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« on: May 01, 2014, 05:11:29 pm »
I must say that I'm very excited about the new release - I still remember the original DF, and being terribly confused and unsure how to mine... thinking my dwarves were starting outside of a city wall or something.
Regardless, I suppose I wanted to throw my two cents in on some things I think/hope will be either fixed with this release, or terribly soon after...
Fix 1: Refuse/Finished Goods Stockpiles with Wear condition switches
I mention this first because it would be both insanely helpful and insanely easy. Simply put, dealing with worn clothing is still a major issue. Yes, Dwarves don't necessarily keep things forever now. And yes, I can deal with it by trading away old clothing. But the problem I end up with is that I can't keep a stockpile of bins of clothing, because worn clothing gets mixed with good.
Ideally, I would have two options : I could assign which 'wear' levels a finished good stockpile allows, and I could do the same with refuse piles (where worn clothing could rot away on its own). The latter would have to actually allow for clothes, which it currently doesn't without finished goods on... Which would be an acceptable way of doing it. Really the quickest, easiest fix would just be to allow finished goods to have 'Worn' toggles for various wear levels, and we could turn them on on refuse piles. Easy.
Fix 2: Armor Wearing
There's multiple things that need serious fixing here.
First, Hunters, Miners, and Woodcutters still don't wear armor while civilians if these professions are toggled. It's somewhat ironic, because if I had to pick three civilian professions I'd -want- to wear armor, it would be Hunters, Miners, and Woodcutters. Go figure.
Second, 'Over Clothing' still doesn't work. Dwarves are a bit psychotic about layering, and trying to force armoring into the mix makes things a bit crazy. They end up wearing multiples of some things and none of others... It's not just that they won't put on armor, but instead seem to go completely psychotic about their clothing.
Replace Clothing works, though it's a bit sad. This goes more into suggestions, but I honestly would rather use over clothing. It doesn't really make sense for dwarves, or any living thing, to wear armor -all- the time. Doing so should generate unhappy thoughts.. and injuries. Nor does it really make sense to wear -only- armor, as that should generate unhappy thoughts.. and chaffing.
Fix 3: Medic!
Dwarves apparently are extremist individualists. Jesus-dwarf helps those who help themselves, clearly. Joking aside, the jobs in Healthcare are of an absurdly low priority. If there's both a bleeding, dying dwarf on one side of the room, and a seed on the floor on the other, all the dwarves..including the doctor... would rather go take a barrel to the seed (stupid) than help the dying dwarf. This also effects those chained in the Justice system, as they will starve and die of thirst if there's a lot of seeds to be picked up.
Of course, once the dwarf becomes a corpse, it jumps up to top priority!
Fix 4: Training bolts?
...are a terrible thing. Turns out dwarves know how to put them in the quiver, but not really how to remove them if they need to switch ammo. You end up with dwarves stuck with training bolts until they're used up. Distinguishing between bolts assigned for training and those used for their actual intent is utterly broken.
Fix 5: Lonely fishermen...
Good luck getting a legendary fisherman in the current version! Turns out, long before they reach that point, fish will go extinct. It's sad, really. I mean, the water will be much cleaner, but dwarves don't generally drink water... so this is generally a bad thing.
Fix 6: Chests are magical.
Chests don't melt. I remember going for a couple in game years wondering why I wasn't producing metal, but still clearly had smiths sitting at the smelter, before I realized they were trying to melt the same chests for years. Kind of annoying.