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Messages - Uristocrat

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841
DF Dwarf Mode Discussion / Re: I love duplicate raws.
« on: January 24, 2011, 04:08:14 pm »
I embarked as living trees that ate wagon meat before..

'Twas fun.

It was this that made me realize that duplicating raws is roughly equivalent to feeding your computer LSD.

I hope you allow me to sig' this

Haha, of course :)

842
DF Dwarf Mode Discussion / Re: Superweapon Idea
« on: January 24, 2011, 02:02:18 am »
Noble: Yay, a lever!!! (pulls lever) OH GOODY!!! GLOBAL APOCALYPSE!!!     :D :D :D :D :D :D :D

Anyone who doesn't have a lever causing global apocalypse isn't playing the game correctly :)

843
DF Dwarf Mode Discussion / Superweapon Idea
« on: January 24, 2011, 01:39:20 am »
I love the Orbital Magma Cannon, but it takes ages to build one due to the difficulty in getting magma up there.

But I thought of one other crazy thing you can do:  you can build floors, connected to a causeway above by a support that you can use to cause a controlled cave-in on any part of the map.  Initially, they'll have to be supported by another section of floor, but you can remove that once you have the support ready.  Just don't drop them on your fort.

Now I just have to build this....

I wonder what would happen if you dropped one that was as big as the entire map?  "A section of the cavern sky has collapsed."

844
DF Suggestions / Re: "Do not automate" workshop setting
« on: January 23, 2011, 05:12:13 pm »
I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.

I think that would be very nice.  And give more use for the manager noble.

845
DF Suggestions / Re: X Cancels Store Item in Y: Job item misplaced.
« on: January 23, 2011, 05:11:04 pm »
I don't know that I support forcing it to dump into the "all cancellations" bucket. For the most part it does belong there, but I'm generally in favour of customisability.

Thus, have a section in announcements.txt relating to job cancellations, setting a threshold for each, and have the "misplaced" option be moved to a more all-inclusive threshold.

Would be useful, so long as we had some way of making priority conditional:  either half of this message is okay to show all the time, it's only when we have both halves together that it becomes totally worthless spam, so I could certainly support that idea.

An alternate fix, of course, would be to figure out what weird thing the dwarves are doing that makes them spam this message in a mature fortress and getting them to stop.

846
DF Gameplay Questions / Best way to separate your trash?
« on: January 22, 2011, 10:20:04 pm »
I want to atom smash my refuse, but I already use quantum stockpiles for my stone, so switching between dumping refuse and dumping stone while switching garbage dumps is a lot to micro-manage (I don't want to crush any stone).  I thought about trying to put a refuse stockpile on a retracting bridge so that I could pull the bridge out and dump the crap, but that doesn't work.

What do you guys do to separate your trash?

847
DF Dwarf Mode Discussion / Re: I love duplicate raws.
« on: January 22, 2011, 06:24:43 pm »
I embarked as living trees that ate wagon meat before..

'Twas fun.

It was this that made me realize that duplicating raws is roughly equivalent to feeding your computer LSD.

848
DF Gameplay Questions / Re: Appointing a baron
« on: January 22, 2011, 03:41:13 pm »
Also remember that material preferences aren't the only important thing - a dwarf that likes pig tail fiber might look okay until you notice that (s)he also likes puzzleboxes or drums...

That reminds me, do we still have the bug where they get bad thoughts for letting the humans take their large bronze armor back home with them when they've forbidden the export of bronze, or is that fixed now?

And what do other people usually pick in order to have a baron with good preferences?  I usually look for simple & abundant materials (copper, iron, microcline) and objects I never trade (cabinets, floodgates, etc.) but it's often hard to find a good dwarf candidate.

849
DF Suggestions / Re: "Do not automate" workshop setting
« on: January 22, 2011, 03:25:57 pm »
For mass production jobs like masonry, why not just use a bunch of tasks set to repeat?  If you have more than one task set to repeat, they'll cycle through all of them and it's not like you're going to run out of stone any time soon.  I generally end up with doors and stone blocks on repeat for most of my fortress's life.

That won't fix the problem you have with render fat, but it will fix the rest, mostly.  For example, queue up 10x"collect sand" on repeat for your normal glass furnaces and the manager won't be able to assign anything to that workshop.  And if you're trying to do thousands of glass blocks 30 at a time in the manager, I think it would be *much* easier to set the magma glass furnace to make them on repeat....

850
DF Suggestions / Re: General Mod Suggestions
« on: January 22, 2011, 03:20:24 pm »
Crematorium - I have not yet encountered the syndromes the game uses, but this workshop, which requires 'furnace operation' to be enabled, is used to be rid of diseased bodies and rotten remains that are cluttering the place up. This is essentially a means of controlling diseases if they should occur. Note that the body must already be dead for this to be able to be used. If it burns non-dwarf remains (of any type), it also produces Ash. A dwarf who operates this building to long will experience negative thoughts.

I put in a similar idea a long time ago to allow a "urn" designation in addition to [M]elt.  It would also give us a reason for having a magma version of the wood furnace.  Needless to say, I like the idea.

Most of the traps are already possible, but the "door trap" uses raising bridges, we have an upright spear/spike trap (triggered via levers) as well as weapon traps, we build cisterns all the time (make a room underground, then drain water into it... or fill it via a pit/pond zone).  You can also design your own blinds with clever use of fortifications, especially if you put them a z-level above the place they're shooting at.  We have lots of magma traps.  Steam is also possible, but less useful.  Encasing your enemies in obsidian, however, is fun!  We also have ballistae, which are a bit like the arrow thing of yours, but not quite.

