Bay 12 Games Forum
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News:
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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DF Suggestions / Smart digging
« on: October 04, 2008, 09:09:34 am »DIGOUTLIST=you mark all materials you want dug out
harvest dig (don't replace the old!)- whenever a unknown harvest dig-marked square is revealed, it becomes marked as dig iff it's on the above list. Makes digging out veins much nicer and reality like.
DF General Discussion / Ender's Game
« on: September 11, 2008, 02:33:15 pm »Remember the Giants Drink in the Mindgame? What happened after Ender killed the Giant?
The Giant became a hill, in which dearves moved in. Now thatīs a game I'd like to play.
DF Suggestions / Job importance
« on: August 01, 2007, 06:18:00 am »This would be perfect for such dwarves as the butchering Butcher, who can haul whenever no fresh dead animal is nearby, the tanner.
All haulers could be set to haul food before anything else, thus minimizing rotten newly bought food at the trade depot. Fisherdwarves could be set to clean fish whenever possible. Farmers could do other (less important) jobs at winter. The list goes on.
Another, related topic is that of what tree goes down and where do the miners dig. I often want to dig out small rooms and my miners are set to only mine. The consequence is that they afterwards get no job-lazy. The ability to say: "This area should be dug out asap, and that whenever no more important work is available."
DF Suggestions / Schools
« on: January 03, 2007, 03:39:00 pm »Schools (or other named intitutions with the same function) make DF a bit less wild, but there is the possibility of simply implementing risk without any safe workaround.
Disclaimer: In the procedure of check-every-existing-thred I was lazy and simply searched for "school".