Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Rhenaya on January 07, 2009, 04:42:04 pm

Title: Tools
Post by: Rhenaya on January 07, 2009, 04:42:04 pm
i think every job not done pure handed should get tool

for example fishing rods and nets for fishers
as nets are considered as new type of shield made of cloth (like ropes)
fishing rods are weak two handed weapons for lashers

those tools will be defined in the entity, for better overview the DIGGER tag will be renamed
they get an optional second value for effieny, default is 1 and most efficent

it will look like this:
Code: [Select]
[ENTITY:MOUNTAIN]
[CIV_CONTROLLABLE]
[CREATURE:DWARF]
[TRANSLATION:DWARF]
[TOOL_MINER:ITEM_WEAPON_PICK]
[TOOL_MINER:ITEM_WEAPON_SHOVEL:3]
[TOOL_WOODCUTTER:ITEM_WEAPON_AXE_BATTLE]
[TOOL_WOODCUTTER:ITEM_WEAPON_AXE_HAND]
[TOOL_FISHER:ITEM_WEAPON_SPEAR:2]
[TOOL_FISHER:ITEM_WEAPON_FISHING_ROD]
[TOOL_FISHER:ITEM_SHIELD_NET:2]
[TOOL_MASON:ITEM_WEAPON_HAMMER_WAR:2] (mason and stone carving)
[TOOL_MASON:ITEM_WEAPON_HAMMER_SMALL]
[TOOL_CARVING:ITEM_WEAPON_DAGGER_LARGE] (bowyer, wood and bone carving)
...
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
so you get for example 3 types of fishing gear, a dwarf will once a season try to get the tool with highest efficency, if his is own is lower ("pickup equipment" task)
as you can assume a warhammer may be used as a mason tool, but is quite unhandy for this task, so a small one would be much better. on the other hand all your civilian dwarfs will be equiped with a weak version of a battle weapon (most likeley also weak material ^^) and not wrestle all day if caught in a fight.

you also could make different tools for different civs, the only problem with all this would be to raise the startng points as you need more stuff.
Title: Re: Tools
Post by: jaked122 on January 07, 2009, 05:01:39 pm
this should be under modding if it's already easily possible for you
Title: Re: Tools
Post by: Rhenaya on January 07, 2009, 05:11:21 pm
really? it is? so tell me whats the tags in the entity to get fishery "weapons" done :p
Title: Re: Tools
Post by: Jack_Bread on January 07, 2009, 06:32:25 pm
It would be both the hammer and the dagger for masonry, unless I am reading it wrong. Also, all tools wouldn't be weapons. For example, a tool for processing plants to vial or something would require a mortar and pestle, which would be an odd and inefficient weapon to fight with.
Title: Re: Tools
Post by: Rhenaya on January 07, 2009, 06:51:17 pm
of course i only think of tools you would use as weapons, such minor tools as mortar and pestle is just a nuance, like nails for a carpenter.
and yep you read it wrong, the dagger should be for carving, not the mason :p

also the "the tools are implemented in the workshop" doesnt count for me: not every wall, bridge or whatever you build is a workshop with it own tool around ;p
Title: Re: Tools
Post by: Jack_Bread on January 08, 2009, 08:13:15 pm
Damn... I should have listened to my mom... I am no good at reading...  :'(
Title: Re: Tools
Post by: Pilsu on January 08, 2009, 09:49:47 pm
Workshops should be built with the tools in them, not have every dwarf carry around a toy hammer
Title: Re: Tools
Post by: irmo on January 09, 2009, 01:20:39 am
Workshops should be built with the tools in them, not have every dwarf carry around a toy hammer

I agree with that, if you mean the tools should be built into the shop, like the anvil is. This avoids strewing tools around everywhere, and imposes some cost on setting up shops. Examples:

- Butcher's shop: Knife (possibly axe or sword? maybe any of these?)
- Leatherworker's and Tailor's shop: Awl
- Craftsdwarf's shop: Chisel (used for all types of crafting)
- Carpenter's shop: Axe (this is a key early industry so it should use a very multifunctional tool)
- Forge: Anvil and hammer
- Still and Tannery: Barrel (Still should also require blocks for a furnace)
- Kitchen and Fishery: Knife (Kitchen should also require blocks for an oven)
- Mason's shop: Hammer
- Farmer's workshop: Flail, maybe?