Anyhow, keep having fun :)

851
DF Suggestions / Re: Bottle gourds
« on: January 22, 2011, 03:11:20 pm »
Have you seen some of those African gourds? They get past 20L of volume and possibly larger.

Yes, it works well for elves, since they wouldn't be making jugs from wood, they wouldn't be burning wood to make clay ones, and they wouldn't be mining coal to smelt metal with.

I can just imagine some elven warlord yelling, "We must not allow a portable jug gap!"

Definitely strikes me as an item for the hippies, err, elves, but it's still an interesting idea.

852
DF Suggestions / Re: X Cancels Store Item in Y: Job item misplaced.
« on: January 22, 2011, 03:10:06 pm »
I'm pretty sure the most common cause of "job item misplaced" is when they're trying to put something in a bin or barrel, and that bin or barrel has been moved/tasked to be moved. As soon as the container is done moving, the job can go on with no problems whatsoever. "Job item lost or destroyed" is somewhat more serious, but it'd still be nice if the threshold for announcements could be set in the announcements.txt file.

Whichever it is, that one single message spams me more than anything else.  I mean, at least I can force my dwarves to get clean.  There's not a damn thing I can do about whatever is causing that hauling nonsense.

And one problem with this message is that it's a combination of two things.  There are reasons to want to know that store item jobs are being canceled (e.g. you need to send your military out to eliminate the groundhog menace or whatever).  There are also reasons to want to know that job items have been misplaced.

But in combination, you never, ever, ever care about it when the two occur together.  That's why I'd move it so that it only appears if you choose "all" cancel messages.

853
DF Suggestions / Re: Core gameplay problems
« on: January 22, 2011, 03:06:21 pm »
> Full global mouse UI control (create a global ui control set with mouse wheel scroll)

Learn to type and you'll wonder why people even consider using the mouse.

> Improved hauling (at the very basic be able to carry a stack of say 12 arrows/handful of 25 seeds, forget about wheelbarrows and stuff until DF is more feature complete)

Wheelbarrows and such might be the easier way to implement that, but I agree that it's badly needed.

> Resizable stockpiles and copy stockpile settings feature

I see little reason to resize them (just make another of the same type), but copying stockpiles would be great.  Either have some way to set, say, 10 custom stockpiles via some config file (so that we could save them between forts), or a way to "copy this stockpiles settings to my custom stockpile setting" or both.

> Farm irrigation (watering with buckets once every season to be precise, nothing else, currently creating a farmable field is ridiculous)

Find a pond, build a floodgate, a lever and some doors.  If you can divide by 7, you can make a farm.  But yeah, you should be able to more directly irrigate with buckets.  And just for the record, you *can* make holes in the floor one z-level up and turn them into pond zones.  It's slow as heck, but I've done it and it works.  Rather than hoping for the water to spread perfectly, I suggest digging out and patching over the holes as you go.

> Standing production orders (convert manager screen to this with a "production request" and "fortress automation" screens)

Definitely.  Could be very simple:  take a task, then look at the inputs and outputs for it.  So for brewing:
Barrels > 10
Brewable plants > 0
Booze < 1000
Brew drink

That would let you keep at least 10 free barrels and only brew until you have 1000 units of booze, with all the numbers being user-configurable.

> Better GUI based labor control, "Integrated Dwarf Therapist", (replace current labor screen, integrate job priorities?)

Yeah, something like the z-health screen for labors would be nice (though it still wouldn't quite replace DT).  Job priorities could definitely use a bit of work so that "trade at depot" and "diagnose patient" and the like didn't get neglected so much.

> Make Clothing in Sets (eg. left and right glove produced simultaneously)

I thought it already did that?  They don't *wear* them with respect to sets, but...

Anyhow, I wouldn't underestimate the time required.  Even though I think some of the changes "ought" to be easy, there's a lot behind the scenes that we might not know about.

854
DF Dwarf Mode Discussion / Re: best way to trap an elephant
« on: January 18, 2011, 03:23:44 pm »
Make something like a long goblin-grinder filled with cage traps in the middle in the wilderness near somewhere you often see the critters.  The traps near the hatches are pressure plates that control that hatch.  Set the minimum weight as low as possible and make sure that citizens do NOT trigger them (this is the default) or your dwarfs will get trapped:


###################
H^..^^^^^^^^^^^..^H
###.##.##D##.##.###
H^..^^^^^^^^^^^..^H
###.##.##D##.##.###
H^..^^^^^^^^^^^..^H
###.##.##D##.##.###
H^..^^^^^^^^^^^..^H
###################

H = Hatch
. = Empty space
# = Wall
D = Down stairway (connect these to the pits beneath the hatches; things WILL fall down below, so give them a way to get to the traps)
^ = Trap (pressure plates next to the hatches that control the hatches; cage traps everywhere else)


You can also add vertical walls to make it harder for them to path through this.  Or take the easy way and just set up a few traps near natural choke points.

855
DF Suggestions / X Cancels Store Item in Y: Job item misplaced.
« on: January 18, 2011, 05:44:19 am »
Can the specific message X Cancels Store Item in Y:  Job item misplaced. be moved so that it's only displayed when dwarves announce all job cancellations?  There are reasons why people would want to see some 'store item' cancellations, but they have more to do with being attacked/not able to find a path/etc.  Similarly, there some jobs that we might want to know about the cancellation of, even if its due to a misplaced item.

But I can't think of any situation, ever, where people actually care that the hauler can't find the piece of food that someone just ate, which I suspect to be what generates all that spam.  So it would be lovely if that specific message could have its priority dropped way down so that people would only see that cancel spam if they really wanted to.

Seriously, most of the time it's about 2/3rds of my list of announcements and I have it set to announce the least amount of job cancellations you can, except for none, just to catch important things like someone running out of coal or logs.

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