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Messages - Neowulf

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196
DF Suggestions / Re: gem blocks
« on: March 23, 2011, 02:16:04 pm »
Did you know nobles prefer gem block fortress walls one bajillion times more than stone block walls?
Did you know I'm riding this Forgotten beast backwards?
Hya!

197
DF Suggestions / Re: Chain pumps
« on: March 23, 2011, 12:27:55 pm »
Yes, the multiple chains thing is meant to be a way to fix the infinite-length-yet-not chains thing. Wells use chains as inifinite length while chains for justice are 1 square long, so I went with the 1 square long idea.
Plus it keeps them marginally in line with pumpstack materials costs (pipe + screw per level vs chain + bucket).

198
DF Suggestions / Re: Public transport
« on: March 23, 2011, 12:01:11 pm »
http://www.youtube.com/watch?v=Sr45DmZDjSc Yesyesyespleasepleaseplease!

199
DF Suggestions / Re: Chain pumps
« on: March 23, 2011, 11:59:19 am »
Pretty much.

200
DF Suggestions / Re: Plant processing granularity + hay
« on: March 23, 2011, 11:57:00 am »
Getting hay from farming would be a really quick way to implement it, saving having to figure out how exactly to make grass harvestable (make it part of the collect plants designation and slow plant gathering to a crawl, or code in a whole new designation for it?).


Lets hope it it includes food/drink, but I was really hoping the selection part could go in before he decides to tackle expanding out kitchen meals. Letting you pick which plants to work with for a given task is a lot easier than expanding the cooked goods list to more than 3 items.

201
DF Suggestions / Chain pumps
« on: March 23, 2011, 11:23:32 am »
Yes I know this has been suggested before, but my specifics are different and the board threwup a warning message not to necro threads.


http://en.wikipedia.org/wiki/Chain_pump
Chain pumps are pretty ancient and would be a great answer to multi-z-level pumping.

The pump itself would be a 3x1 building, 1 walkable square and two solid squares. The end solid is the output just like a screwpump and the middle square is the collection square.
When built, the middle square must be over a hole and the building will path straight down that hole to the first solid floor or block it comes to, which becomes the collection point. It will path through water and lava, but not any constructed bridges/hatches/ect... even if set open. The space between the collection square and the floor it pathed to are non solid but considered part of the pump for building purposes, and if anything solid forms in that space (like magma becoming obsidian) it deconstructs the chain pump.

Building materials:
3 blocks
2 mechanisms
1 chain and 1 bucket for every z level below the pump to the collection point.

Can be dwarf powered, or mechanically powered for 10 + 2 per z level the pump spans.
A chain pump is slower than a screw pump, so move a 1/7 of water every 3 ticks instead of 1.

202
DF Suggestions / Plant processing granularity + hay
« on: March 23, 2011, 11:00:44 am »
First part, expand out the milling, brewing, and farmer's workshop tasks so you can choose what to process. Use the same selector style as building stuff (group like items together, e(x)pand out the list for individual items).
This way you can tell it to brew only certain plants in any given run, or only brew the 1-3 size stacks of sweet pods while processing the 4-5 size stacks to syrup and milling your cave wheat without making any sugar or wasting time grinding up dye.


Second part, add process to bag reactions for cave wheat, longland grass, and whip vine, with the end product being a bag of grain, seeds, and a stack of hay. The grain and hay stacks are as big as the processed plant stack. And remove said plants from the mill and brew lists, so they have to be processed to bags first.
From there the grain can be milled or brewed just like the current plants are. The hay is then put into feed boxes (constructed just like nest boxes) for grazer consumption.

203
DF Suggestions / Re: Making flux a category in the site embark profile
« on: March 16, 2011, 09:47:01 am »
Embark profile doesn't show deep marble layers but the site finder will find them properly.
Plus deep marble is MUCH more prevalent than previous versions, while the shallower flux layers are near non-existent on most gens.

Just use the finder, it works great now.

204
DF Suggestions / Re: Make Volcanism seachable
« on: March 14, 2011, 10:02:51 am »
Make a custom world gen, if you screw with the volcanism values (to max out the x/y variation and remove the 20-80 value amounts), then you can set min volcanos to something like 50-100 easily.
Used to have a medium region worldgen set that guaranteed you could find a atleast 1 volcano embark with a stream, no aquifer, and marble.
Even found a couple that had other flux stones, and one where the volcano was actually on a flat area and 1z below the surface.

205
DF Announcements / Re: Dwarf Fortress 0.31.21 Released
« on: March 09, 2011, 02:01:45 pm »
Anyone else have a problem with the flux stone setting in the embark finder? I just tested it and it displays the entire region as suitable for both flux yes and no.

206
DF Suggestions / Re: Reuse dwarves from abandoned fortresses
« on: March 09, 2011, 12:13:14 pm »
PS: It would be cool if our fortress was the last of all dwarfkind and, through repeated embarks and founding of more and more successful mountain homes, we managed to get our dwarves flourishing again. That'd make the player's first fortress the stuff of legends that all descendants would portray in engravings, works of art, stories, etc.
That would be my eventual wish, the ability to completely repopulate a dwarfless world by creating a new fortress, running it till you've got a good population, then turning it over to computer control as the new mountainhome and starting another fortress.
Maybe we can get that once the post-gen world tracking stuff with the caravan arc is done.

207
DF Gameplay Questions / Re: fishing a thing of the past?
« on: March 09, 2011, 12:02:16 pm »
2/3rds of my embarks have no fish whatsoever, nothing in the streams, nothing in the pools, nothing in my cistern. Embarked on oceans and lakes devoid of fish too.
Of the third that do have fish I'll get a couple dozen mussels, maybe 100-200 total. Once in .18 I had an embark that had hundreds of fish, and a pair of 10+ skill fisherdwarves to work it. They cleaned it out in less than a year.

Fishing needs to be fixed up, a pair of dwarves shouldn't be able to actually clean out a minor river ever, and even a stream or brook should replenish it's population every year.

208
Veins that span more than 1 z-level in height.

209
DF Gameplay Questions / Re: Magma sea...
« on: March 01, 2011, 07:06:27 pm »
Magma safe pumpstack.
Kitten explorers, they bravely volunteer to plumb the depths of the great magma sea, all you have to do is help them along by pitting them into the magma.

210
Toady mentions a possible rock crusher machine in the dev pages under the mechanics arc, maybe we can also get an ore sifter-type machine or job to harvest small amounts of ore from the crushed rocks. Kinda like melting down metal objects, crushing a bunch of stone down has a chance of granting a fraction of an ore stone and when you reach a full stone worth the building outputs the ore stone.

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