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Topics - billybobfred

Pages: [1]
1
DF Suggestions / Manager job queue suggestions
« on: December 28, 2017, 09:45:16 am »
-Ability to check things other than items, such as buildings and units
-Ability to check more than one thing per condition
-Ability to compare things to other things, instead of a constant number

This would lead to such things as "if unclaimed coffins (item) + unclaimed coffins (building) < citizens without assigned tombs, build 3 stone coffins".

-Ability to reset conditional orders

If I set an order such as "if brewable plant > 10 and empty food storage container > 10, brew drinks from plants x10", and we somehow run out of brewable plants mid-job, the dwarfs start cancelspamming at me, and currently the only way to stop it is to delete the order. But an order like that is clearly meant to be perpetual, so I then need to re-create it. A single button to just reset it and have the dwarves stop until the conditions are true again would be better.

Actually, this particular example is most often caused by the condition checking items for a job that consumes stacks, so...

-Ability to compare to stacks of items instead of individual items

And lastly...

-Ability to customize or disable a job's announcements

If I go to a kitchen and set it to "make easy meal x∞", I don't want cancelspam when the dwarves run out of ingredients. If I set a job like "if chairs = 0, build chair x1", I don't want to be told "build chair x1 is complete" every time this happens. If a job is really important, I might want its completion to be a super visible announcement, like "HEY THAT THING IS DONE", or even a pop-up box.

2
DF Suggestions / SHOW_FLOW_AMOUNTS should default to YES
« on: November 25, 2017, 02:38:59 pm »
Dorfs drowning in a sea of little blue 7s is sort of iconic of the game, and it's weird that even after all these years it's off by default.

3
3rd Obsidian, 200

When I suggested building a sanctuary on a volcano island, I expected to be laughed at. And I was.

I expected a little support from the fringe members of our society. And I got it.

I never expected to actually set out and do it. But I did.

So here we are, the seven of us, sailing across the ocean on a rented human vessel.

Now if you'll excuse me, I have to go be seasick.

1st Granite, 201
We've arrived.


This isn't going to go well, is it?

Spoiler: dorf profiles (click to show/hide)

Spoiler: succession rules (click to show/hide)

Spoiler: the lists (click to show/hide)

4
Behold!

The pressure plate and hatch are a standard one-way path setup. The door, when unlocked, allows the dwarves to bypass the pressure plate, and the plate is set as a Restricted traffic zone to ensure they do so.

No need to manually go in and forbid a stack of eggs the second they're laid. No worries about the birds you brought on embark dying of old age and taking your entire egg supply with them. No locking and unlocking and re-locking and re-unlocking and re-re-locking and re-re-unlocking and re-re-re-locking and so forth every season or so. And in particular, no need to choose "Do I want eggs or meat?" every season.

5
DF Modding / Self-insert time! An entity of Bay12 forumites
« on: March 29, 2011, 12:59:53 am »
One flippant remark and I had to throw this together.

It's mostly based on the dwarven entity.

Main changes so far:
  • Messed with symbols (we like violence and stuff)
  • Made us trade more stuff (if you'll buy it...)
  • Modified ethics (we are sick, sick bastards)
  • Removed MENIAL_WORK_EXEMPTION from all nobles (they know what we do to idlers)

I want to change the religious spheres, but I can't be bothered right this second, and also don't really know which ones we'd go for.

Any suggestions?

Spoiler (click to show/hide)

6
Code: [Select]
   world
XXXX^^^XXXXX
RSGF^^^FGFSX
XXXX^^^XXXXX
   fort

R=rope/chain
S=gcs
G=floodgate or other such barrier
F=fortification
X=wall
^=trap

One GCS is tame and chained, the other is hostile and pitted. (the hostile one can be chained too if that is possible but i am pretty sure it isn't?)

The floodgates are linked to a lever somewhere in the fort. When danger strikes and the usual methods fail, Urist McMayor pull the lever and the spiders start webbing each other, incidentally covering the traps and stopping nearly anything.

