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Messages - Tamren

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1
That would actually be pretty neat. Maybe they could add a function to carve large capstones and/or stone obelisks as a subset of "statues" that are large enough to occupy several tiles at once. Instead of making them in a workshop you could construct it from several components like a bridge or road.

2
DF Suggestions / Re: More color-coding options while Trading at Depot
« on: January 18, 2023, 07:33:48 pm »
I'm clearly advocating for b, are you saying that you think the Trading interface is already near-perfect as is?

No I'm not against the broad UI improvements I'm just saying six different colours is excessive. The only reason things cost more or sell for more is because of trade agreements, and the multiplier is always close to 200%. So one colour for "more expensive to buy" and another colour for "more valuable to sell" would suffice. There's no point making price colours so granular when the game doesn't even bother to do that.

3
DF Gameplay Questions / Re: Multiple Leather from single animal?
« on: January 16, 2023, 07:22:38 pm »
There is a mod on the workshop that increases leather yield based on creature size. For instance large livestock like horses and yaks will not give you 7-8 leather instead of four. I like using this mod because the vanilla system is weighed too heavily towards small animals that can be bred in large numbers that still give a single leather, like cats and chickens. It doesn't make sense that you can make a whole cloak out of one chicken, but at the same time it doesn't make sense that you can only make four pairs of gloves out of a whole horse either.

Ideally at some point in the future leather will be based on more granular units and scale realistically to skin size. You can always sew more pieces of leather and cloth to create a larger object, you don't need a single continuous piece of leather unless you want to make an animal fur rug.

4
Being able to record custom modlists would be nice, but short of that the ability to simply "load last configuration" would be enough for the majority of mod users I think.

5
I think could be handled with tabs, just like how you can tab through different items/creatures/structures if they are all located on the same tile. Basically the improvements you guys just described, but applied to the default UI instead of through custom folders.

By default the work order list would display everything but sort orders by industry. So for instance Farming tasks, Crafting tasks, Metalworking tasks, Carpentry tasks and so on would be grouped up with each other. Then if you want to jump to something specific you could select a tab for that industry which hides all of the other entries and only displays the category you want.

You could still have custom folders in addition to this for people who want very specific things.

6
In addition to having single-tile pyramids for lone ramps I think they could just have adjacent ramps "ramp" up onto each other by default, the same way they would ramp onto a wall tile. That way you can always tell visually that a ramp is present in a location instead of it appearing flat when no walls are around, which is not a problem shared by the ASCII version. I don't think this would cause any confusion because if a player looks at two ramps side by side will see that any creature moving over it will walk up one ramp and immediately down the other side. You will never have a ramp that leads to "nowhere'.

7
DF Suggestions / Re: More color-coding options while Trading at Depot
« on: January 16, 2023, 06:19:53 pm »
I think having so wide a spectrum of colours is overcomplicating things. All you really need to know are simple things like:

1. This item is more expensive
2. This item sells for more
3. This item is banned for export
4. This item was imported instead of produced locally
5. This item will anger the elves

And so on. Actually knowing the exact price multiplier in 25% steps isn't all that useful because all of that info is already shown in your trade agreement. Anything you sign a contract to import will be roughly 200% price and anything your trade partner needs will sell for about 200% as well.

8
DF Suggestions / Re: More realistic tree diversity
« on: January 16, 2023, 06:12:59 pm »
I figured this is something that will always be on the todo list. Like one day we'll wake up and find The Ant Update where instead of anthills and termite hills we suddenly have dozens of species. Trees in general are only halfway implemented and there are still a lot of bugs, tower caps for instance are supposed to have trunks five levels high and three tiles thick, very large and on the same scale as highwood trees. But in game they seem to be capped to just one level of trunk because of outstanding bugs despite growing for hundreds of years. Fruits trees in particular are missing some features, such as being able to plant them from seeds (or any other tree for that matter). Fruit seeds in particular are useless because they cannot even be cooked and only exist to clog up storage spaces.

What I figure is that tree distribution will become more realistic in a future update, and at the same time "Fruit Bearing Trees" will become an item on the embark screen, like "Flux Stone" and "Shallow Clay". This lets you know if fruit trees are present in that location and you can make an educated guess on the type based on the biome you picked.

The ability to plant trees of a specific type would let us farm specific types of wood for future megaprojects instead of just using whatever is available. Being able to plant your own orchard to grow specific fruits would also be very thematic, I've always wanted to make an farm fort based around apple cider.

