Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SixOfSpades

Pages: [1] 2 3 ... 86
1
DF Suggestions / Re: Terrible Suggestions Thread
« on: May 20, 2024, 12:41:27 pm »
Spiders have no muscles in their legs--they control them solely through hydraulics. So "spider hydraulic fluid" should join water & magma as DF's third manipulable liquid.

2
DF Suggestions / Re: Terrible Suggestions Thread
« on: May 01, 2024, 09:35:39 pm »
As soon as your fort has a Hammerer, the dwarf with the lowest LUST_PROPENSITY will appoint themselves Bonker, and spend their free time attacking & imprisoning any dwarves who experience lust. The Bonker's speech, and all text regarding him or her, will be only in Doge.
"The Bonker strikes the Miller in the head with his +willow wood crossbow+. Such bruise. Very stun. Ow."

3
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 23, 2023, 02:23:45 pm »
Rename & reflavor all humans in Fort mode as Terrans, all elves as Protoss, and all goblins as Zerg.
Rename all gemstones in the game as just "minerals".
Make all things military--from making an armor stand to setting up a squad to forging a weapon--have a material cost solely in minerals and a new resource, "Vespene gas".
Do not implement Vespene gas, but mention your intention to do so, several years down the road.

4
DF Suggestions / Re: Candymaker's workshop
« on: October 22, 2023, 07:48:24 pm »
. . . it appeals to the primordial fantasy of running an oompa loompa candy factory . . .
Looks like we need to get Dabu and Simon Swerwer working on some new songs.

5
DF Suggestions / Mobile workshops
« on: October 22, 2023, 07:31:32 pm »
This idea isn't an important one by any means; at most, it would be largely for flavor & a bit of realism, to make the fort feel more lived-in & part of a larger world, and also for the visual appeal of occasionally seeing something that isn't a dwarf or animal moving around the map. Just a few notions for Toady & Threetoe to consider for long-future updates, after the game has developed enough features to be able to support the ones suggested here.

These "workshops" would come in 3 sizes, each with its own propulsion requirements; we already have the 1-tile Barrow, and the 3x3 Wagon. Let's add a 2x2 Cart, which would be pulled by 2 dwarves, or 1 dwarf leading a draft animal. Combinations, such as a Wagon towing a Cart behind it, might also be possible. A Barrow cannot be used to speedily transport high volumes of stuff into stockpiles--it may have started as a Wheelbarrow, but it's been modified to serve a more specialized purpose now. The same is true for Wagon-sized workshops.

Trade Depot: Peddler's Cart (still called a cart, even though it'll usually be a barrow)
     Instead of your fort interacting with its economic neighbors only a scant three times per year, with your broker having to control everything, now the residents of the nearby hillocks can visit your fort whenever they feel like it, and interact directly with your citizens, roaming your hallways as they call out what sorts of wares they're carrying. (Which will usually be food, or hillock-made personal goods such as toys & clothes, but sometimes can also be raw materials that you can't source on your own site, like shells.) Both the peddler, and the citizens interacting with them, would move & trade independently of player control. Benefits to the player would be the customers' happy thoughts about their new acquisitions, and the increased likelihood of safely exporting badly worn masterwork garments before your Clothier suffers the tragedy of art defacement. Drawbacks to the player would include the possibility of your citizens silently importing something you might not want, such as a female cat.

Mason's Shop: Stoneworking Barrow
   Stonemasons, sculptors, & engravers use a wide variety of tools: Many types of chisels, a few hammers, drills with various bits, splitting wedges, many grades of sandpaper, files, plumb bobs, squares, measuring rulers . . . in short, a lot for a single dwarf to carry, and way more than he can hold in his hands and still do useful work. He needs something to store it all in: either a backpack, or several pouches & harnesses, or a little wheeled cart--which would also serve to carry a raw stone boulder, enabling the stonemason to (for instance) carve a statue in its intended final position (rather than make it somewhere else and incur the risk of it getting damaged during transport), or even form furniture in situ right from the living rock. Dwarves smoothing/engraving walls & floors would be able to work far more efficiently (in other words, about as fast as their current breakneck pace) if they had the proper tools nearby. Multiple dwarves could even use the same tools more or less simultaneously: Just have each stoneworking barrow extend its speed bonus to all Engravers working within, say, 5 or 10 tiles of it. But if you're smoothing a huge room & you only built one stoneworking barrow, be prepared to see the dwarves fight over it, wasting time pulling it back & forth across the room.

