Bay 12 Games Forum
Dwarf Fortress => DF Suggestions => Topic started by: squamous on August 14, 2019, 05:52:34 pm
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I feel like a tag that allows civs to make their cities out of clay, mud, stone, ect would be cool. Would make more sense for desert settlements, for example.
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It should depend of the environment.
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I think, NPC sites must be more customizable.
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It should depend of the environment.
And the trade routes. I think the amount of food produced to population ratio and distribution is already in game, so im may be added for other materials as well.
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That’s probably a while away for now, but I think it’s an eventual idea to changr up the current structures.
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Using clay should be as easy as adding a CLAY_PREF entity token (in line with STONE_PREF, GEM_PREF etc.). I imagine Bricks would be more tricky though as there are both metallic blocks, and non-metallic blocks (e.g. soap) you probably don't want houses made of.
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Using clay should be as easy as adding a CLAY_PREF entity token (in line with STONE_PREF, GEM_PREF etc.). I imagine Bricks would be more tricky though as there are both metallic blocks, and non-metallic blocks (e.g. soap) you probably don't want houses made of.
Why would bricks be any trickier than clay boulders? There are separate identifiers for stone, non-economic stone, clay, glass, metal, and soap already implemented. We know this because the job manager interface has access to them.
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Using clay should be as easy as adding a CLAY_PREF entity token (in line with STONE_PREF, GEM_PREF etc.). I imagine Bricks would be more tricky though as there are both metallic blocks, and non-metallic blocks (e.g. soap) you probably don't want houses made of.
Why would bricks be any trickier than clay boulders? There are separate identifiers for stone, non-economic stone, clay, glass, metal, and soap already implemented. We know this because the job manager interface has access to them.
Hum, I done-goofed. You are right it probably would be just as difficult.