> if you want to increase player base, those things should be fixed.
There are a lot of things to be fixed and all of those fixes need time. The
Mantis alone has over 2k open issues (some of them duplicates or hard to replicate or unfixable). Toady One prefers to work on new content than to fix bugs and only fixes things for a while after a new release. So the game ends up in a perpetual state of "messy, but kinda works good enough if you know your way around the quirks". I think that over the years, the code has rotten into a state of "making elephant dance is not much fun", which makes fixing bugs even less appealing compared to adding features.
> i have a large pot, with many bags in it, with many seeds in those. how do i get the bags out of the pot and the seeds out of the bag?
I think I've already touch on that. Designate a large stockpile for food. Then {q}ery it, set it to 0 max barrels (there should be help for that on the screen, EeRv something) and set it to only accept seeds, no prepared meals and no other types of food. It will fill up with seeds and bags of seeds. Unlike barrels, having bags with seeds is actually OK and doesn't lead to much cancelation spam. The only way to get rid of the bags I can think of is to not have enough of them in the first place. Oh and set that stockpile with seeds in bags in barrels to not accept seeds, so they will be carried to the new stockpile over time.
I'd like there to be some way of assigning equipment per-dwarf, not to position in a squad. I sometimes have reasons to move people around (especially bad with squad captains) or send them off-duty for a period of time.
More "centre to position / dwarf" in cancellation messages would be useful.
My biggest issues aren't the bugs, it is tedious things like designations, building, stockpiles, trading and so on. falconne's plugins help with some of it and so do tools like Dwarf Therapist and dfhack, but I still find myself doing that stuff for most of the time.