For me, its the UI. Its a... lets say quite a mess. I have been trying to learn how to play this game for a while now, emphasis on trying.
I simply can't. I can't figure it out.
I love the UI. I'm living in (unjustified) fear of them changing it to cute little sprites and pictures you are forced to point and click to. I know I'm weird in that. But I love the whole damn interface. Except the trade windows. Those ARE annoying.
There are plenty of point and click games in the world, though.
The things that annoy me the most are, paradoxically, the things I love the most about the game. That is, all the unfinished edges. It annoys the heck out of me, for example, that the off-site mission options are so limited. But, I also know that someday, it will get better. It’s that vast ocean of incomplete features, and the promise that they will all eventually be filled in, that keeps me fascinated with this game.
What annoys me, though, is the moments where a whole decade old fort suddenly falls. It's always a stupid straw-on-the-camels-back reason, such as because someone left their glove in a doorway or a human stole an artifact wooden earring no one wanted in the first place, or an inaccessible grave. It is so irritating when it all tumbles down, and I love it, all at the same time....
especially since the game lacks an autosave featureI have some good news for you. There is actually an autosave feature. Look near the top of "data/init/d_init.txt" in your df folder.
For me it's FPS death[...]Same here, my PC is already trash, the way the game slogs at 300~400 dwarves is simply unbearable, yet I still do it. Must have complete set of 24 squads and all industries, or embark not completed.
Tasked items in general, really. Workshop completes a mechanism or furniture, but you've got to wait (or pause, forbid, unforbid) because your fort has stockpiles.Yes, furniture stockpiles nearly always lead to the "furniture double consumption" problem. Build one bed and two beds are tasked - the one you chose to build and the one to be hauled from the workshop to the space that the one you chose left in the stockpile.
The game should differentiate between items tasked for use and those simply tasked to be hauled.Ideally, non-hauling jobs should be allowed to steal items from hauling jobs without restriction - one "Urist McHauler cancels store item in stockpile - job item misplaced" is better than a hundred "Urist McCarpenter cancels construct bed - needs logs".
At first glance, I was thinking this sounds like a good solution, but what sort of FPS overhead would it add? You would have jobs that searched for a valid non-TSK'd item, didn't find one, then searched the TSK'd item lists for items that are TSK'd by "hauling" jobs. Also, it does not take into account that the cancelled "hauling" job might have been bringing the item from a long distance away (now your carpenter is walking far to get the log, or worse, your mason is walking far to carry some granite back without a wheelbarrow).The game should differentiate between items tasked for use and those simply tasked to be hauled.Ideally, non-hauling jobs should be allowed to steal items from hauling jobs without restriction - one "Urist McHauler cancels store item in stockpile - job item misplaced" is better than a hundred "Urist McCarpenter cancels construct bed - needs logs".
For me it's FPS death, my first time playing DF I tought this game couldn't be that taxing, I read that the game could be taxing, but I tought it was only if it was pushed to it's limits, I was so enamored with my vision of what this game could be, a game that doesn't cut corners and can simulate toughts with infinite worlds to explore just seemed like a dream, so I picked a large world with a large 5x5 embark and didn't even touch the init settings except setting the fps limiter to 0. I soon found out about FPS death and stress mechanics.Yes, FPS death is the single worst thing about DF. For most games you have to really try, to get FPS at which the game is completely unplayable, but for worse desktops or laptops all it takes is a little breeding program or a decent-sized invasion to bring it to its knees, once you have 100 or so dwarves.
It isn't exactly a flaw that just how things are with videogames, any game will push your computer to it's limits if you push it, like spawning too much stuff on minecraft or wanting to place every tankyard in Oblivion in a single place, I didn't know what I was thinking would happen, it's just that most games try to stop you from reaching that boundary, DF didn't do that.