Butcher's Shop: Knacker
   If an animal is sick, injured, or dead, it's sometimes more convenient to bring the butcher to it, rather than vice versa. Knackers would also be willing to use animals that actual Butcher Shops sometimes refuse to (for whatever reason), and so for realism/flavor, meat that's been butchered at a knacker's would have a high chance of being considered as "unfit for dwarven consumption," and limited to being fed only to the fort's meat-eating livestock/pets.

Dormitory: Sleeper Car
   A covered wagon with up to 6 beds built into it. If a large number of dwarves are working (mining, felling trees, removing constructions, hauling, etc.) in a fairly confined area far removed from their bedrooms, it could be a huge savings in dwarf-hours to move a temporary dormitory to the job site, rather than have everybody commute. The player would just have to designate a convenient zone for the sleeper car to be parked. As the work moves, so could the sleeper car, possibly even with dwarves still asleep inside it--at the risk of the occupants getting a bad thought about being jostled out of bed.

Kitchen / Tavern: Chuckwagon
   Similar to the Sleeper Car, a wagon built with a fire-safe block, an array of basic cooking implements, & a bin full of mugs, and loaded with 1 barrel of food & 1 of booze, as well as some fuel for the stove. Workers coming to the food truck would each use their mug twice: First for a drink, and then for stew. By the time all the mugs are dirty, the victuals should be just about gone, and the chuckwagon returns to the fort proper to wash up & replenish its stocks. If the player-designated zone is still in place, the chuckwagon (or possibly even a second one) will return. Optional: If the chuckwagon also carries a few wooden tables & chairs, those could automatically be placed nearby, and loaded up again once the wagon is depleted.

Hospital: Ambulance
   A covered wagon with a built-in table & traction bench, and carrying up to 4 temporary beds (constructed of wood & cloth, each usable as both cot or stretcher as needed), 2 barrels of water (1 for drinking, 1 for washing), and stockpiles of cloth, thread, plaster, & soap, with a couple of splints & crutches. [As well as surgical tools & the like, once they exist.] Are you dispatching part of your militia to go raid a hostile site? Better send along an ambulance or two. Are you working on a dangerous construction that has the potential for a fall or cave-in? Better designate an ambulance zone nearby, just in case. Make the zone a bit bigger than the ambulance itself, so the nurses have a place to set up the temporary beds.

Are there any other plausible mobile workshops? I tried working a Tinker's Cart into this (seeing as how they were 100% a thing IRL), but there seems so little scope for them in-game that it felt like I was creating a problem just for the sake of solving it.

6
In case the pathfinding code ever makes such a permanent building viable:
https://en.wikipedia.org/wiki/Stile
https://en.wikipedia.org/wiki/Kissing_gate

7
DF Suggestions / Re: A thing with goblins seeking parley
« on: September 19, 2023, 08:10:38 pm »
Download DF hack (free on steam) and use the civilian alert burrow function to get your dwarves to safety
That is a thing that can be done, yes, but it's not what Orange is asking for. He's not asking "How can I keep my civilian dwarves away from armed goblin invaders that are not currently attacking?" he's saying that "Civilian dwarves should be smart enough to know to stay the hell away from armed goblin invaders, regardless of their hostility status at the moment".

8
DF Suggestions / Re: Rags - the end stage of clothes
« on: September 16, 2023, 05:57:33 pm »
I think cleaning wounds with a pear of old underwear should increase risk of infection a lot, even if washed in soup soap.
That's why I specified they would be replacement bandages. The initial bandage, applied directly onto a freshly-cleaned or freshly-sutured wound, would still be made of virgin (and/or boiled) cloth. But after the wound has begun healing, and the window for infection to set in has largely passed, it's good to change the dressing every couple of days to help it scab over, and to make sure the healing tissue does not incorporate the bandage. Rags would be an acceptable use for this, as long as they were reasonably clean.

