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Messages - bz-mof

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1
What's about giving it an extra option for "exotic" armor? I think it is not important to seperate narrow from large from small things...

2
DF Suggestions / (f)orce task in workshop
« on: May 18, 2009, 06:25:06 am »
Although a more intelligent manager or Standing production orders would make this redundant, this could be quite easy to implement:
a new option for workshop, the (f)orce task option.

This means, that this task is not deleted from the orders list when a dwarf cancels it, so that it will be finished when the precondition are met.
A (f) + (r) task will survive forever, thus helping to dye all cloth ever produced forever, to produce infinite bone bolts, to keep you smelter smelting etc.

If this (f)orced task is canceled by a dwarf, it could be put at the last position of the production orders of this workshop that other tasks will be done, too. There should be no warning (on announce some job cancellations), when this is done.

As an addition, there could be a warning like "<task> has not been done for one month"..

3
I've got problems with the changed keyboard input:

It worked (at least) up to 40d, but changed for 40d11:

The older versions used the keyboard layout set in Windows.
40d11 ignores that and always uses the US setting. Are there new input routines because of opengl?

Of course it is possible to heavily edit interface.txt, but I think, this is not intended like this.

4
it zoomed to a subterranean position somewhere where everything was hidden.
I have not digged into that place yet.
Btw: Now the stocks screen shows some antman bones and more and more cave spider silk thread around this place, so I guess the antmen are all dead. But I have no named cave spider till now.

5
DF Gameplay Questions / Re: building windmills
« on: May 17, 2009, 11:55:49 am »
You are right.

6
I know that the dwarves gibt resident animals names after three years of being in their surrounding.
(The dwarves have given a resident ... the name ....)

But is this intended if you don't even know that they are there?
Most of them are also in the units list so you can easily spot a other hidden feature by the animals living in it..

7
DF Gameplay Questions / Where are (plant fiber etc.) images stored?
« on: May 17, 2009, 11:29:45 am »
I have sewn many plant fiber images, but cannot find them. Where are they? Can't find them in the stocks screen, neither on a stockpile...
Thank you!

8
DF Bug Reports / [40d11] Keyboard layout changed
« on: May 17, 2009, 11:17:02 am »
Perhaps it's not a bug, but a feature, but because it worked (at least) up to 40d, I mention this:

The older versions worked together with non-US keyboard layouts perfectly: When I pressed a key, DF recognised the key due to the keymapping that was set in windows.
40d11 ignores that and always uses the US setting. Are there new input routines because of opengl?

It is possible to heavily edit interface.txt, but I think, this is not intended like this.

9
As I have many work orders that my manager has to manage, I am loosing the overview since there are some tasks, that shall be done infinity.

To achive this, I order "<Task> (30)" and wait for the "<Task> (30) completed" message. When I check if an order is missing, I am struggling between all those tasks, as there is no option to sort them automatically by alpabet.

edit: A "<Task> (200)" would solve the problem, more or less, too! end_edit

I know that the sorting normally shows the priority of a task, but that is not that important to me. I would like to decide myself, if this is important to me...

10
DF Gameplay Questions / Re: building windmills
« on: May 17, 2009, 10:40:40 am »
Yeah, for some reason windmills transmit power through solid floors.

Are you sure? Just tested it with constructed floors, that does not work.

11
DF Suggestions / Designations->Item Properties->Bring do Depot
« on: May 17, 2009, 10:39:43 am »
It would be nice to have such an shortcut to mark all items from somewhere (i.e. a specialised stockpile) to the depot.

12
DF Gameplay Questions / Re: building windmills
« on: May 14, 2009, 09:09:09 am »
If I recall correctly when you build a windmill on supports with an open centre before you build the gear then it's not marked as hanging. You can build the gear later and it can be disabled or removed at will.

Can you explain this a bit further?
I think that it's not possible to build a windmill on 8 pillars (in version 40d11), because they don't act as floor for the upper level.

13
DF Gameplay Questions / Re: building windmills
« on: May 14, 2009, 08:46:23 am »
removing is the same like disengaging, more or less

14
DF Gameplay Questions / building windmills
« on: May 14, 2009, 07:34:37 am »
Hello!

I searched all the forums and the wiki but this could not answer my questions regarding windmills.

Basically, i found two types of windmills:
1) Windmills that are built on solid ground (3x3 floor tiles). These seem to be completly useless, as it is impossible to transfer power from these. (EDIT: no, because they will transmit power to a machine on level below it if this is constructed AFTER the windmill. It makes no difference if the floor is constructed or original)

2) Windmills built over a gear assembly (or any other machine part) beneath the center tile with no floor between the windmill and the machine part. These transfer the power to the gear assembly under them, but are always in the 'hanging' state. Solid floor around the center tile (basically a tower with a hole in the center) makes no difference.

This type of windmill will automatically be destroyed if the gear assembly below the middle tile is removed. If the gear assembly is disengaged, the windmill will also be disassembled, but it takes some time.


From my understanding, this means the following:
- The dwarven windmills are technically more or less 'horizontal windmills' (although the windmills in the game look like common vertical windmills as the left and right three tiles seem to be unused), where a vertical axle is in the center tile and the wings hover around in the adjacent tiles.
- There is no way to remove/disengage a machine part directly under a hanging windmill without an automatic disassembling of the windmill.

Am I correct?



Another thing I found out:
If you have a windmill above a disassembled gear assembly and another windmill is destroyed because you remove the gear assembly beneath that second one, the first one will also be destroyed at once, although normally it would survive a few more minutes without an engaged machine part under it.

15
DF Gameplay Questions / Re: Mandate: How to make bismuth items?
« on: April 25, 2008, 02:11:00 pm »
Ok, thank You!

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