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Messages - Weazal

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1
I use large 30x30 stockpiles for certain things that will get made non-stop and I find that it starts getting filled with supplies on the complete opposite end of the room.

I'd like to suggest adding an (o)rientation or a Stocking (o)rder, so you can control which side and possibly corner to begin stocking from to minimize walking distance for haulers.

Select the side which you'd like them to work from
Top, Bottom, Left, Right.
Then like an archery target specify from which direction.
Left to Right, Right to Left, Top to Bottom, Bottom to Top.


In the mean time, my solution is a Logistics Chain to use instead so they'll fill the closest to the door first, and then work outward as they fill up.
The stockpile closest to the traffic area is set to take from the next furthest, and that one is set to take from the furthest of all.


Sorry if this has been suggested before, I tried to look for similar ideas before posting.

2
Had a conclusion been come to regarding the calculation method for roles?

Also, I'm curious as to whether we'll be able to set up viewing whether a dwarf is,
A.) a good fit for the role looking at every dwarf in your fortress currently? and
B.) is this dwarf a good fit for a role, universally? (A mediocre soldier may still be the best choice out of many other terrible soldiers. I want to know if they're good for the role altogether)

If I really need the job filled, the best dwarf in the fort is good to know.
but if it's something I can wait on, I'd like to be checking if they're a good match for the job besides being the best choice amongst my horde.

Hope that makes sense.

3
Is there a listing of all the different user releases for Therapist?

Since mainly I seem to be using Splinterz releases, for simplicity's sake I'm looking for a spot to check for a latest release pushed by him if there is one, rather than browsing through the thread each time to check for the same. If there's not I'm fine with browsing as necessary. Just thought I might inquire and see if there is listing of sorts


Thanks for your hard work guys.

4
DF Suggestions / Re: Liquid flow regulating floodgates
« on: March 28, 2012, 03:06:08 am »
I agree. As far as I can tell, we're sharing the same idea.

I mentioned it to a friend who is a licensed architect and they immediately knew what I was talking about.
Sluice Gates.



They don't necessarily need to be screw-wheel operated like the one in the picture and most are for obvious water hazard reasons, operated remotely. So the traditional DF design of lever linking isn't far off in the least.


I was thinking it might merit creating a new building type. A sluice gate. But after some thought I think it'd be best if the feature just be added to regular floodgates. They are functionally the same in the end.
Though others may feel differently and think it should be a separate building. I'm fine with either way!
Should it be decided that it's a separate building, it could either be built from raw materials like a regular floodgate or from a floodgate or raw material and a mechanism.

5
DF Suggestions / Re: Liquid flow regulating floodgates
« on: March 26, 2012, 11:39:59 pm »
This is trying to add complex problems to something that already has a solution.

Sounds to me like the opposite.

Multiple reservoirs, smaller chambers, multiple pumps vs a flood gate that has a 1-7 setting via the [q]building menu.

Also, the goal is not filling reservoirs to a certain depth. It's to keep 7/7 water from going over a waterfall and smacking dwarves and getting them soaked. Or leaving water puddles behind for contaminants.

6
DF Suggestions / Re: Liquid flow regulating floodgates
« on: March 26, 2012, 11:19:37 pm »
That's exactly the point. "Liquid flow regulating floodgates".
I apologize if I somehow inexplicably made that confusing.

The things you were talking about, like controlling water depth, are done not by controlling water flow, but how much water is in the reservoir you open. 

They are also all currently possible without having to add complex context-sensitive information onto a lever that may control multiple objects at the same time.  They just take control of the reservoir size, not the floodgate.

Perhaps you are confused as to what you actually want?

That's the thing, I don't want to control water depth at all. I want to regulate flow. Depth will occur regardless of flow regulation should the user ignore closing the gate. I used depth once in the original post for lack of a better word to describe "an amount of water allowed to pass through the flood gate".

Here's a visual example.




7
DF Suggestions / Re: Liquid flow regulating floodgates
« on: March 26, 2012, 11:05:07 pm »
The only thing only opening a floodgate halfway would do is cut the rate of flow.

That's exactly the point. "Liquid flow regulating floodgates".
The only conclusion I can think you came to is if you thought I wanted to keep the depth of water beyond the gate from ever rising above what the gate was set to. This is not the case. Of course the pressure will equalize on the far side of the gate regardless of what it's set to. The idea is to control the speed of the water, its flow through the gate. I don't expect doing that to change how it acts beyond the speed at which it will do so.

8
DF Suggestions / Re: Quiver
« on: March 26, 2012, 04:48:33 pm »
Is there then a way to mod having your dwarves carry multiple quivers?

9
DF Suggestions / Liquid flow regulating floodgates
« on: March 26, 2012, 04:41:49 pm »
=The suggestion!=
is that floodgates can be set to allow a certain amount of liquid through them when open.
http://www.youtube.com/watch?v=BbgyppGqBgg&#t=38s shows off an example of the functionality I refer to. (yay Princess Bride!)
Please note: This only limits the depth of the water initially coming through the gate. Should the water have nowhere else to go, it will rise above the level setting of the gate until pressure equalizes.

I think the setting would be best applied at the floodgate itself, in the [q] building settings as 1-7
Default set to 7 so that original functionality applies unless otherwise specified.
The level it's set to will be what it opens to when activated by a lever.

It may be a bit more complicated but perhaps there could be two settings for what it's set to when off or "closed" and what it's set to when on or "open"
Defaults being  off=0 on=7
This way it could have even more functionality.

