Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - fonzacus

Pages: [1]
1
currently there are only a few workshop chaining orders IIRC, like fishing-process raw fish, spin/process thread-weave, butcher-tan skin. i know there are a couple more but i cant remember on the top of my head. what if they were expanded, and if dwarves had the required labors enabled, they automagically do them, instead of walking away.

expanding old workshop chaining

an old example would be a butcher with tanning labor also enabled will try to queue both jobs at once. fishing is a bit of a mess IMHO, no idea how theyd queue both as fishermen tend to drop their catch on the ground for someone else to either stockpile or process it. maybe a more efficient method using the same old backpack to store freshly caught fish (and expanding the decay timers) to queue both fishing and processing jobs.

new job chaining - a new job replacement queue. probably too cpu intensive ATM

dwarves should be much more responsible. a dwarf who takes milking/shearing jobs should also put the creature back in its pasture. pen/pasture jobs are really low priority jobs, and having to wait for someone else to queue it months later is frustrating. this literally applies to just about everything from harvesting to crafting. ive seen many farmers/herbalists drop their crops on the ground only for someone else to put it in the stockpile, while they have no job queued for a while. a hauling craftsdwarf (like a carpenter) should be able to decide to also do a carpentry job while theyre at it hauling the log.

another example, many miners doing a long range mining job just to do 1 tile and back again, versus many miners canceling their long range mining job because 1 miner got their first and replaced the job queue.

just 1 more example i can think of on the top of my head, clothing. the wiki says in order to book a clothing, they go through an extensive thought process. what if we made it much more extensive by tacking on 'stuff the old clothing in a bin and disown it' instead of just dropping it owned?

cancellations

there should also be better job cancellations too. ive seen many militia dwarves still hauling heavy stuff like stone or clay while switching to their active training duty. they should just drop their current job/item before switching. this also applies to civilian dwarves running away from something. ive seen some of them still hauling stone and stuff while running away. it sort of defeats the purpose of the 'running away' part.

military dwarves with inactive targets should also be able to cancel their target. if we tell squad A to kill something B, and dwarf C is still sleeping/eating/drinking/training session. dwarf C will go to where something B was at, and stare at the sky for a few days. they should automagically know that something B was killed and queue up a different job.

extra - make any job high priority (do now - n)

we should also be able to go through the job menu and add a high priority (like in workshops) on any job. i dont think job priority will ever be modifiable, but please give players something that allows it to shift it in our favors.

1 more extra - linking workshops to workshops, and reworking the AI

i tend to dislike stockpiles, and stockpile linking is very iffy. what if linked stockpile/workshops were recommended instead of required, or set a tolerancy level? 0 for default strict required behavior and 1 for more lenient recommended?

the ole butcher/tanner example.
both set to 1 - standard vanilla antics. i tend to have many butcher/tanner shops close together in many locations. 1 tanner shop in my cavern pasture will take a raw skin from a butcher shop on the surface and vise versa.
tanner set to 0 - tanner will only tan a hide from the linked butcher shop, and with both labors active will queue both jobs.

2
DF Gameplay Questions / mass pitting help
« on: September 05, 2016, 01:46:50 pm »
LNP R6

above ground pitting (+1 Z)

anyone having mass pitting problems? ive set a large area above ground as a cage stockpile and made sure theyre only 1 tile away from a pit covered in a pet blocked floor hatch as per wiki. even though ive zoned the entire area as a pit only, it correctly counts the floor hatches as the pits. the problem is at least most of the time (after every pit cycle) all of them have been able to escape and attack. am i doing something wrong?

Spoiler (click to show/hide)

i can only think of 3 things; im missing something obvious, 'disable all other animal stockpiles' is required, or the wiki is outdated.

having quicksaved and stuff in and out of the game, a stationed militia squad doesnt seem to affect the pitting problem. they instantly charge when they detect the problem of not pitting. the 1st will always succeed, and the target will fall down through the hatch no problem. everyone else 'survives' the pitting and instantly attacks the pitter. when the pit 'restarts' (no more pitting jobs), everything runs fine again. do i really have to pit 1 at a time?

saved game
https://drive.google.com/open?id=0B61T4pn_hBFobkFULWFBU2owUE0

3
DF Gameplay Questions / requesting military uniform macros
« on: August 23, 2016, 01:18:35 pm »
anyone nice enough to share a few basic uniform macros with the community? pretty please with plump helmets on top? i usually have trouble making uniforms like misselecting often which i want. especially when it comes to macroing them. and it becomes even harder as i can only play at night.

what id like to request are some basic uniforms like a steel set (mail shirt, breastplate, helm, greaves, gauntlets, high boots and shields). without additional weapons and clothing.

