I'm still on 40d because I keep reading about all of the bugs/crashes/etc. on the new version. But at the same time, I really want to see some of the cool things like the forgotten beasts...
Which bugs are still annoying in the current version (I hear that I can't have bone/shell specific stockpiles, for example) and how are people working around them?I consider the military interface as a bug (you need to have a PhD in Dwarf Fortress to use it). My workaround is defense with traps.
Most of the other bugs, like the insanely oversized immigration waves, or the insanely breed-active cats and other household pests, you can eliminate with some modding.
The bone/shell stockpiles are not that much of an issue, really, but that may be because I am using a crematorium mod to get rid of the vermin remains and have modded some of the other refuse types so that they can actually be used.
Are dwarves still getting covered in 20 pages of historic blood splatters that never get cleaned up?No. The dwarves are clean, but once their starting clothes have rotted away, they'll be stark naked and never don any new clothes.
The ground, however, will be covered in layers of historic blood, pus, ooze slime and other things. That never seems to go away anymore.
If I play the same kinds of forts as before (200+ dwarves), will my FPS be better or worse than it is on 40d?If you keep the embark as tiny as possible (2x2), then you should be fine with those 200 dwarves, I guess. I've never done that myself, though.
Do you have to use a trap hall to manage goblin sieges? I've heard that crossbows are weak and goblins are strong now... but maybe it depends on whether you have steel-clad wrestlers (or whatever the best fighters are right now).I do that, but I also used the same defense technique in 40d.
And I don't know how healthcare works at all outside of random reports like someone with a broken thumb having it sutured 80 times to no avail.Yes, healthcare can be problematic. Mostly because the skills of the doctors rust away in all those years without any injuries, and then they're all noobing over those broken thumbs.
And I'm not sure if channeling out magma requires a sacrificial victim or not due to the removal of channeling as I know it.No sacrificial victims necessary for the magma plumbing.
So what are the main problems people have in the new version and how manageable are they? I mean, 40d still has plenty of problems, but I already know how to handle most of the ones that matter to me.My main problems are still the same as in 40d:
- population explosion
- kitten explosion
- other pet explosion
- stockpiles filling up too rapidly
New are:
- goblin corpses can't be crafted into bone bolts immediately, not without some modding
- forgotten beast "explosion"
- all volcano pipes look identical
- phantom aquifer sand on ocean biomes. Lets say that the embark screen told me that the ocean would have a sand layer on top, being an aquifer. However, I am looking at a beach made of basalt, no sand to be seen at all.
- nudist dwarves. I liked to produce pants and shirts for the dwarves.
- skills rusting
- attributes decaying
- it's extremely likely that civilizations become extinct during worldgen now.
- subterranean farming requires mud = some minor irrigation activities before you can get your first plump helmet farm. This makes glacier/tundras so much more interesting to embark on
- arctic sea tends to be made of solid ice
- no towercap/fungiwood/etcs will grow voluntarily below a (frozen) ocean, no matter how deep down below that ocean your new towercapfarm is.
- desalination of water is extremely buggy now. Sometimes, pumping cleans the water, sometimes not. But no matter, they are drinking that salty water anyway, provided that it comes from a well.