=Applications!=
-Misters and Waterfalls without risk of overflow or too much splash causing puddles of water for contaminants to dwell in.
-Allowing enough water into a channel for a pump operator to work with but not so much that it will overflow should they arrive to late or leave too early from their pumping duties.
-Cleaning hallways of traps of their debris but not risking as much flood if flow is left unattended.
-Create swim training chambers with safer water depths for unskilled swimmers! (I have no idea how swimming works at any depth so this is just a guess)
-Build life sucking torture machines so that you can... Just Kidding!

=Speculation and unrefined part of the idea=
-Not sure how it would work if the setting is changed while the gate is already open. It'd be nice if it would change on the fly when already open, for simplicity's sake as Player Made systems utilizing the functionality will probably require some fine tuning of different flow levels. But if for whatever reason that doesn't work in the coding, a cycle of opening and closing would suffice.
-Ideally you'd change these settings at the lever as that's where its controls would be at, but since levers can be attached to countless things, it seems like it would complicate things way too much unless the settings would specify which floodgate they were for. Much like how they're listed when one is to be selected for connection to the lever. Being able to alter settings in both locations would be even better. I've always wished levers would list what they're attached to in the event that you forget. I always design my switch rooms so that they're locationally reminders of what they're attached to, so this happens rarely for me.

>Thanks for reading the idea!<
>There are many other things I'd rather see DF add and fix before I'd want to see these added but I still think it's something that'd be welcome in DF.

Thanks again~

10
Ah, gotcha. I got ahead of myself being excited about the idea that I overlooked that roles just select skills, traits and attributes to display the values for. I'm not sure how the weights work as I've not had a chance to mess with them yet. They sound like what I'm looking for. Getting 34.06 sorted and going to test them with a new fort now.

better would be to give those aspects you wanted valued more a higher weight. i'm thinking just a simple select an attribute/skill/trait and give it a weight, repeat, until you've defined your role.
That's exactly what I had in mind. :D

Really glad to hear you intend to implement it and I'm lookin' forward to it.
Thank you for all your hard work!

11
Spoiler (click to show/hide)

Thanks for the suggestion.  You have to understand the .ini file is tweakable.  Splinterz made up the .ini based on the wiki for attributes and did an enormous job coding them in.  It is completely customizable as users may want to apply various tweaks, I made a close combat dwarf modded role: http://i39.tinypic.com/2nia4ht.jpg

Since there are differences in opinions, it's probably impossible to make a single document that covers everyone's contributions, it could be done though... maybe a pastebin .ini?

How awesome would it be for a sub-interface to create roles inside DT itself?  Slider bars with minimum and maximum markers to set acceptable ranges for skills attributes and more for a specific role. Minimum is probably all that's necessary for most roles but I can think of instances maximums might also be useful. Check boxes for jobs and skills and sliders for the skill level acceptable. Same for attributes. Or even better, add skills/attribute from list to the role so it's not a huge list of checkboxes. I wish I knew how to make this happen on my own. So exciting to think about the possibilities.

Thank you so much for this amazing program. With roles, attribute averages and more, it's growing and being more useful with every release.
Truely awesome. :D

12
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 22, 2012, 08:37:07 pm »
Is that intended? I'd think cancel orders would clear all orders as if they never had any and returned to scheduled orders if any.

13
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 22, 2012, 06:44:38 pm »
I feel rather silly now only finding the name option after having suggested it.

Still, since I do most of my visual scanning on the units menu, I would like to see it change their names to English in game as well. It would maintain continuity between what DT is showing and what you'd see in game. Otherwise I think it might present a new issue of getting mixed up with who's who because of it showing the name differently than in game and in DT.

The bottom to top option is a massive improvement. I can spot them more easily by their starting letter now.

Thank you for replying and your patience with my failing to thoroughly check the options first.
Also, your setup for showing the above and below averages for attributes is awesome. I've been recommending your build for that any time I can.

14
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 22, 2012, 06:15:03 pm »
I keep having my Dwarves walk to where the mob I gave them a command to kill was at when the command was given and stop, ignoring the fact that the creature has moved since then.
Is there any good way around this besides spamming more kill commands?

Additionally with the above issue, my dwarves will randomly decide it's necessary to later visit the location they had orders to go to in the past. Despite the orders being long canceled.

Is there anything I can do about these two things?

15
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 22, 2012, 04:25:54 pm »
Hi, I've got two suggestions for features I'd like to see in the Therapist

Firstly, I'd love to see the job listings at the top of the GUI get shown at an angle, as shown in the example below.

I thought this up and made the example long ago but never got around to suggesting it. I've pretty much become familiar enough with the jobs to not desire the easier readability of them, but it would still be nice and possibly appreciated by others.

How I'd like to see it in DT: An Icon around the top left corner of the job names area to toggle it on/off and or a checkbox in the options to do the same.


Secondly, I'd like to be able to toggle whether the Dwarves' last names appear in game and in DT as Dwarvish or English. This is due to Otin Waterbends being more easily remembered visually scanned for than Otin Fialdasorenering.

I use custom profession titles to better sort my Dwarves but sometimes there are still two similar names in the same profession or squad. I've actually got an Urist Ustuthduthal and Urist Ushriringtak currently in the same squad. If their last names were in English I think it would easier to see them separate. As for nicknames I don't care for them as they need be manually applied in addition to and are superfluous to custom profession names. They're also unpleasing to look at. I still appreciate their functionality, I just don't have a use for them personally most of the time.

How I'd like to see it in DT: A checkbox in the options to "Show dwarf last names in English" and a right-click option over a specific dwarf to "Show last name in English".


I decided to make these suggestions upon the agreement of another Here and Here
Thank you for reading my suggestions, this is my first post so if this isn't the place to be making suggestions I apologize and will remove the post to make it where appropriate.

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