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Messages - Putnam

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286
DF Gameplay Questions / Re: Flow chart for the new labour system?
« on: December 13, 2022, 06:01:43 am »

Seconded ...

I cannot believe that, given the amount of new sales of this game, absolutely NOWHERE, NOBODY wants to know which labors exactly are included in the default work details?
"Planter" ... what is that supposed to mean? Just planting plants? Harvesting them? All the other "farming-related" labors too? ... No idea ...
"Fisherdwarve" ... incluldes cleaning, dissecting, hauling fish? ... No idea ...

Also, in the same vein as OP: Which job will take priority over other jobs? (flowchart)
E.g., with the plant gatherer job set to "everyone" by default, I noticed that even my designated woodcutter will rather collect plants for days, then to chop down a single tree ... Shouldn't specifically assigned jobs take priority over random "everybody does it" stuff? ... No idea ...

They mean exactly what they meant in 0.47. Planters are the ones with the "planter" skill, which is planting and harvesting. Fisherdwarves have the "fishing" skill. I'm not sure where the confusion is, there. Orderlies I can understand being confused about, but the work details that are named 1 : 1 with existing skills should not be confusing.

287
DF Gameplay Questions / Re: Confusion around Jobs
« on: December 13, 2022, 06:00:18 am »
I am a bit confused with the stoneworking jobs changes. Is the following correct?

Stonecutter

make furniture at the stoneworkers Worshop

Stonerafter
work at the craftsdwarf Shop


Masons

build constructions like walls, floors etc. (not sure about that one)

Engraver
engrave and carve floors and walls

Stonecarver
Smooths Walls and Floors

Also, which job does gets furniture set up?

edit: Correction

Cutter and carver are backwards. Mason builds buildings (trade depot etc), not constructions. Cutter also makes blocks.

288
DF Gameplay Questions / Re: Steam Edition: Weird stone, I think?
« on: December 13, 2022, 05:59:13 am »
You have duplicated raws. You should use CUT_INORGANIC instead of removing the vanilla raw for your mod.

289
DF Gameplay Questions / Re: Steam version wagon accessibility?
« on: December 13, 2022, 05:57:06 am »
Trade depots need a 3x3 clearance adjacent to them now, I think, since wagons appear to stop right outside the depot now.

290
DF Suggestions / Re: [Steam Version] Orders Screen Update
« on: December 13, 2022, 05:56:13 am »
Please add a (potentially optional) prompt to cancelling work orders, my dysgraphic hands keep cancelling orders when I'm trying to scroll and the cancel button is so far from the name that I can't see what I canceled, haha.

291
DF General Discussion / Re: Steam version UI
« on: December 13, 2022, 05:54:28 am »
any advanced player

See, this is precisely what has me so pissed off in all these threads. Is it inconceivable that the way you play isn't the literal best way to play? Because the implication that "any advanced player" is micromanaging every single dwarf is exactly that. You can't reasonably be accusing me of playstyle myopia and then turning around and saying that advanced players will universally be doing at most as well with the new system as with therapist. I believe you're an advanced player, I have no reason not to, and I don't really believe you're trying to say I'm not an advanced player, but clearly some part of you thinks that anyone who disagrees with you must not be or you wouldn't be saying stuff like that?

292
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: December 13, 2022, 05:48:13 am »
You know, for someone who's getting so pissed when others criticize the Labors system because they don't understand it, you're awfully happy to criticize Therapist without really understanding what it can do.

i was consistently comparing it pre-release to therapist's "custom professions" feature and praising that feature as therapist's best single feature but go off

Like, I have many complaints about many things, including the labor system, but I really, really like the labor system's concept in particular. It's the most scalable system for the game that I've seen, which is appropriate given this is one of the most scaling games in the genre.

293
I forgot to mention the following token:

[LOG_CURRENT_ENTRY]

It works for all object types that SELECT and CUT work with, and prints the entire entry that contains it into a file. Just in case you want to know exactly what SELECT_CREATURE is doing.

294
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: December 12, 2022, 09:32:20 pm »
slightly irritating but I can see his point

especially the point 6, if that works, then half of my doubts are gone

it's one of the most basic features of the system, and I'm irritated in that post because people say stuff like this which clearly indicates they didn't make even the barest attempt to try using the new system before going online and complaining that it's not therapist. There's real stuff to complain about, but if you're not going to bother to understand it even at the most basic level, your complaints are fundamentally misplaced.

IMO the main thing that needs adjusting in the current labour system is playstyle... Which is not to say it's currently perfect, there need to be several more labours by default and perhaps a setting for "only dwarves of higher than X skill do this". But I think it mostly works pretty well if done differently than we're used to. For me the big thing at the start is to designate hauling and plant gathering as detail-specific, so that my carpenter and mason don't run off to do silly things, and I like to add a detail for building construction. Then, for tasks I want done well, I make dedicated workshops and issue work orders from the shop.

In general I am not finding this to be more or less micro than dwarf therapist, its just different micro. Of note, it meshes pretty well with burrow systems where labours are defined by burrow, though I don't do that much myself.

