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Messages - Pancakes

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1
DF Suggestions / Re: Give us a 'mass tomb' option or similar
« on: December 15, 2022, 01:40:29 pm »
I think this is a good idea. Maybe have caskets/coffins allow burial by default when placed, with toggle options for allowing/disallowing pets. We'd still have the option to use zones to create proper tombs, though.

2
Same here, I've disbanded a number of squads by accident now, I hope it gets addressed in the next few patches.

3
General Discussion / Toady will be on a PAX panel today at 4:15 - 5:15 EST!
« on: September 12, 2020, 12:43:38 pm »
Just wanted to let everyone know that today that Tarn (Toady) will be on a PAX panel today talking and answering questions at about 4:15 EST until about 5:15 EST on Twitch!

Event Details

4
DF General Discussion / Re: Future of the Fortress
« on: September 09, 2020, 03:48:19 am »
Has there been any graphic work done to the intro cinematic? Are there any changes planned for the intro cinematic, either for this release or long term?

5
Wow, I've got to say I'm a really big fan of the new UI shown on the latest devlog. It's crisp, clean, and much better for navigating. I'm also really excited to see the new changes to the main game screen, as being able to see the date in game without going to the 'z' menu has been something I've always wanted.

Hype!

6
DF Gameplay Questions / Re: hospital design
« on: June 07, 2020, 09:30:12 am »
As far as I know job item selection is based on distance as the dorf digs. Once the item has been selected pathing is done for that item only, using the proper restrictions (well, mostly, there are issues with burrows).
Huh, does that mean that the job is selected by distance and then pathing is calculated? As opposed to pathing distance determining which job item to use?
Yes. Calculating paths for every potential item to be used would be extremely expensive and kill the FPS. This necessary optimization is the reason for some issues and apparent stupidities, but there's definitely room for some improvements.
That's really good to know, thanks!

7
DF Gameplay Questions / Re: hospital design
« on: June 05, 2020, 09:07:01 pm »
As far as I know job item selection is based on distance as the dorf digs. Once the item has been selected pathing is done for that item only, using the proper restrictions (well, mostly, there are issues with burrows).
Huh, does that mean that the job is selected by distance and then pathing is calculated? As opposed to pathing distance determining which job item to use?

8
DF Gameplay Questions / Re: hospital design
« on: June 05, 2020, 03:48:09 pm »
Can dwarves select items in moving minecarts for hospital use? If they can't, you could always fill a minecart with candy thread and have it perpetually move around your fort. And, if a dwarf steps into the path of the minecart to grab the thread, it's free training for your hospital staff!

Or, barring that, there might be another way. Do hospital tasks (like suturing) respect pathing costs? If that's the case, try setting traffic restrictions, which, set properly, make dwarves prefer different routes without outright blocking paths. You could keep your candy thread in a separate stockpile and simply have a high traffic cost set. That way, your doctors try their best to not use the candy thread, but if you want to make it into wafers then you shouldn't have to do any additional micromanagement. This is assuming, of course, that hospital tasks do take pathing costs into account.

9
How does that saying go?

"If you have 1 bad cop and 99 good cops, but the good cops don't take action against the bad cop, then you have 100 bad cops." (Paraphrased)

It's not enough to expect the police to be able to keep themselves accountable; there's a reason that the main branches of government are split up the way that they are. While it is true that checks and balances don't always work, they are quite effective. It simply isn't reasonable for anyone to assume the police are genuinely following the law and not taking advantage of the power dynamic, because what is a victim supposed to do? Resist arrest? Shit, you don't even have to resist to have lethal force be used on you. The only "accountability" against this is footage of the misconduct / assault / murder taking place, and that can't bring people back to life after they've been lynched. There's a reason I feel less safe when police are around.

I understand that cops are on edge, especially in violent crime heavy areas, but that is the burden that they are supposed to carry. It's a responsibility being carried out by irresponsible people. If you have a dwarf who has anger problems and can't handle stress, the last thing you should do is deck him out in a full set of steel armor and give him a candy axe.

I just don't know any way to convert the current police force into something that would be held accountable, short of simply tearing the whole system down and starting from scratch. At this point, that would be the easiest and most effective way to go about it. How many chances are we going to give the police to get their shit together?

10
DF Dwarf Mode Discussion / Re: Are dwarfs supposed to eat mud?
« on: April 03, 2020, 12:11:10 pm »
Ever wonder why mining soil never leaves any items behind?

Well, as I'm sure you've now discovered...

11
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2020, 06:08:37 pm »
Has there been any talk about steam trading cards, custom chat emoticons, or profile backgrounds being available for the steam release?

12
Gotcha, will be asking there. Thanks!

13
Have you considered constructing a collapsing floor? If you build a depot on a constructed floor, and detach it from any support, you could have it plummet to the bottom of your pit. However, any creatures under the construction as well as most items will be destroyed. Another drawback would be the need to reconstruct the platform every time.

I do know that a cave-in can cause nearby creatures to be flung about, but I'm not sure if you can do that with consistency. If it is possible, you could have a section of wall collapse near the depot and have the shockwave/dust cloud throw them off into the pit, but I don't know if that can work.

If you're not trying to keep a particular hole size and don't mind making it bigger, you could construct a pathway that has a floor consisting of retractable bridges, and pull a lever when merchants come.

Unfortunately, I can't really think of a more elegant solution to this problem.

14
Has there been any talk about steam trading cards, custom chat emoticons, or profile backgrounds being available for the steam release?

15
DF Gameplay Questions / Re: Cave Adaptation and Missions
« on: February 29, 2020, 09:56:52 pm »
This is very good information to know, I'll definitely try this next time my dwarves are getting too groggy. I just wonder if this is a bug (hopefully it isn't). Also, I'm now wondering if cave adaptation can affect missions, but only if the dwarf is actively dizzy/ nauseous when they leave the map.

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