Well, about how to use the 4 dwarven constructs:Station decoys on a raised platform, visible but unreachable, and watch enemy archer waste all their bolts. They die super easily to blunt damage though, but are rather immune to edged.Landmine should be in twisted corridors, OR one Z-lvl above, and then pitted. This way you can throw them at invaders below. Beware of ranged units, they will snipe your mines. ( Ice landmines freeze (unconciouss) the enemy for a short time, so use one of those, then rush with your army, as long as the enemy cant fight back... dust landmines push people around, so use them with cagetraps or deep pits.)Golems can by wartrained and support melee units, OR you get a lot and station them as guards. I usually use them to guard my cavern entries. They can take on most unarmed monsters, never sleep, eat, drink, flee... of course they are also quite good against archers.Turrets are the ranged version of golems. They have special abilities, use them in the situation that suits them most (fire on the surface is dangerours, webs near cagetraps is awesome, and so on.) They suck in melee, but have unlimited ammo. Station them behind fortifications, or moats. They might die to archers though.All 4 of them act like pets. You can butcher them (gives you nothin but kills the creature for good), you can train them (giving them a slight boost) and you station them by using 1*1 tile pastures. This works quite well for me. Major advantage of mines vs. traps it that they "see" trapavoiding creatures and ambushes. Put a lot of mines in the countrieside, and watch ambushes that try to ambush the landmine, blowing themselves up. Also take out aggresive melee animals, like ogres.____________________________________________________________________________________I will start uploading now. Just one new features, but fixed 10 bugs, and it is compatible with 0.34.1 The new feature is: Buildable golems. You can built a golemforge, and produce golem casts. Then imbue a new golem with the life of a (volunteering) dwarf. Currently only iron golems to test the new feature. And of course, to see how you like it. I also made weaponry/armory aviable to everyone, till I work out how tradegoods work. You dont need blueprints anymore, so go ahead and upgrade your weapons and armor#################################### PATCH 1.2.1 #############################################Compatible with 0.34.1 !!!Fixed the burning of wooden equipmentAdded a low chance of coal for all crematory reactions, except refuse/vermins corpsesFixed boots and gloves.Fixed traders bringing coaldust (untested, would need to wait for a caravan)Fixed the inorganic mixup with the new version.No error log with DF 34.1removed utterances from goblins, they should have proper names now.nerfed occurence of ironbark and steeloak. now grows in every biome, but is rarer.Fixed cobalt making, yuhu, the second time. I added the reaction class to the metal:cobalt, instead of the stone:cobaltite. This way you were able to make metal out of metal, and nothing out of the stone. -.-Removed [IS_STONE] from the 3 coal dust stones.Removed adv golem and added golem forge. Test for the new abilities. Transforms dwarves into iron golems.Changed patternweld metals to: welded metals. A lot shorter.Removed blueprints from weaponry and armory. You can built them whenever you want.EDIT: Well, if you figure out how, I am the first to listen. I can only see the new syndrome ingest, nothing about applying it directly. Would be great though, I use boiling stuff too much already, and with an alternative people yould turn of temperature.EDIT2: Took the old poll down, 101 votes, mostly for more flavor without clutter, second best: flavor with more clutter. I will remember this.