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Messages - DrudeFiegler

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DF General Discussion / Re: Future of the Fortress
« on: January 30, 2024, 11:06:00 am »
Post to follow

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DF General Discussion / Re: What annoys you the most in DF?
« on: November 01, 2022, 07:08:49 am »
Quote
Have you tried Macros?

Nope. I'm always forgetting this functionality exists. Guess I'm still too traumatized from my early Excel days to use this in a game ^^.  But yeah, it should solve a bit of the problem.

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DF General Discussion / Re: What annoys you the most in DF?
« on: October 24, 2022, 07:43:36 am »
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 ^^

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Very nice work with the tutorial! I'll try it in my first game... even if I don't think I'll need it.

Question though: will there be a way to rebind the keys ? Because wasd has no sense outside the qwerty keyboard, and i'm not using one ^^

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General Discussion / Re: AmeriPol thread
« on: October 04, 2021, 09:56:21 am »
That seems overly complex yes, and not at all feasible. Wood rots since the end of the Carboniferous, and it won't stop anytime soon.
Wood still doesn't rot in certain conditions: https://cbmjournal.biomedcentral.com/articles/10.1186/1750-0680-3-1

Thanks for the info. Been a long time since I read a scientific article. I quickly read this one, and it seems credible enough for me (even if it's quite a low bar on this subject, tbh). I'll change my opinion on this from "Overly complex and bonker" to "Maybe we can test it?". After all, the article present a theoretical plan and modelization results, but no experiment in situ.

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General Discussion / Re: AmeriPol thread
« on: October 01, 2021, 02:41:41 am »
I don't know how serious it is, but apparently one of the proposals is to grow trees (capturing the carbon) and then cut them down and bury the lumber.  Which sounds laughably expensive to me.

But also you have to make sure they don't rot!  Which led to the podcasters joking about using the same hole as a nuclear waste dump.  Wild stuff.

That seems overly complex yes, and not at all feasible. Wood rots since the end of the Carboniferous, and it won't stop anytime soon. Best to do is planting a lot of trees and plants as to quickly develop a complex forest. The more complex it is, the more CO2 it stores, because you have layers upon layers of organism/lichens/mushrooms/plants.
But to do so, you have to limit human interference to the minimum, and the area quickly become unwalkable.

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Great announcement. I'm eager to test the new labor system. Hopefully, it will reduce a bit of my DwarfTherapist use.

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Regarding the floods, or is just a fancy PTW?
Fancy PTW.

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In lieu of a dot, I offer my most sincere contrafibularities to my Fellow Europeans, and to those living in the rest of the universe but reading this thread.


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DF General Discussion / Re: *We need your help to save the noobs!*
« on: August 17, 2020, 03:48:13 pm »
I read that (and the rest) as "an issue a new player doesn't know how to deal with".

That's the way I intended it, yeah and I will edit first post to be clearer. But for a few minor exceptions, I have long solved all these riddles to my satisfaction. Thanks to all people who where kind enough to answer back, I'll gladly offer them a cat and a beer next time they show up in my Fortress :)

- Everyone harvest, unless you disable that, but only farmers plant (and they continue to harvest when others are blocked). The other top level orders similarly are fortress wide, rather than tied to jobs. A common one is Collect Refuse from Outdoors. This is disabled by default, and will cause animals killed outside the fortress and outside of the fairly short butchery shop range to not be processed, unless it was killed by a hunter that then brings the kill home (they can get interrupted, in which case the kill is left to rot).
This distinction in the two farmers tasks don't make many sense gamewise to me. If it's a farm job, it should be a task for a Farmer. The option "Collect Refuse from Outdoors" is not worth the hassle it creates, imho. "Designate -> Collect Refuse" or something should be enough. That's about the gist of my problem with "Set Orders" : i understand their role, but I thing it'd easier for everybody if that were put into regular jobs.


- Logically, you need an axe to cut down a tree (a saw would do, but that's not dwarfy), and similarly a pickaxe is needed to mine and a crossbow for hunting (bows are for elves). You need an anvil to make a smithy, but all workshops implicitly provide the tools needed for working in them. It's a matter of which level of detail DF should go into (a fisherdwarf could, for instance, require a rod for fishing). The requirements for tools will probably be increased for the new zone based workshops, and it's possible tool availability in them might restrict what they can do.
I'm not against details, but the incoherence between the level of details in jobs/workshops was an obstacle during my first games. Maybe three jobs out of 100 need a tool... and the game don't tell you which one. Same with the workshops.

- Sand is "sand bags" at the end of one of the stockpiles (furniture I think, but it might be tools. I always disable sand bags, as it results in a needless additional hauling step [during which the bags are tasked for hauling, but not available for usage by the workshop operator, and so those repeat orders can get cancelled because sand bag hauling is a low priority job]).
That is exactly the problem I was talking about. When i look into an item, it should display which types of stockpile can stored them.