What I do think works well is that a fort can basically sort itself out with almost no micromanagement. It's just slower. Looking forward to certain features like limiting workshops to a specific proficiency level.
I think the manager screen can let you decide to assign a workshop to a specific dorf or to limit the minimum proficiency lv requirement, at least in classic mode is possible, still have to experiment on the steam version

i'm slow :(

The "minimum proficiency" feature is gone, and it sucks. I really think it should still be around and should probably be part of general work orders, too. Like, as a fourth option besides "everybody", "assigned" and "nobody", a simple "only those of above a certain skill level do this" would help a lot.

I was under the impression that the features of Dwarf Therapist (At least the non cheating features) would be built directly into the game...

All of the communication has been just about the opposite, explicitly saying they're not going to do the spreadsheet stuff because it's "the bad kind of overwhelming" (Toady's words, not mine).

I quite like the new system, well at least in the early game it was easy to use. As my fort grew I was happy. When the proverbial hit the fan though I found myself in a swamp of chaos. No one was doing what I badly needed them to do and I wanted that control back. Granted I was not using Specialisation and I suspect that's where I went wrong.

I just want clarity on what is included in those pre-made options. Does Stonecutting include Masonary and Smoothening? Or is Smoothening under Engravers? Or is Smoothening not included? I would liek to be able to modify those pre-existing options as well.
I would also like to be able to apply a custom icon to the custom work details.

I like having an easier option in-game. I would prefer to see them polish this then us have to revert to external tools again.

Agreed, for me if the built ins were editable, and new labors could have our own icons I'd be set.  It's otherwise perfect imo.

Yeah, the built-ins not only not being editable but not even having a way to see what's assigned to them (I had to ask what orderlies do, turns out it's suturing/wound dressing/feeding patients and prisoners/recovering wounded) is not ideal at all.

Also the doctoring situation is just bad, but that's only sorta... overlapping with the labor stuff.

yeah putnam isnt a roleplayer, doesn't understand how useful it is to have complete control over your dwarves, and has been making some rather derisive fanboy-esque posts about the new system. waiting for DFhack for sure

I'm running a valuable fort with 270 citizens right now and only 5 unhappy citizens, I kinda feel I know what's useful. And on the topic of roleplaying, uh... I dunno, it feels like the point of the game is that it roleplays so you don't have to? Besides that, if you're setting up e.g. a caste system or whatever, this is better than Therapist used to be, not worse. If you want only certain dregs to do cleaning or whatever, that's four or five clicks, no unassignment of all your other dwarves needed.

295
Yes, I am personally waiting for DFHack/Therapist to come out so I don't have to hear people complaining about the work details system anymore. Some of the complaints are perfectly valid (not being able to see what the default work orders are assigned to) but a lot of them are just, like, intense difficulty in reworking the "manage dwarves" brain into a "manage labors" brain that the game is clearly trying to push? And if it's that hard, then yeah, the tools will still allow for dwarf management.

296
Quote
Now you can just select "use closest material" and check "keep building after placement" and it's one click per building, exactly as said. Even my carpal tunnel ass thinks this is less work.

 this is useless for people who enjoy specificity in design ... so its useless for a lot of players

Good thing the context had literally nothing to do with specificity of design, then?? It was about how many button presses it takes to mass place bedrooms.

it is also telling that you dismiss the various "stop-gap" measures that actually functioned perfectly fine for what they were. I did not use therapist, I did not use autolabor; instead, I used the labor managment screen accessible from the 'l' key within the unit list with DFhack installed. This screen is perfection, imo - it displays immediately the skill level of the dwarves, allowing you to highlight entire groupings of skills at once, AS WELL AS allowing you to create custom profiles to apply to whatever dwarf you wish.

Legitimately do not know what part of the current system does not do the parts you pointed out. Dwarves are sorted on the work detail screen by skill and custom profiles are the easy part. I legitimately do not know why you need to see the skills before assigning labors when it's the labors that are important.

297
There's also a "ready" schedule built-in that keeps them with equipment on off-duty which I saw immediately and thus figured out the rest from and thus didn't even consider that it would be a usability problem during testing, haha, sorry.

Ammo isn't a thing right now, it's no good.

298
It doesn't help that the game defaults to a faster speed than it used to (I recommend turning [Game FPS cap](https://i.imgur.com/nA2OPsM.png) down to 40-50 in settings)

This still is not true, game FPS cap has been 100 by default since 2006

299
"Once" is kind of dishonest, isn't it? Building constructions/furniture requires multiple clicks all over the screen. Particularly terrible is the removal of the ability to select as many as possible of a material (10x10 floor = 100 extra clicks) with shift+enter.

That is indeed terrible, but building furniture always required multiple presses, even more than what we currently have. With DFHack you could reduce it to e.g. down-down-enter-down-down-enter-down-down-enter-down-down-enter for beds and doors or whatever, but without DFHack you were forced to do down-down-enter-enter-down-down-enter-enter and your macro would end up continuing when you ran out of materials. Now you can just select "use closest material" and check "keep building after placement" and it's one click per building, exactly as said. Even my carpal tunnel ass thinks this is less work.

300
I also would like to have a compatible version of DT :)

I think the new ingame system works quiet well (can be improved by DT a lot of course) - but as an overview DT was always a godsend.

So maybe a "overview-only" version of DT without the possiblity to change gamestats would be an early solution untill the more complex things are worked on?

thanks for your hard work Cément

Unfortunately, the overview bits aren't any less complicated than adjusting. In fact, adjusting stuff is exactly as hard: the hard part is finding where the stuff is to begin with, not with figuring out how to write it.

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