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Editing v0.31 Talk:Stonegears/Package details

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=Proposal=
+
PLACEHOLDER
 
 
==Raw mods==
 
# Mod out whips, since they're overpowered. {{Bug|2712}}
 
# Mod out nails, since they never heal, leading to eventual infection and death. {{Bug|3756}}
 
# Mod out all non-ocean soils except for plain sand and plain clay, to make it easy to get a single site with both sand and clay.
 
# Mod out aquifers, to make it easy to find a site without them.
 
# Mod out badgers, so newbies don't have to deal with them.
 
# Mod kobolds with NO_EAT so they can survive for more than a few years.
 
 
 
==World gen==
 
# Small world, to make it quicker to download.  Not a pocket world, so that if a new player wants they can abandon their fortress and have plenty of room for new sites.
 
# Mineral scarcity turned down (500? 200?), so there'll be sites with all needed minerals.
 
# All three cavern layers are present.
 
 
 
==Options==
 
# Start in windowed mode.
 
# Skip intro movie.
 
# Turn off temperature and weather to gain FPS.
 
# Seasonal auto-save, with auto-pause at each season.
 
# Turn off invasions, let player turn it back on if/when they're ready.
 
 
 
==Graphics set==
 
Not sure which to use, since I never use them myself.
 
Proposal: Ironhand. It's always seemed like the most noob friendly to me. - Anderson
 
 
 
==Embark skills==
 
# 5 miner / 5 armorsmith
 
# 5 miner / 5 weaponsmith
 
# 5 miner / 1 judge of intent / 2 pacifier / 2 consoler (broker/expedition leader/mayor)
 
# 5 mason / 5 carpenter
 
# 5 farmer / 1 each of medical skills
 
# 5 stone crafter
 
# 5 axeman / 5 teacher
 
 
 
Thoughts/explanations:
 
 
 
* There's no brewer or cook, since their skill has no effected on the thoughts generated by their products.
 
* The armorsmith and weaponsmith are there in case the player wants to try building a military.
 
* The stone crafting is easy to set up and uses excess stone.
 
* Is a carpenter really needed?  How important are valuable beds and quickly making bins?
 
* Maybe the stone crafter should also be a mechanic?
 
* How important is a military dwarf with teaching skills to setting up a military?  Maybe an engraver/herbalist instead?
 
 
 
Proposal: Change that axe man and teacher to another farmer. A new player may find the other one useful for a larger field.
 
 
 
==Embark supplies==
 
# One anvil, since there's about a 10% chance the first caravan won't have any anvils.  (Or maybe the player could be told to savescum if the caravan has no anvil)
 
# A breeding pair of cats, a breeding pair of untrained dogs, no other animals.
 
# 20 units of each different type of booze.
 
# 10 units each of three different kinds of meat, and 10 units of plump helmet.
 
# 10 each of each kind of seed.
 
# 2 pieces of leather, for making into bags (2 more pieces from butchering wagon animals)
 
# 2 or 3 copper picks.
 
# 1 copper battle axe.
 
# 2 units each of gypsum plaster, thread and cloth, in case of early accidents needing treatment.
 
 
 
Still leaves 121 embark points.
 
 
 
Proposal: 20 plump helmets, and more meat than that. It just seems like a little few for me.
 
 
 
==Site==
 
# 2x2, to gain FPS.
 
# Warm biome, where TEMPERATURE:OFF and WEATHER:OFF won't matter as much.
 
# Flat, heavily forested biome.
 
# Both sand and clay, so the player can do glass and ceramics.
 
# At least one metamorphic flux layer containing iron and coal.
 
# At least one adamantine tube, but no curious structure.
 
# Iron and/or copper.
 
 
 
Can it not be metamorphic? That tends to not end well. Sedimentary would be better.
 
 
 
==Misc. comments==
 

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