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Messages - Zack Weinberg

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1
DF Bug Reports / Re: [40d13] Sub-menus scrambled
« on: July 14, 2009, 01:49:04 am »
I also see this with the Windows build of 40d13 (running on XP).

2
DF Bug Reports / Re: [40d13] Rocket Wagon
« on: July 14, 2009, 01:48:27 am »
I haven't seen exactly this, but I did notice that in 40d13 sometimes all the dwarves on the screen start moving much faster than they usually do; this goes on for a while and then they slow back down.

3
DF Suggestions / Re: Job dependencies
« on: July 08, 2009, 03:03:36 pm »
I'm not sure I understand.  Bronze smelts either from tin+copper bars or from tin+copper ores; the bars smelt from the ores.  The algorithm I suggested would pick up on the ores if you've got them, otherwise recurse and check for bars, and if you haven't got that either, queue the shortest path (direct smelting of bronze) and tell you to go mine more ore.

4
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.)

5
DF Suggestions / Re: Ability to move the starting wagon
« on: July 08, 2009, 02:47:56 pm »
Man, I coulda sworn I read everything on the eternal suggestions list before posting.   :-[

6
DF Suggestions / Job dependencies
« on: July 08, 2009, 02:41:31 pm »
There's closely related stuff to this in several of the popular job-related suggestions, but I haven't seen exactly this, so...

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.)

7
DF Suggestions / Ability to move the starting wagon
« on: July 08, 2009, 01:41:43 pm »
Sometimes the dwarves park the wagon that you arrive at your site with in a really dumb place, like right next to the exposed top of the magma pipe, where all the fire imps are hangin'.  I can tell them to start digging far away from the wagon, but then they have to go back and forth to retrieve all the items that they packed and it takes forever and probably increases the chance of the fire imps noticing them.

It would be nice if there were a way to move the wagon, before unloading it.

8
DF Dwarf Mode Discussion / Re: Philosopher
« on: November 21, 2007, 12:01:00 am »
It doesn't seem like someone who dislikes intellectual discussions would wind up as a philosopher.

9
So I have the big main part of my fortress just on the east side of the cave river, with a big nice dining room.  I also have a room with a few tables and beds and a food stockpile in it, not officially designated as any sort of dining area or barracks, right next to the magma flow.  The idea is that the furnace operators and metalsmiths don't have to walk so far for food.

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?


10
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", Human

Trade 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...)


11
DF Gameplay Questions / Getting back to the "what they want" screen
« on: October 04, 2007, 07:16:00 pm »
Once it's gone by, is there any way to see again the screen that shows what a caravan's trade representative would like you to produce for next year?  I can't find any.

12
DF Suggestions / Re: scaleable building
« on: November 20, 2007, 02:20:00 am »
I'd like it to go even further, and create all resizable constructs with the designation interface.  Arbitrary size, so you can order construction of the entire whatever all at once.  And it prompts you for exactly the right amount of material, after you've designated the whatever.

13
DF Suggestions / a simple way to make labor management easier
« on: November 18, 2007, 05:16:00 pm »
Reading the long thread on labor management, it occurred to me that a lot of the pain involved is just in getting to the labor screen for each dwarf.  How's about this:

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 ]


14
DF Suggestions / new workshop: corpse beetle colony
« on: October 13, 2007, 02:54:00 pm »
Those annoying antmen crawl up from the chasm, and your traps / dogs / fighters kill them, and then you have to haul their corpses all the way out of the fortress (unless you want miasmas) and then you have to wait for them to decompose, and then you have to haul their bones back in to the craftsdwarf to make bolts out of.

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.


15
DF Suggestions / Re: The Anti-Stockpile
« on: October 04, 2007, 11:19:00 pm »
I guess I didn't explain the situation clearly enough -- I know not to make stone stockpiles in general, but I have a few specialized ones (for dark stone and limestone).  I also have a lot of heavy non-stone items in stockpiles, e.g. bins full of metal bars.  I want to undesignate all my stockpiles, demolish all my workshops, and then rebuild in a new layout.  In theory I could just do it and the dwarves would move everything as necessary, but in my experience, any construction operation on floor with stuff on it may get cancelled because of "Item blocking site", instead of the builder moving the item, and this seems to happen more often when the problem item is heavy.

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.)


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