... Actually, this would also make a good silk farm.

7
I have seen it!

The oracle of Armok himself is among us!

We must build a temple to Armok, so that he may commune with his oracle, and bring glory to dwarvenkind!

The commandments of Armok are as follows:
  • The Oracle of Armok must be protected. If he dies of violence, you must revert to a previous save. If he is taken by Armok himself (read: old age), one of his children is to become the new Oracle of Armok.
  • The Oracle of Armok is not to perform any labors. That's what followers are for.
  • The Oracle of Armok must be cared for. This means he gets the best rooms.
  • The Oracle of Armok is all-important. Other dwarves exist solely to serve his needs, and must give up their names to show their devotion. (Set NICKNAME_DWARF to REPLACE_ALL in d_init.txt.) They will all live in one communal room, which will have only the necessary furnishings. They will receive no custom titles.
  • The Oracle of Armok hates ghosts gives due to the dead. Any dwarf who dies serving him is to be thrown in a coffin receive a proper burial.
  • The Oracle of Armok is insane completely fine. Every so often he will be controlled by a new individual hear the word of Armok and follow it, which perfectly justifies the abandonment of all previously-held plans. (Turns last until you feel like being done.)

Yeah, we're basically running a cult, here.

Spoiler: Turn list (click to show/hide)

8
(for some reason the sky provides support, please never fix this Toady)

Will this work? ("work" in this case being defined as "not cave in and not be blocked off")
Code: [Select]
Z=MAX
.....
.....
.>I+>
.....
.....
destroy the floor tile when skyfort is self-sufficient

Z-1
.....
+++..
+<+.X
+++..
.....
<-- rest of fort is that way

Z-2, -3, etc
.....
.....
....X
.....
.....
all the way to ground level

And for that matter, can one build farm plots (after irrigation, of course) on constructed floors?

Because if those two things are settled, it'll be a "simple" matter of actually building the thing.

9
The Legendary Planet is a world generated in .31.18 with NoExotic and the Display Case mod. It includes such places as the Tundra of Fanciness, the Ice of Conflagration, the Desert of Caverns, the Triangular Jungle, and the Steppe of Poetry.

And soon, it will contain our fortress.

So, where should we settle? And who will be the first seven?

Spoiler: Succession Rules (click to show/hide)

Spoiler: The Lists (click to show/hide)

10
DF Dwarf Mode Discussion / Turning invasions back on...
« on: January 23, 2011, 01:43:21 am »
Yeah, I've had them off for a while because I'm a pansy elf who can't run a proper military; in particular, I can't outfit them.

The thing is, without the occasional invasion, I find that a fort stops being fun after only a few years. (and it never gets properly Fun)

So. Once I turn them back on and start my next fort, what do? I plan to embark on a site with sand, flux, and some kind of water source (river, aquifer, something). I've always found that I spend way too long on the "prepare carefully" screen, so I'm also asking what I should bring to this site.

For reference, this is the profile saved from my last fort's embark gear:
Spoiler (click to show/hide)

11
Yeah, after a few waves of migrants, I nearly always have about 30 idlers at all times, except when a mass-haul operation is ordered (see: every caravan ever). So it's nice for that, but the rest of the time it just seems wasteful. Any tips?

Oh and while I'm asking questions: I expose part of my farm to the sky, then build a floor over it. Outdoor crops okay or not okay?

12
DF Gameplay Questions / Dorf cancels Give Water: no water source
« on: January 13, 2011, 07:49:18 pm »
Okay, I know why there's no water source: the river is frozen because it's winter.

My question is, who is he giving water to? I have no hospital, and even if I did it would be empty because this is a new fort that hasn't had any Fun yet. halp?

13
DF Gameplay Questions / Let's say I disabled invasions... (40d)
« on: November 26, 2010, 04:41:44 pm »
When I finally figure out how to make the fortress not fall apart from my own stupidity, will I be able to just turn them right back on with no trouble?

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