The knife could be a generalization of the dagger. The chisel and awl are new. Any of the hand tools can be made of any industrial metal, except the chisel, which has to be iron or steel.

The exceptions are jobs that don't use workshops. Mining, woodcutting, and hunting are already like that; add fishing (spear), farming (maybe shovel or something; they could just use their hands though), and engraving (hammer and/or chisel). These dwarves would go and pick up the tool when they had one of these labors enabled. If they have more than one, they should carry the tool for the job they're currently doing, and then switch it when they start on a job that requires a different one.
Title: Re: Tools
Post by: SirHoneyBadger on January 09, 2009, 04:43:47 am
Workshops should be built with the tools in them, not have every dwarf carry around a toy hammer

I agree with that, if you mean the tools should be built into the shop, like the anvil is. This avoids strewing tools around everywhere, and imposes some cost on setting up shops. Examples:

- Butcher's shop: Knife, cleaver/axe, bonesaw, meathook(s). A good butcher's shop would also require a supply of salt, and a supply of wine.
- Leatherworker's and Tailor's shop: Awl, knife, needle(s), punch.
- Craftsdwarf's shop: Chisel (used for all types of crafting), mallot/hammer, knife, punch.
- Carpenter's shop: Axe, saw, chisel, lathe, auger.
- Forge: Anvil, hammer (hammers, actually: an armoury forge, or even a place that just does horseshoes professionally, would have-at bare minimum-a forging hammer, a sledgehammer, and a ball-pean hammer.), tongs, file(s). Aside from fuel, and water for quenching, a forge is also going to want a supply of oil. Atleast tallow, both for quenching, and for keeping items from rusting. Also a supply of sand would be *really* helpful.
- Still and Tannery: Barrel, cauldron.
- Kitchen and Fishery: Knife (Kitchen should also require blocks for an oven), cauldron. Fishery will need a supply of salt, kitchen will only want one.
- Mason's shop: Hammer, chisel, block & tackle, chain.
- Farmer's workshop: Flail/scythe, rake, yoke, plough, bucket, knife.

That's better.
Title: Re: Tools
Post by: Murphy on January 09, 2009, 04:52:28 am
This may be a bit off the topic, but here's one thought: stills should also require water, e.g. you can only build a still over a water tile, much like you build a magma forge over magma. And you should need a bucket of course. And you should need a magma-safe bucket for a magma forge.
Title: Re: Tools
Post by: SirHoneyBadger on January 09, 2009, 04:57:05 am
Stills would be hella difficult to make without copper, for piping. I guess you'd use clay without it, but why, when you're a dwarf?

I'm not quite sure why you'd need so much water for one though, Murphy. Fire, to boil the mash, and something to catch the condensated liquor (copper piping), but only a pretty limited amount of water, unless I'm mistaken. Which I could be.
Title: Re: Tools
Post by: Murphy on January 09, 2009, 05:33:48 am
I think you would need a barrel of water to make a barrel of beer. Most drinks are at least 60-80% water. Besides, wouldn't it look strange if you could survive on less water by brewing alcohol with it?
Title: Re: Tools
Post by: SirHoneyBadger on January 09, 2009, 05:41:23 am
Yeah, you would need to add some water to make beer (my wife just bought me a beer making kit for x-mas, so that's how I know. I married well.), but you wouldn't for some processing/distilling, like turning grapes into wine, and then wine into brandy.
Title: Re: Tools
Post by: Rhenaya on January 09, 2009, 09:42:18 am
about the water thing i made another suggestion before ;)

and the tools: my thought here was only the big tools can be used as weapon should be used. so sewing needles etc. dont count
Title: Re: Tools
Post by: Soralin on January 09, 2009, 02:51:51 pm
Yeah, you would need to add some water to make beer (my wife just bought me a beer making kit for x-mas, so that's how I know. I married well.), but you wouldn't for some processing/distilling, like turning grapes into wine, and then wine into brandy.

Which would be fine, if the grapes actually needed water in DF. :)  Or some way of making it so that you don't get more water out of growing plants and drinking wine then you do by drinking the water directly.
Title: Re: Tools
Post by: SirHoneyBadger on January 09, 2009, 03:08:35 pm
Well, some processes could require water, while others would not. The ones that do could make enough product to fill up an entire barrel at a time, while the others could make smaller portions.

That would also help make deserts a little more deadly, which I'm all for.