9
DF Suggestions / Re: Rags - the end stage of clothes
« on: September 13, 2023, 08:53:47 pm »
It's been previously suggested that old clothes could be used as patches: A sheep wool XsockX plus a spider silk XXsockXX creates a sheep wool xsockx with patches of spider silk, and staves off your Clothier's skill rust for a while. There's no reason why rags shouldn't be a part of this: That spider-silk XXsockXX just becomes a spider-silk rag, which could be used to repair any garment, not just another sock. Rags would have their own wear counters, and Cleaning would become a task done much more often, with craftsdwarves (or any idlers, really,) wiping down their workshops every now & then. (Especially Butcher's Shops--can you imagine?)

Rags could also be used as replacement wound-dressings, after they've been Cleaned with soap. They (or regular cloth, but obviously rags would be cheaper and likely plentiful) should also be a required component in making splints, as the limb must be bound to the wood with something.

Rags would also be used in the manufacture of torches (once the Lighting arc takes effect), and the stuffing for pillows & gambesons, if those ever get implemented, and even making some low-grade paper (depending on what the rags are made of, of course).

Old clothes (and therefore rags) could also be upcycled into stuffed children's toys.

New thought: XclothesX could be given away to fortress visitors, especially those who petition for citizenship but are denied--at least you aren't turning them away with nothing.


10
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 08, 2023, 11:23:39 pm »
If your fort contains or borders a population of gnomes (of either variety), there is a chance each day that said gnomes will be renamed to "smurfs". Once this happens, every day thereafter another new noun will be replaced with "smurf". This will be difficult to notice at first; given the high number of plants, animals, stone types, garments, musical instruments, etc., that are not in your fort, there are a great many things that can be smurfed before it begins to affect gameplay. But when you read that the latest artifact is made of smurf wood, with hanging rings of emu bone and decorated with baguette-cut smurfs, it gets pretty annoying . . . and when you're about to order up some new weapons and see that both steel and copper have been smurfed, so you can no longer specify what the weapons should be made of, you have to admit that the game is either unplayable, or will be very soon.

Killing all of the nearby smurfs gnomes will cause the smurfed words to un-smurf themselves, again at the rate of one per day.

11
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 08, 2023, 06:46:58 pm »
Necromancer towers should contain orbs for their owners to ponder.

12
DF Suggestions / Re: Make many more dye colors + improve dying interface
« on: August 28, 2023, 07:48:21 pm »
Not just colors, and sources of colors, but uses for color. Paints for statues & engravings. Stains for wood, dyes for leather. Whitewash for interior walls. Inks for writing with (illuminated manuscripts!). Cosmetics (pastes & powders) for personal beautification. Syndromes for when dwarves regularly apply cosmetics containing lead & mercury.

13
Some different visitors type would be nice to create more stories when playing the fort.
A messenger, carrying letters from friends & relatives back at the Mountainhome and other settlements. Receiving word can go a long way toward satisfying the "met with family" need (but not all the way, of course), but not getting any mail from them over a long time can actually increase stress. One messenger per season (climate and savagery permitting) seems about right, and each will hang around your tavern for about a week, to give dwarves time to reply. This should also create some demand for paper.

14
DF Suggestions / Re: Cavern biomes?
« on: August 06, 2023, 05:54:23 pm »
. . . pockets of bad air/toxic gasses.
Not necessarily all bad. Helium, for example, is mined underground (it's produced there by the decay of unstable heavier elements, such as thorium, and once formed can't escape to the atmosphere). It would be funny to see the chief medical dwarf get all perplexed because a bunch of miners reported suddenly talking & laughing in much higher voices. A "syndrome" with positive effects (especially in relieving stress) should be a welcome novelty.

15
DF Suggestions / Re: Terrible Suggestions Thread
« on: July 26, 2023, 07:37:23 pm »
All crafting and building is now limited to wood only. No stone, no metal, no cloth, etc.
To be precise, you can still make anything you used to be able to make, only now it's made of wood. The anvils? Wood. Socks? Wood. Plump helmet roasts? Wood. Infants? Yep, made of wood. Except the trees. The trees are made of cake.

Pages: [1] 2 3 ... 86