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« on: October 29, 2019, 06:44:14 am »
Stress was one of the primary reasons to start using Dwarf Therapist. Apart from that I modded the game a bit to reduce stress vulnerability and the tendency to become violent when stressed by a fair amount. (I didn't eliminate it, though.) There are some issues that bother me - almost all of them are somewhat related to stress:
1) General management
This is basically why I started using DT. With more than 20 dwarves out there I'd like to have a way that shows me
- Who is suffering from stress? (What's the stress level?)
- Who is currently experiencing stress?
The second one is more of a newbie issue, though. ("This guy is throwing a tuntrum? Let's have a look... Dang, he's been running around almost naked for two years and he didn't bother to tell me.")
One idea about resolving this:
Generate reports about meetings with nobles! Dwarves yell at them if they feel bad - why not let them state what their problem is and how they think it could be resolved.
"Hey, Duke, I haven't seen my wife for weeks and this really annoys me! If I can't see her, you should at least give me a temple that's dedicated to <insertnamehere>.
2) Food preferences
Lots and lots of dwarves complain about not having the "right" food and some of them get really pissed about this over time. Fulfilling food needs is hard, really hard. Apart from their choices what to eat seam totally irrational. There're thousands of lavish meals out there, but they pick up that raw plump helmet. I know there're ways to mitigate this such as placing raw food storages and kitchens far away, but this is annoying.
Suggestions:
- Food of a certain quality does not generate bad thoughts. The required quality is of course different for each individual. While one dwarf may be pleased with anything that has been processed, another may want a lavish meal of at least exceptional quality. This could also be tied to value.
- In order to get a good thought (rather than just no bad thought), a particular ingredient may still be required.
- Of course dwarf should be willing to walk a bit longer to look for some food that doesn't make them unhappy or - if available - happy.
3) Rain & Sun
A lot of things have already be said about whether - rain in particular - so I'd just like to add another suggestion:
If it really pisses them off, dwarves could be reluctant to perform jobs that requires them to go outside or in the rain. This could be done by occassional job cancellations. Of course, if the order is repeatedly given, they should eventually do it - depending on stubbornness or the like...
4) Need to acquire something
If dwarves feel the need to acquire something, they need to haul it. Details unknown. (Will they take it out of a bin, if they haul it?) I think this could be solved rather easily:
If a dwarf needs to acquire something, he should go out and get it. Period. This works for food, for clothing - why not for jewelry and the like? Of course preferences should be honored, perhaps quality, too.
5. Clothing management
Right now I never set up some kind of clothing management - I simply produce clothing in abundance and do a manual cleanup occasionally, which is a pain.
Suggestions:
- high quality clothing simply lasts longer than low quality
- leather clothing lasts longer than fiber clothing
- clothing that is dropped on the ground rots away much faster
- option for xused clothingx (and beyond) for stockpiles to sort out that clothing for further "processing"