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Topics - Hexicube

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1
Firstly, because it's a pain to micro labour and it's not ideal to just let it be 100% organic, why not just say only dwarves that are competent can smith with the option to also manually add extras as needed?
In theory this would basically solve the "miner is making beds" issue without requiring setting up 100 dwarves individually.

Second, some way to set up priority tie-breakers based on labour type. If I have mining, smoothing, and wall building jobs all placed as priority 4, I should be able to go "mining is sub-prio 1, smoothing is sub-prio 7, construction is sub-prio 3" in the labour UI and have miners prefer mining when priorities match.
They would still go smooth stuff if those jobs were set to 1-3, but on a tie they'd mine instead.

2
Work orders are great for hands-off processing, but it could do with some improvements:
  • A toggle to suppress completion of a work order - I don't need to know my process 1 limonite ore is done for the 20th time
  • A toggle to let a work order check activation even if it's already active and deactivate if needed - I don't need to know that I don't have limonite order because the last piece became inaccessible
  • Related to the above, a toggle to remove existing jobs on workshops if the work order is deactivated - I want to prevent using my last piece of coke on ore
  • Work orders for smelting ore groups that have the same output, such as all iron ores, similar to gem cutting - Magnetite and hematite are effectively identical, and limonite isn't far off

Semi-related: An option for infinitely repeating jobs on workshops to not remove it if there's an issue, such as perpetually processing lignite, so that it doesn't need to be a work order.

3
I'm watching a playthrough right now where someone is using a tileset and I can see that warm rocks flash with the following: https://i.imgur.com/8SiZrFR.png
During all 4 lets play streams of premium plus the PAX preview I've not noticed anything like this, or any other similar info describing useful tile-based information as an overlay.

Overlays would be a concise way of showing quite a lot of information about the map area you're in, and would also avoid adding lots of extra artwork requirements to show the same thing "naturally" (artwork for warm and damp versions of everything sounds like insane amounts of work).

It would be nice if you could see the following:
  • Potentially hazardous rocks (warm/damp) - It seems like the only way to identify them in premium is to mouse-over
  • Potentially valuable rocks (gems/smeltables) - It looked hard to identify at a glance, especially in caverns
  • Rocks with open space either above or below them (ideally both at the same time) - Being able to look at multiple layers at once like this would help with mentally picturing things (at least for me)
  • User-specified filtering for the type of rock (e.g. magma-safe) - Would make finding some things by rapidly scrolling through layers very easy
  • User-specified grading for the type of rock (e.g. density) - Same as above, but for things that aren't a binary yes/no

Here's an example for a gem overlay based on the PAX preview video: https://i.imgur.com/XuAdBWR.png
I didn't realise just how many gems there were until I went through and added the overlay manually, unless I've marked some of those incorrectly.

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