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Author Topic: Long List of Mostly Small Suggestions  (Read 1774 times)

Eniteris

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Long List of Mostly Small Suggestions
« on: April 28, 2022, 09:02:29 am »

Mostly Small Suggestions
  • Autodump toggles for feather, cartilage, hair, scale, nail, etc.
  • Infinite Bees (as finite bees is currently underwhelming compared to the infinite soil nutrition)
  • Mill details to choose which plant to mill (or split into mill dye, flour, etc.)
  • View dwarf preferences during noble nomination
  • Less deadly beatings
  • Make orientation/marriage preferences more visible to the player (does love/romance/lust/family personality traits even reflect dwarf orientation? I should probably check)
  • Filter trade goods (for buying and selling)
  • Ability to abort loading creature definitions / two week wait period before game begins and exit to main menu
  • Quick export all detailed maps
Mostly Small Suggestions
  • Prison location/burrow instead of only chains and cages.
  • Track relationships past death (former spouse, etc.)
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WereDragon

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Re: Long List of Mostly Small Suggestions
« Reply #1 on: May 30, 2022, 01:58:43 pm »

Absolutely +1 for trade good filtering
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Magmacube_tr

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Re: Long List of Mostly Small Suggestions
« Reply #2 on: May 30, 2022, 04:45:04 pm »

Since this is a small suggestion thread, I might as well suggest this;

Separation of bags and coffers at the building menu.
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eerr

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Re: Long List of Mostly Small Suggestions
« Reply #3 on: June 02, 2022, 04:24:19 pm »

Make it so it's not one-button to abort a fully-generated map!

it's REALLY easy to accidentally abort a fully-generated map!(I though 'a' was confirm, not ditch)

it was looking so good complete with evil biomes :'(
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eerr

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Re: Long List of Mostly Small Suggestions
« Reply #4 on: June 04, 2022, 11:31:41 pm »

When I try to put down things like constructed walls, it would be handy if i could designate say, a tiny stockpile for making those constructions

the goal would be to have a stockpile serve as a temporary placeholder for stuff i want to put in a constructed wall.

then, when i got to make constructions, it would be really cool if I could peek at that pile of constructed goods, aka see what is there while putting down walls and floors.

construction would draw first from the pool of materials in the stockpile, then identical materials not in the stockpile, and then generally from the fortress at large.
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Dibbler

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Re: Long List of Mostly Small Suggestions
« Reply #5 on: June 21, 2022, 04:19:45 am »

Since this is a small suggestion thread, I might as well suggest this;

Separation of bags and coffers at the building menu.

Yes, yes, yes!!
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Putnam

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Re: Long List of Mostly Small Suggestions
« Reply #6 on: June 22, 2022, 07:55:34 am »

(does love/romance/lust/family personality traits even reflect dwarf orientation? I should probably check)

no, they're totally unrelated

eerr

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Re: Long List of Mostly Small Suggestions
« Reply #7 on: June 26, 2022, 05:38:26 pm »

When I try to put down things like constructed walls, it would be handy if i could designate say, a tiny stockpile for making those constructions

the goal would be to have a stockpile serve as a temporary placeholder for stuff i want to put in a constructed wall.

then, when i got to make constructions, it would be really cool if I could peek at that pile of constructed goods, aka see what is there while putting down walls and floors.

construction would draw first from the pool of materials in the stockpile, then identical materials not in the stockpile, and then generally from the fortress at large.
just sorting by distance accomplishes... most of this. but also the problem is big enough for dwarf fort hack to have it's own spin on selecting materials. The way df hack does it, recently used materials float to the top. Maybe if scrolling up to the top of the list, and beyond the top, sorted from recently used materials? i guess that would make it harder to reach the end of the list, but constructions are still kind of a pain, even when you don't care what's used to make it.
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Starver

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Re: Long List of Mostly Small Suggestions
« Reply #8 on: June 26, 2022, 06:23:53 pm »

On the 'building stockpile' thing, I often (when I feel it is necessary) do lay down upon a parallel track to my intended wall (say) a stockpile that accepts the material for which I wish to build that wall...

Visually, when the haulers ("everyone who isn't yet finding a use as a specialist", in general, of which I will generally have many) have set down such a material upon that spot, I designate that bit of wall, one or two spaces over, to be built with the material that is handily one or two spaces away in distance (if not, it's got locked for some other reason, or I messed up with something that I need to sort out!) and then stockpile paint-remove that spot unless I for some reason want that exact spot of floot to receive more materials for some reason.

My type of micromanagement, may not taste as good to some other people's sensibilities, but it tends to work well. (Sort of surrogate to the "Architect" task of shipping the material to the construction site, ahead of the builder of whatever more complex construction there will eventually be there[1]. Although I've also used it to get the material close to where an Architect will end up putting it, to quicken their job. (Saves their time, and probably lets them power-gain their Architecture skill more than if there's a lot of hauling and wandering between each actual designing-in-place thing, I think. Never emperically checked whether I'm actually helping there, though, so I may be wrong, but it does let you save their time anyway.)


[1] I've also, in the past, used the Architect and a fake bridge (say) to force the movement of building materials. Just ensure you get there before any builder accepts the Designed structure (perhaps keep any that would do that occupied, or just don't have any final builders ready) but have the Architect (for which I might put specific dwarfs to that task that are really just my "material haulers" for this case) do their bit in getting the rock/logs/whatever shifted to the site before you cancel the enterprise, leaving the materials ready in the new spot. Slightly more likely to be regrabbed (or at least officially reserved) for use at totally the other side of the map, though, which is why I migrated to the stockpile concept.
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