Bay 12 Games Forum
- April 12, 2024, 08:44:48 pm
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News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
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 Bug Reports / Miners refusing to dig?
« on: September 11, 2006, 08:52:00 pm »DF Bug Reports / Crash: posessed metalsmith killed by demons
« on: August 30, 2006, 02:49:00 pm »DF Bug Reports / Dogs not in the mood?
« on: August 29, 2006, 06:31:00 pm »DF Bug Reports / Let's all look at the rope! Huzzah!
« on: August 28, 2006, 02:32:00 am »I have no idea what's going on, but it's persisted for about half an hour now, and seems like wierd behavior to me.
DF Bug Reports / Vanishing war dogs
« on: August 27, 2006, 03:51:00 pm »I think what happened, and this is largely guesswork on my part, is that they died of old age while assigned to a rope, which for some reason mande them poof (I'm guessing this since a few others dropped from old age around the same time).
DF Bug Reports / Butcher shop becomes bowyer after fey mood
« on: October 21, 2006, 05:55:00 pm »I've got a save game handy if needed.
DF Bug Reports / Cosmetic bug: pond displays under the 'k' function
« on: August 25, 2006, 05:01:00 pm »943
852
761
It doesn't seem to affect my captive fish swimming around, but is a kind of odd display.
DF Suggestions / Work gangs
« on: September 08, 2006, 04:16:00 pm »For instance, if you have Adam, Bob, Charlie, and Don, in a heirarchy like this:
Adam
Bob
Charlie
Don
Then any changes to Charlie's jobs should affect Charlie and Don, while any changes to Adam's jobs would affect all of them, and changes to Bob would only affect Bob.
This would make things like adding and removing the 'haul stone' job from farmers depending on the season a lot easier.
DF Suggestions / Penalty for destroying a support
« on: August 30, 2006, 05:14:00 pm »DF Suggestions / Additional screen movement hotkeys
« on: August 29, 2006, 03:16:00 pm »DF Suggestions / Foreign/local switch for finished good stockpiles?
« on: June 26, 2007, 08:48:00 pm »DF Suggestions / Cancel Christmas!
« on: August 26, 2006, 09:07:00 pm »DF Suggestions / Segregation of stone types
« on: August 24, 2006, 01:21:00 pm »DF Suggestions / In use flag for object in use?
« on: August 21, 2006, 09:05:00 pm »It would be really great if, before a dwarf hauls off something from a workshop, construction, or farm plot, they make sure that it's not going to stop the active task from completing. I can't begin to count the number of times I've seen someone begin work, run off for work midway through, and then had some other idiot steal the crucial item needed for construction right out from under them thus dooming the poor farmer/craftsperson to another trip back to the stockpile.
I had a set of stone traps that took almost two full seasons to make, due to eager little dwarves snatching away the stone before it could be used. My farming efficiency, depending on how far my food pile is from my farm, can also be seriously crippled by this behavior.