9
Ah tabs, I totally missed that feature. Thanks.

10
When you build a pyramid in DF you have the choice of making it an even number of tiles wide, or an odd number. This results in the top of the pyramid being 2x2 or 1x1 tiles wide respectively. Currently there is no way to create a capstone to have a properly pointed top to the pyramid, if you place ramps on top they will simply appear to be flat because they are invalid without an orthogonally adjacent wall. So my suggestion would be to add new graphics for ramps placed in 1x1 and 2x2 squares with no supporting wall tiles. A single ramp standing on its own should display a four sided pyramid. A 2x2 square of ramps should combine to create a larger pyramid using four corner ramp tiles.

This would not be difficult to implement because the graphics for this partially exist already. 1x1 ramp tiles are displayed as a pyramid, but only if they are carved out of natural soil instead of constructed. The graphics for 2x2 ramp pyramids are four of the existing corner ramp tiles put together, since this is purely a cosmetic change you would just have to tell the game to display them this way, there is no additional gameplay effect.

Another minor graphical issue is that the existing single-tile ramps have black dots at the corners of the tile, which are even more noticeable when several ramp tiles are placed beside each other. These dots could be recoloured to match the ramp and do not seem to serve a purpose.


11
Couple things that annoyed me with the Steam UI, might be a few repeats because I don't have time to read the entire thread today.

1. There is no inspect function that lets us select a specific item on a tile, if a dwarf is standing over a cage it doesn't seem possible to select that cage directly.
2. The creature menu should allow you to open detail panels for dwarves and then press right click to go BACK to the creature menu directly, without losing your place on the list. Currently if want to do something like rename several dwarves in a row, I have to open the creature menu and scroll to them every time whenever I jump to a particular dwarf.
3. Some information panels could be made much larger, for instance the description of artifacts. In the old ASCII UI the description takes up the entire screen, but in the steam version the item panel is very small and long descriptions must be scrolled several times to be read in full. This also makes it harder to screenshot artifacts.
4. When embarking there should be an option to shift-click or ctrl-click on item amounts to increase by five or ten at a time instead of only being able to increase the number once per click. This was less of an issue with the old keyboard controls because you could simply hold the button down.
5. The labor menu should have the same magnifying glass button to jump to a specific dwarf that the creature menu does. Otherwise you have to open the creature menu and search for dwarves by name whenever you want to change something.

12
This is a good idea but I would suggest also implementing the reverse. Have a generic "make item out of material" command that automatically uses whatever material is available. But also have a detailed menu that lets you specify everything down to a T. Sometimes for fun roleplaying reasons I might want to make a specific item like a red spidersilk cloak decorated with blue cloth images. It is possible to do stuff like that by manipulating stockpiles, but it would be much easier to have that function built into workshops to begin with.

13
DF Gameplay Questions / Maximum height for fully grown mushroom trees?
« on: January 13, 2023, 11:51:26 pm »
I'm trying to plan out a very long term tree farm and I'm wondering how tall a cavern I need to accommodate mushrooms at their maximum size. In the RAW files it says that tower caps can grow to a maximum trunk height of 5 levels and have a trunk width of three tiles, the same thickness as ginko and highwood trees. However if I look in the caverns every single tower cap I can see is six levels tall, and only one of those levels is made of trunk.

So does anyone know what the actual maximum height is for tower caps and other mushrooms? My current fort is only four years old, so if you have a fort significantly older than that you may have bigger mushrooms in your caverns than the ones I can see.

14
Buckets aren't big enough though. Legendary herbalists can easily pick up and carry several dozen stacks of 5 plants, often to the point that they can barely walk. That doesn't make much sense, but it WOULD make sense if they had a tool like a picker basket they could use to carry everything. I think it makes the most sense to limit dwarves to a realistic carry capacity and then allow them to increase that back up using tools like baskets and wheelbarrows.

15
One problem with classrooms is that you could potentially cross-pollinate your entire fortress with the same skill, which would result in a lot of strange moods for redundant or unwanted skills. Guild demonstrations avoid this problem because they only affect members who already have enough of a skill to be considered to have a profession.

I do agree that the "need to craft" should be less micromanagey. Maybe in cases where jobs are queued for unrestricted workshops like a loom or tannery, dwarves with the need to craft should pick up a task before other dwarves and that demand would naturally take care of itself as your fort works and produces stuff.

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