Bay 12 Games Forum
Dwarf Fortress => DF Suggestions => Topic started by: Jebediah` on October 30, 2014, 09:47:18 pm
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I feel like it would help quite a bit to balance out the discrepancy between the Craftsdwarf's and Bowyer's workshops in terms of usefulness and activity...it just seems illogical that A) the shop whose one job is making crossbows doesn't also make their bolts from the same materials, and B) the crafters' shops have to accommodate wood and bone bolts as well as everything else they cover while the bowyer's shop almost always goes unused in the corner.
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Okay, get a guy who's really good at making bows making good arrows. He probably can't. They're completely separate skills, making a crossbow is basic mechanics. Nothing to do with making arrows, which requires a lot of uniformity and precision. Something a craftdwarf has a lot of. It makes a lot more sense.
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Why not just get rid of the bowyer's workshop and skill? Considering metal crossbows are made at a metal forge (with the weaponsmithing skill instead of bowyer,) you might as well move wood and bone crossbows to the craftdwarf's workshop, using their respective crafting skills. Better yet, move wood and bone crossbows to the mechanic's workshop (with those lonely traction benches) and have all crossbows use the mechanic's skill.
Also, metal bolts should probably use the metal crafting skill instead of weaponsmithing. Attention to small detail and fletching seems more in a crafter's skill set.
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Okay, get a guy who's really good at making bows making good arrows. He probably can't. They're completely separate skills, making a crossbow is basic mechanics. Nothing to do with making arrows, which requires a lot of uniformity and precision. Something a craftdwarf has a lot of. It makes a lot more sense.
Ask a guy who makes little wooden toys for a living to make good arrows. He probably can't. Sensible thing would be to move bolts / arrows to the bowyer (as long as you don't have a distinct fletcher :)) and move the metal bolts / crossbows to bowyer skill even if they are done at the forge. (Metal animal traps use trapping skill as well although being made at a forge.)
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Crafts are fine jobs. Like carving, cutting small, encrusting (when jewellery isn't involved). So is smithing.
Crossbow is completely different. So I can see logic in this, it's just different tools.
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Well a workaround is, add a manufacture menu that show all requirements of said product.
For example, you choose ammo (maybe add some filters like materials), then workshops, then a list of workshops which can manufacture ammo is shown.
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You can do this yourself with a simple copy paste job in the raws. ;D
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You can do this yourself with a simple copy paste job in the raws. ;D
...how completely true, shame I haven't gotten to the point where I think like that yet.
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If anything it should be done in the carpentry.
I always thought that stone and woodcrafting in the craftsdwarf workshop was a little redundant. Should be there a real difference between the mason skill and the stonecrafting skill? A lot of it seems interchangeable.
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A carver and a mason are incredibly different things. I carve wood masks and statues in real life, and do carpentry. They're not even similar past the wood bit.
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Yeah, if by masonry you mean making walls and buildings. But in the mason's workshop dwarves make what it seems to me like carved out stone furniture. Would it be that crazy to make a stone coffer in the craftdwarves workshop, or a rock pot in the mason's?
I guess that having such a general workshop that handles all crafting is what appears to be a little lacking.