutritional requirements and flavor types (which any good overseer should be trying to do anyway), but it also leaves the door open for catering to the selective whims of a specific dwarf, should you ever be so inclined. That's complexity, not contradiction.

But you just said that you were suggesting that individual preferences shouldn't be safe to ignore.  That's definitely contradiction!

But not having complete control over local growing conditions is sheer realism, one of the cornerstones of DF. Seriously, as long as the player ensures a healthy stock of at least 1 of each of [starch, protein, milk product, fruit, vegetable], and maybe salt as an electrolyte/preservative, that should satisfy most of the nutritional requirements, and any noticeable vitamin deficiency should take years to become noticeable. That could be the "baseline" embark, that covers all the basics, and anything beyond that is just (almost literally) gravy--exactly as it should be, when pioneering a new fort in the wilderness. Menu diversity is greatly desired, but not strictly required. Dwarves shouldn't really expect to have good food, or even a good cook, until they're established enough to get a greater variety of foods & seeds through trade.

This is objectively NOT how food in Dwarf Fortress works. 

Case in point, my last fortress straddled biomes that were temperate and tropical, so I managed to get nearly every surface vegetable with seeds growing, building up a giant stockpile of extremely varied foods. 

What did my cooks actually prepare? 

Eggs. 

One roast of turkey eggs, goose eggs, more turkey eggs, and guinea fowl eggs, one roast of goose eggs, goose eggs, turkey eggs, and goose eggs, one of turkey eggs, turkey meat, turkey tallow, and goose eggs, and another roast of goose eggs, guinea fowl eggs, goose eggs, and capers. 

This is because the farms were west of the food stockpile, while the bird nests, butcher, and kitchen were south of the food stockpile, so the bird eggs and meat were placed closer to the kitchen, and therefore, as long as I had eggs, they were always the highest possible priority for cooking.

Dwarf Fortress AI does not decide to randomly pick up one of any kind of object that satisfies the parameters of what it is looking for, it goes for the closest object that satisfies the search parameters.  Without having the capacity to explicitly declare kitchens are to have varied foods, they will not have varied foods, and the preferences are even harder to fulfill because it basically mandates players constantly babysit their food stockpiles individually forbidding foods they don't want constantly in every single roast.  (And that most definitely is even MORE fine-tuned micromanagement than DF should strive for or is realistic.)

This is especially true if you have a flavor-based system with a "mead hall" style of setting up different kitchen workshops to keep specific types of food available.  If you're going to demand that players keep different types of flavors available, the player needs to have some sane way of actually telling their cooks to make those flavors available. 

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You have to ask what actual gameplay value is being created for the player/how it impacts the decisions the player will make for the amount of complexity you're adding.  Not just for Toady's coding time, or the fact that it can introduce bugs, but also for the players, themselves, who now have another large table of data to track with little intuitive way to understand how to actually fulfill the goal of feeding your dwarves a balanced diet of purely organic kale salads with cranberries to satisfy their fiber and vitamin C needs.
That's very true. On the one hand, it should be common sense that when you want to found a successful colony, you DON'T send your dudes out with nothing but Cheetos and Pepsi, you give them the tools to build a balanced diet. But on the other hand, you can't expect players to know the nutritional makeup of imaginary underground plants ("I guess rope reeds are high in fiber, but do quarry bushes have more minerals?"), and even some of the real-life plants (muskmelons? 4 types of amaranth?) are largely unfamiliar, so yes, a clunky table of data would unfortunately be almost unavoidable. But, back on the first hand again, this is DF, where clunky tables of data are practically a given, no matter what you're trying to do.

Setting what you are arguing for aside for a second to focus upon the argument itself, saying, "it's Dwarf Fortress, so it's fine not to worry about making it an unintelligible mess," is a dodge that can (and all-too-often is) used to excuse nearly anything, and it absolutely isn't what players should be suggesting.  We SHOULD be suggesting systems to repair the grievous problems caused by invisibility of information, and how many of the major systems Toady spends a great deal of time upon are completely taken for granted because players simply don't bother to spend the time looking for the traces of information that would show they exist.  This is, again, why I keep bringing up the eyelashes problem: you negate any benefit your suggestion might have when nobody is capable of seeing it, or if it is visible, but too complex, willing to read through it.

(This is, incidentally, why I always use Therapist, and oppose people claiming some sort of "hard core cred" for just ignoring dwarf preferences and personalities and just putting jobs in a nickname and ignoring dwarf individuality entirely...  It's ignoring a major, vital piece of the game that needs to be developed more, not glibly ignored, and the interface directly opposes everything Toady is trying to accomplish.)

Beyond that, though, nutrition absolutely brings up the problems I mentioned above regarding "all omelettes all the time" fortresses.  If you want to make that happen, you have to start with devising the interface by which players will be able to be able to understand what they need to accomplish, and then give clear orders to the cooks to actually accomplish those objectives, rather than just say "it'd be nice if there was a nutrition system".  Because just saying that dwarves need to eat at least one citrus fruit each month to prevent scurvy is going to be a disaster if players have no way of getting dwarves to actually eat those citrus fruit, and they eat nothing but tallow roasts all day every day. 

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