4
DF Gameplay Questions / things passing through submerged fortifications
« on: August 19, 2016, 04:21:31 am »
http://dwarffortresswiki.org/index.php/DF2014:Fortification
the wiki claims things (creatures and objects) can pass through fully submerged pressurized fortifications, but i havent seen anything being able to pass through it, not even a fishing zone which should be classified as a vermin. is this still true or has the wiki not had any more recent updates?

has anyone tried more science while baiting submerged things to come through? like using double fortifications, diagonals, a building directly behind 1 or so on? its gotten me a bit curious.

W wall   F fortification   B buiding   . empty

Spoiler (click to show/hide)

5
DF Gameplay Questions / properly using the manager
« on: August 10, 2016, 02:45:09 pm »
has anyone done any extensive research on how to use the manager properly? its pretty daunting using the stock manager without something to guide you through all of the various options.

what are the a r p supposed to mean? the different inequalities? o means start this job after that job is finished.

using charcoal as an example, i gave a 0 perpetual order with the basic a r p.
amount of items - at least - 0
logs - at least - 10
refined coal - at most - 10

what does amount of items refer to? the charcoal themselves?
roughly, this translates to: a continuous job that starts once there are 10 logs on the map, and stops when there 10 charcoal. even on a continuous cycle, shouldnt the last condition pause the job until there are less than 10?

honestly id like to avoid redoing the entire manager orders because i have too many running. even with so many announcement cancellations id tough it out and prepare with new knowledge on properly using the manager.

as for which DF are you playing? im on LNP, i doubt thatll make any difference though. im pretty sure this isnt the cause.
0009792: [Dwarf Mode -- Jobs, General] Managed jobs decrement all like orders, producing wrong number of total items (Toady One) - resolved

6
DF Suggestions / controlling a dwarf in fortress mode
« on: August 06, 2016, 01:02:57 pm »
dont think ive seen this yet.

if gods, ghosts, goblins and other giggitys exist, why not a dwarf you can command like in adventure mode? this dwarf does the job of any normal dwarf, then at a tap of a key, it turns into a fortress mode like game. they start at basic attributes you can raise over time with skill and stuff. you can recruit (they will never reject? a bit OPd?) and have a merry adventure in your embark region. the dwarf is ageless, but can be killed/diededed.

it sounds like a rework of the entire game, and IMO i think the game was meant to have something like this implemented some time in the future.

thoughts?

7
DF Suggestions / disabling ghosts (launch parameters)
« on: July 15, 2016, 12:47:30 am »
ey guys, new to the game and stuff. looks just like what i wanted, simcity (pre MMO) had a baby with minecraft. im currently having too much *cough* fun *cough* ATM.

not sure if its been suggested before or not (cant find through search) seeing how ghosts are relatively new (CMIIW), but could there be a gameplay option that disables ghosts? we do have a lot to worry about, having unnamed ghosts wreaking havoc is just too much *cough* fun *cough*. luckily we can close the game without saving unlike both games above (except for backing up minecraft saves), it makes a nice stress killer.

since there isnt an ingame option menu, a custom launch parameter could be used (which should work on windows and linux, i sort of hate mac). this new custom launch parameter should open up a ton of new gameplay option without having to dig through raws, making things simpler for gamers. lets take ' -noghost dea' as an example. that disables dorfs, elves and animals, but allows human ghosts. activating that deletes all of these ghosts, whereas disabling allows new ghosts to pop up, but doesnt affect deleted ghosts. theyre gone for good, removing gravestones is allowed. other examples could include -nosnatch, -noadopt, -nogame -nolife ;P

Pages: [1]