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Messages - Diamondshade

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DF Gameplay Questions / Re: Cooking booze
« on: September 26, 2012, 08:14:34 pm »
Have a kitchen with two stockpiles giving to it.  One 3-tile wine-only stockpile, and then one stockpile (barrel-less) that accepts a unit of solid food.  Have each of these stockpiles take from their main so that they are constantly replenished when the cook grabs the ingredients.

In this way you can ensure that all roasts made by your cook will be 3 parts booze, one part solid food.  If you have a good cook, there's a chance that he'll empty the stockpile faster than it can be refilled leading to job cancellation, but even if you have to keep re-designating the order (using the manager can be helpful too, but potentially difficult if you have multiple kitchens) you should be burning through 3 barrels of Dwarven Wine per roast, and that should reduce your wine surplus to an acceptable level eventually.

This sounded like it should at least sort of work, but for some reason my dorfs can't be bothered to move food from the main stockpile to the 1 square stockpile taking from there and giving to the kitchen. Everything in the main stockpile is in barrels or pots, while the single square stockpile has been set to zero barrels because a container can hold a large number of food item stacks, which would ruin the point. Maybe it has to do with this?

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DF Gameplay Questions / Re: Cooking booze
« on: September 26, 2012, 05:27:29 pm »
Yeah, you can do anything if you micro, but I was hoping for a solution that doesn't require my attention after initial setup.

3
DF Gameplay Questions / Re: Cooking booze
« on: September 26, 2012, 05:18:42 pm »
That's how it's set up at the moment, but the cook likes to fetch all ingredients from the more distant stockpile for some reason.

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DF Gameplay Questions / Cooking booze
« on: September 26, 2012, 05:15:05 pm »
My large booze stockpile is getting full, mostly with dwarven wine.

I'd like to get rid of the excess wine by utilizing it heavily in cooking, but my cook seems to utilize it only rarely, even though the kitchen in surrounded with pots filled with wine.

I tried setting the wine stockpile to give to the kitchen, which resulted in job cancellation due to no solid cookable ingredient.

Is there a way to set up things so that the cook will make lavish meals on repeat while mostly using dwarven wine?

5
DF Suggestions / Re: Sponsored... bug fix?
« on: March 01, 2012, 11:34:24 pm »
@Aachen:

I think extortion is a bit of a strong word. Inappropriate, even. After all, none of us is under any obligation to give him anything to begin with. As long as the community enables his current lifestyle, it's only natural they should be able to attach strings to it.

If (and that's hypothetical, and not an actual offer) I offered you a hundred bucks to bark like a dog, is that extortion? It's the same principle.

6
DF Suggestions / Re: Move most construction under architecture
« on: March 01, 2012, 11:27:50 pm »
Well, considering that currently construction is neither modified by the the revelant skill nor awards any experience... yeah.

I'd still rather not add a new skill for it, there are too many skills as is, and adding a new skill/labor is a bit of a more hassle than moving tasks under an existing one. Do we really need, for example, fish cleaning and fish processing? Architecture could be renamed to something more suitable for overall construction purposes, though.

I agree that a modifiable job priority list would not only neatly resolve the issues I mentioned, but several others as well. In fact, that was the complex solution I had in mind as I made my opening post. However, because it is a complex solution, and I think one that has been posted before, I found it fairly useless to mention here. I think and hope it will be implemented, but dare not guess how much time will pass before that happens. That is why I opted for a solution to a more limited set of problems that is both simple to implement and simple for players to adapt to.

DF runs really slow for me, and I'm fairly sure I'm not alone in this. The current workarounds for the issues I've mentioned require mental notes of temporary assignments, with results ranging from annoying to catastrophic if you drop one of those notes while waiting for long RL times to pass for things to progress in DF. I tried to make a point that I'm aware that workarounds exist, but am not satisfied with them.

7
DF Suggestions / Re: Sponsored... bug fix?
« on: March 01, 2012, 11:09:32 pm »
Wouldn't this encourage Toady to purposedly include minor but annoying bugs that are simple for him to fix? Also, purposedly ignore bugs until people are willing to pay to get them fixed.

I'm not saying he definately would, but we probably shouldn't incentivize moral quondaries.

It'd probably be more effective to collectively withhold donations with a message along the lines of "We've been waiting for bugs x, y and z to be fixed for a good while now, and won't be donating until something is done about them." or a longer manifesto. Toady may have said that if he couldn't live on donations, he'd just find a job and have less time to work on DF, but I somehow doubt he'd actually make that decision if donations were still available - only on conditions dictated by the community.

Not that I'm seriously suggesting you do that, either. Just thinking out loud.

8
DF Suggestions / Move most construction under architecture
« on: February 27, 2012, 09:29:10 pm »
Problem 1: I want to build workshops before I actually have dwarves dedicated to work in them, or the dedicated dwarf is on the usual course of eat, then drink, then sleep, then go on break and you'd like for the workshop at least be ready for them when they finish.

The issue here is the amount on micromanagement it takes to temporarily assign the labors to other dwarves, even when using 3rd party utilities. You need to make a mental note of each temporary labor assignment, and it can be quite annoying if you forget to turn them off again.


Problem 2: I want a good number of dwarves building b->C constructions out of stone, stone blocks or bricks, while at the same time having my skilled mason(s) working at the mason's shop(s).

The issue here is that while I can keep the unskilled builders out of the workshops with profiles, there's nothing to keep the skilled masons from running out to do the constructions. (Yes, there's burrows, but I've found them tedious and often causing more problems than they solve)


The simple solution: Move all workshop and b->C construction under the architecture labor, not only does it resolve the aforementioned issues, it makes sense, too. Building is what you'd expect from architects to do. (No need to point out that IRL architects design structures, rather than build them. We don't need that distinction here. Change the skill name to builder if you want to be anal about it.)

Implementing this suggestion shouldn't take much time or effort, and once these tasks are under the architecture labor, it should be fairly trivial to have the skill affect construction speed and the completion of these tasks increase experience in the skill.

9
I always kinda let the name guide the fort a bit, though ones like "Bellsquirts" are kinda hard to do anything meaningful with.

I recently had - maybe still do, I erased most of my old regions - a fort randomly named "Sealdwelling".

It so happened at Sealdwelling, that the partially completed bedroom floor was not properly isolated from the first cavern just below. I was alerted to this, of course, by cancellation spam "Interrupted by Forgotten Beast". Now, I had no military at this point, and the damn thing was in the middle of my fort.

The dwarf the FB first locked on runs down into a long, unused corridor. I see the chance and take it, walling off that corridor, leaving the unlucky hero trapped with the FB. When the FB catches the dwarf, it end up losing its front legs and a wing, slowing it down considerably. I make a hole in the wall, let the heroic dwarf out, and reseal the FB, this time alone.

Another fort, an embark to a terrifying biome with an aquifer, and starting at war with the goblins and the elves, named "Walldyes". Needless to say, the walls were dyed red pretty fast.

Current fort, a volcano embark, got named "Pullfurnaces", Outside of pulling out magma from the crater and utilizing it for !!fun!! and profit, which I've already done, I don't see how to make the name more appropriate. It's a pretty boring fort that's nearing FPS death, anyway.

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