On ores, the direct making of alloy bars from them sometimes is better than making the basic bars and then making the alloy from those bars. A "smelt all ores" job could remove that possibility without other types of micromanagement filling in.
- You typically don't have that many kinds or ore, although gems might be an issue. Note, however, that you should save some raw gems for strange moods. I certainly wouldn't complain about a more generic "melt ore" order, but you may want to use the specific ones at time to ensure you get the metals you want and save the "junk" ones for later, and you may also want to ensure alloys are produced in an efficient manner.
I know. Still, I have often hundreds of cheap ore (i play on "easy" location), and enough magma-smelters, so bulk smelting everything is not a problem, it's the sane solution. But I agree, it's less tedious that managing the cutting of gems.

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DF General Discussion / Re: *We need your help to save the noobs!*
« on: August 16, 2020, 09:19:18 am »
Hi all. I may be late to the show, but here is some of the points that disturbed me when I started playing. I precise that, but for a few minor exceptions, I have long solved all these riddles to my satisfaction.
  • I can't destroy items.
  • Military schedule and alerts, as a lot of people already pointed out.
  • Multiple ways to look at things and dwarfs, as a lot of people already pointed out.
  • Most orders lost me. It's seemed (and still seems) often redundant with labors. Why is there an option for dwarfs to harvest or not? To take stone ? Isn't that the Farmer and Hauler labors?
  • Lots and lots of labors, and sometimes the difference between them is not quite clear (like Wood burner and Furnace Operator). I quickly shifted to Dwarf Therapists, so it's now a non-issue.
  • To this day, I've never used the menus for Points/routes/notes, Hauling, and Movies. I don't really know what they are used for. If they are somewhat important to the game, the game should tell me.
  • That it's the furniture which makes the room. A bed allows us to define a chamber, a chair an office, a table a dining room. Whereas for locations and zones, you start by designating the area, and then you put furniture in it. It doesn't help that the value of the room (like a Magnificent Chamber) is a function of the other furniture in it ><". Maybe they could repack "Living areas" in a "Workshops" way: you order to build a chamber/office/dining room, you select the place and area, and DF asks you for a bed/chair/table ?
  • Some labors and workshops need specific tools (axe for cutting tree, pickaxe for digger, anvil for forge), but most don't. Why?
  • That's your dwarfs move up/down as quickly as they move left/right. So, you should totally dig down/up a lot, and not expand on the same level.
  • Items take place unless they don't. A coffer in a hospital can gobble up everything a lot? A Dump zone can gobble up everything?
  • "Repeat" orders are not "Always orders". They are "Repeat until I can't do it". So, every few hours of gameplay, I've to go round, and ask again to cut all my rough emeralds/topazes, make all the cheese I can, shear all my animals, and so on.
  • Workshop orders are often too precise for our own good. I like "Construct rock Blocks" and "Make craft from bones". I know what will be used, and what I'll obtain in a general but sufficient way. Whereas I need to order the cutting of all rough gems and smelting of all ores one type by type. Orders like "Cut all rough gems", "Smelt all ores (or all you-choose-the-kind-of-ore)" and "Do something (cut, thread, press, etc) for all elements of a stockpile." would be very useful.
  • Stockpiles are difficult to use, even after a lot of play. It's not often clear where some objects are, and the lack of uniformization does not help: prepared food is not a food? finished goods are way too general, where is the sand ? When i look into an item, it should display which types of stockpile can stored them.
  • Also I can't "save" several custom stockpiles, for easy used. Categories are "by nature" (it's a seed, it's a furniture) whereas I often needed the option to sort by use: is it magma-safe ? Can I press it or brew it or transform it into paste ? And lists should be alphabetized, for Amok's sake.
  • You can't import things from one fort to another. All the stockpiles configuration I devised for my industries. The schedules and uniforms I tailored to what I think is a decent army. All that is lost when I start a new fort, and I need to manually configure it again. I don't think it's very fun.


On a side note, I'm really not sure about tutorials. I didn't have them in DF nor in Minecraft, and it was great nonetheless. Not knowing what will happen was 90% of the fun during my first plays. And for most complex things, going to the wiki was kind of mandatory. I've made quite a few tutorials myself, and as @somebody-in-the-last-35-pages said, it's a lot of work that you need to constantly update... A job best left to fans on Youtube :)
That being said, I'm really in favour of a system of advancements, like in Minecraft PC. It could help a lot of new players discover the game, encouraging them to test new things without being to directive.

Cheers all!

Note: Edited for clarification

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