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DF General Discussion / Re: Future of the Fortress
« on: January 30, 2024, 11:06:00 am »
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Have you tried Macros?
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
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.
Regarding the floods, or is just a fancy PTW?Fancy PTW.
I read that (and the rest) as "an issue a new player doesn't know how to deal with".

- 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.