At first glance, I was thinking this sounds like a good solution, but what sort of FPS overhead would it add? You would have jobs that searched for a valid non-TSK'd item, didn't find one, then searched the TSK'd item lists for items that are TSK'd by "hauling" jobs.
What annoys me the most? That'd have to be the "two rules of burrows":
- No, you haven't found a neat way to use burrows to solve that hauling problem.
- If you think you've found an exception to rule 1, burrows don't work that way.
One ore (25% chance? 33%?) gives four bars, though, as do stone->block production. When one ore gave one bar (a few versions ago) the determinator for (non-gem?) digging-out was highly tied to miner skill (now only used to dictate speed of mining) so you could end up with net loss of processed material far greater than the current average.It's actually changed multiple times over the game's history - in the old 2D versions, everything (including raw adamantine) started at 25% yield and increased according to miner skill with different caps based on what was being mined (100% for metal ores, 62.5% for gems and coal, and 43.75% for stone), and in the later versions everything had a 100% cap (and raw adamantine always had a 100% yield regardless of skill level). In the current version, small clusters and individual tiles have a 100% drop rate and everything else is a flat 25%.
[1] Perhaps something that remembered the prior results to arbitrary depth and weighted (by log N?) the chance that the distribution of the last N results (against the intended proportions) be used to directly dictate success/failure. So you don't get a regular and predictable "every fourth tile" but you do more quickly (and certainly) head towards the designed in ideal. *Warning*: Memory hog if you apply this tally to each individual subtype instead of/in parallel to a combined (shared) success-log component.The simplest method would be to just track that information within each "mineral inclusion" record, of which there is typically one per vein/cluster per 16x16x1 map region - they already keep track of the inclusion type (so that small clusters can give a 100% drop rate), so adding a pair of "successful mines"+"failed mines" variables would be easy and wouldn't increase memory usage in any significant way.
On the topic of physical descriptors, it bugs me how often a description is generated that (for me at least) is really hard to visualize, like a dwarf with a head that's both extremely short and extremely narrow.
I mean maybe my visual imagination just isn't the best, but yeah "three-legged quadrupeds" are pretty maddening (though I thought they were fixed).I had a cat who was a three-legged quadruped. She had an argument with a car and lost, but she was fine after the surgery. Got around on three paws very well. She was great at takeoffs, terrible at landings (It was a forepaw). She was not allowed outside again, of course. But yes, I know that's not what you mean.
I mean maybe my visual imagination just isn't the best, but yeah "three-legged quadrupeds" are pretty maddening (though I thought they were fixed).
Okay it's probably not my biggest annoyance, but it's something that I keep running into quite frequently and feels like it could be more intuitive. It's annoying trying to find my few handfuls of masterful chests in the ocean of bags. It'd be neat if it had a split path, kind of like Meeting area ones, e.g. b-h-c for chests, and b-h-b for bags.
Maksdwarves climbing over fortifications. I know that you can build fortifications in a way that prevents climbing, but that should not be necessary.I stay away from marksdwarves for that reason.
Stealthed units (notably many necromancer minions) being completely undetectable and therefore invincible to the player in Adventure Mode.
I ask to you all a single question. What annoys you the most in Dwarf Fortress. It may be a mechanic, an issue, a flaw you percieve. Anything.Here's my list of game flaws which should be a top priority:
Re-doing orders and uniform from one fort to another. At some point, I know that i want all my gems cut, all my metals ore smelts, an ongoing production of pot/bin/crafts and so on. I'd very like being able to copy my orders from a previous game, and tweak them ^^
Okay it's probably not my biggest annoyance, but it's something that I keep running into quite frequently and feels like it could be more intuitive. It's annoying trying to find my few handfuls of masterful chests in the ocean of bags. It'd be neat if it had a split path, kind of like Meeting area ones, e.g. b-h-c for chests, and b-h-b for bags.
Have you tried Macros? (https://dwarffortresswiki.org/index.php/DF2014:Macros_and_keymaps)