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DF Bug Reports / Re: [40d13] Rocket Wagon
« on: July 14, 2009, 01:48:27 am »DF Suggestions / Re: Job dependencies
« on: July 08, 2009, 03:03:36 pm »DF Suggestions / Re: Job dependencies
« on: July 08, 2009, 02:54:28 pm »How should it behave if there are multiple paths to produce the intermediaries?
Breadth-first search of the dependency tree, so you get whatever chain is shortest, would be good enough for me.
It might be nice to retry longer chains when it hits raw materials that don't exist, in case you do have some intermediaries on a longer chain, but I wouldn't miss that. (The only case of multiple paths I know about is ash->lye->potash versus ash->potash, and breadth-first search would get that right anyway. Maybe it might come up for alloys? But you always say exactly which metal you want for metal items.)
DF Suggestions / Re: Ability to move the starting wagon
« on: July 08, 2009, 02:47:56 pm »
DF Suggestions / Job dependencies
« on: July 08, 2009, 02:41:31 pm »Some things your dwarves can make are at the end of long chains of production operations. For instance, take glass blocks:
- Chop wood
- Wood furnace: make ash
- Ashery: make potash
- Kiln: make pearlash
- (Glass furnace:) gather sand
- Glass furnace: make clear glass blocks
If you don't have magma, you also have to produce fuel for three of these operations, and if you don't have bags for the sand, you have to make those too. Every link in the chain currently has to be scheduled individually and micro-managed lest jobs get canceled for lack of raw materials. This is silly. The dwarves should be able to handle job dependencies for you (I envision this being a Manager function).
There's two aspects to this. First, if the appropriate raw materials are lacking for any job, it goes into a new "waiting for materials" state and does not try to assign a dwarf; it automatically comes off the "waiting for materials" state when materials become available. The jobs screen sorts "waiting for materials" jobs separate from all others, and shows you what is missing for each. This, all by itself, would be a significant improvement over the present situation.
Second, if you queue a production order via the Manager, she checks the stocks and automatically queues production of whatever that job needs that you don't already have. She does this recursively, so a single request for clear glass blocks would schedule everything on the above list, but she stops when you hit true raw materials (ore, wood, stone, sand, plants, etc). If you don't have enough of those, the manager will still let you queue the order but she'll tell you (as best she can given the state of the stockpile records) how much of which things are required. You then go designate more mining or whatever.
If you can't make something because you are missing a workshop for something on the dependency chain, or a dwarf with the necessary labor enabled, the manager should also be able to tell you that.
Relatedly, it would be nice to be able queue construction of furniture in advance of its production (as long as you don't care which chair goes where) -- each construction would just take whatever furniture of the appropriate type is next produced. This should *not* auto-queue furniture production, since you probably care what materials are used, but the manager screen should have a second list of all the furniture that needs production. (Noble mandates, trade good requests, and undersupply of bins/barrels/bags could also show up there.)
DF Suggestions / Ability to move the starting wagon
« on: July 08, 2009, 01:41:43 pm »It would be nice if there were a way to move the wagon, before unloading it.
DF Dwarf Mode Discussion / Re: Philosopher
« on: November 21, 2007, 12:01:00 am »DF Dwarf Mode Discussion / dwarves hauling their meals halfway across the map
« on: October 12, 2007, 01:55:00 am »This appears to have worked insofar as it goes, but it's had an odd side effect: many of the other dwarves have taken to grabbing meals from the main food stockpile (which is in the main dining room) and carrying them all the way over to the little pseudo-dining area to eat them. So now they are spending a lot of time walking back and forth, and it completely vitiates my attempt to keep non-prepared food out of that area so there wouldn't be seeds to clear up.
Why are they doing this? The only weird thing about the main dining room that I can think of is that I didn't give the nobles separate dining rooms; I put their tables in the main dining area and designated each of them its own dining room completely overlapping the general-use one. Does that break the general-use dining room? Or do my dwarves just prefer the ambience of the magma flow?
DF Gameplay Questions / Re: Getting back to the "what they want" screen
« on: October 04, 2007, 09:29:00 pm »quote:
...press [c], select the civ, [tab] to the "trade agreements" part...
I see this:
quote:
Staddatpesor, "The Watchful Confederacies", HumanTrade Agreement (Imports from Fikodeshtan) 1060
Trade Agreement (Exports to Fikodeshtan) 1060
but neither trade agreement is selectable. The arrow keys make the top "Imports" line appear and disappear, +- do nothing, and Enter does nothing.
(A nice bit of humor if one selects the kobold civilization and tabs to the export/import screen:
quote:
Exports to Fikodeshtan: Petty Annoyance
Offerings from Fikodeshtan: Death
hadn't seen that before...)
DF Gameplay Questions / Getting back to the "what they want" screen
« on: October 04, 2007, 07:16:00 pm »DF Suggestions / Re: scaleable building
« on: November 20, 2007, 02:20:00 am »DF Suggestions / a simple way to make labor management easier
« on: November 18, 2007, 05:16:00 pm »If you hit TAB while looking at the units list, you get a split-screen with the units list remaining on the left and the per-unit [v] menu on the right, showing whichever dwarf is selected in the units list. The [v] menu is already all numpad, so the arrow keys can continue to scroll the units list. If you go to the labor screen (or any other submenu of [v]) and then change dwarves, you get that same screen for the next dwarf.
That all by itself would be great, but for additional ease of use, change the labor screen to display skill levels next to each labor (the information currently under [v]-[g]).
[EDIT: Forgot to mention that I'm still playing the last pre-Z-axis release, 'cos I want to see my fortress there through to its inevitable doom before updating. So if this is already the way it works in the new versions, never mind.]
[ November 18, 2007: Message edited by: Zack Weinberg ]
DF Suggestions / new workshop: corpse beetle colony
« on: October 13, 2007, 02:54:00 pm »The solution is corpse beetles (Dermestidae). A corpse beetle colony is a workshop, runs off Butchery (or perhaps a new skill). To build it you have to collect beetles from along the cave river (this happens automatically when you ask for construction). The task is called "Clean Corpse"; it takes one inedible corpse and produces however many bones/shells that corpse would have produced plus one unit of compost. Compost is just fertilizer.
Unlike most workshops, you can have multiple Clean Corpse jobs running at the same time, because the dwarf just has to dump the corpse into the colony and then come back later. (There should be a limit, but it should be high, like 10. Otherwise this doesn't do anything to prevent miasma / long hauls.)
If you don't give the colony any food for a year it dies and you have to re-seed it with beetles.
DF Suggestions / Re: The Anti-Stockpile
« on: October 04, 2007, 11:19:00 pm »I've definitely had this happen with channels, so I'm not confident in BurnedToast's trick.
From a roleplaying perspective, there are some areas where the dwarves wouldn't want junk all over the floor, like catacombs. (I managed to clean up mine with a temporary mining stockpile right outside, but that only worked because it was the most recent thing mined out.)