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Author Topic: Interface Features  (Read 1304 times)

Ancient_Sleeping_Dude_Rei

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Interface Features
« on: February 14, 2007, 10:06:00 am »

Just some interface features I think might be nice.

Depth Counter:
When using any command that moves you around, like 'v' 'k' or some of the 'd' commands, you can see how many tiles inside the mountain the cursor is.

X/Y Counter:
Shows how large an X times Y area you have selected for constructing things like farm plots, roads, bridges and others.

Unarmed and Unarmored Counter:
A subscreen for the military screen, needs the bookkeeper, it shows you how many military dwarves lack armor pieces, and what kind. For example, you have 20 dwarves, if all your soldiers are set to chainmail, and all of them lack leggings, and half of them lacks the chainmail itself, it tells you that in chainarmor you need 20 more leggings and 10 more chainmails.

When selecting stuff for trade depot hauling: It allows you to type in keywords to only show stuff with it. For example, you might type in fin bin, and it will only show finished goods bin.

Or:
You could change the selecting interface to something like the stockpile settings screen, allowing to see items from only specific tabs.

Not a interface thingie, but still a good idea:
You can mark goods for moving to a certain stockpile, a trading stockpile. Once a caravan enters the map, all the goods from that stockpile will be automatically moved to the trade depot.

Just some ideas. Come on, share your interface ideas!

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Mephisto

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Re: Interface Features
« Reply #1 on: February 14, 2007, 10:30:00 am »

quote:
Originally posted by Ancient_Sleeping_Dude_Reinc:
<STRONG>Unarmed and Unarmored Counter:
A subscreen for the military screen, needs the bookkeeper, it shows you how many military dwarves lack armor pieces, and what kind. For example, you have 20 dwarves, if all your soldiers are set to chainmail, and all of them lack leggings, and half of them lacks the chainmail itself, it tells you that in chainarmor you need 20 more leggings and 10 more chainmails.</STRONG>

Not just military dwarves. Would also be useful for when your civilians wear their clothes out, too.
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TomTheHand

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Re: Interface Features
« Reply #2 on: February 14, 2007, 02:12:00 pm »

quote:
Originally posted by Ancient_Sleeping_Dude_Reinc:
<STRONG>X/Y Counter:
Shows how large an X times Y area you have selected for constructing things like farm plots, roads, bridges and others.</STRONG>

I would find this to be extremely helpful in conjunction with designating areas.  There are many times when I'm trying to make a room of a specific size, and I'll miscount and make a room that collapses.

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herrbdog

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Re: Interface Features
« Reply #3 on: February 15, 2007, 05:55:00 pm »

The x/y coords would be nice. As it is now, I always base everything off of a 7x7 grid. 6x6 for rooms, 1x for walls/supports in between. That way, I can (usually) be sure nothing will collapse. (Unless I am a bit *cough* intoxicated when making a fortress... bad idea.)
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Draco18s

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Re: Interface Features
« Reply #4 on: February 19, 2007, 02:22:00 am »

quote:
Originally posted by herrbdog:
<STRONG>That way, I can (usually) be sure nothing will collapse.</STRONG>

I managed to foget to count an already carved passage way and ended up with a 7x7 "room" (meant it to be 6x7).  Lost 3 miners.
Of course, I've now twice forgotten about a seige and didn't turn on the steam.  -8 dwarves.  Lost a legendary weaver via "stuck on the magma smelter" -1 dwarf (and now I can't find his corpse!).  Farm Flood accident (forgot to turn it off) -3 dwarves.  Briliant plan to use my army against a siege -15+ dwarves.  Tantruming dwarves because of the above, -20+ dwarves.

Not doing so well tonight, am I?

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Chthon

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Re: Interface Features
« Reply #5 on: February 19, 2007, 03:19:00 pm »

Architects IMO should wander around, and spot problem areas (success would depend on skill of course) and reccomend or queue tasks to correct them. (A management option we should be able to set)  Maybe this should require the aid of a manager too, not sure, but I think this would be a nice touch.
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''d be perfect if I weren''t so arrogant.

Markavian

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Re: Interface Features
« Reply #6 on: February 21, 2007, 03:31:00 pm »

Additional ideas:

More use of 'type a name of an item'
e.g. for custom stockpiles:
p, t, c, iron bars ::select area::, enter
p, t, c, copper ore, ::select area::, enter
p, t, c, sand, ::select area::, enter
etc. so much quicker then searching through lists.

Custom labels on items, e.g. levers so you can see what they. (A custom key from the 'view information' screen'?)

Totally agree with the depth and size counters for areas. Perhaps North/South distance from 'entrance' (The place it goes to after press 'g'). Useful for symmetricly minded fortress planners.

Ability to hide rocks from the fortress. Or any other group of item you can't be bothered to look at. ? Would discourage people from tidying up their fortress but might make them look cooler.

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Markavian

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Re: Interface Features
« Reply #7 on: February 24, 2007, 08:34:00 am »

And:
Sorting blocks by distance, or by type (when selecting materials for building).
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Momaw

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Re: Interface Features
« Reply #8 on: February 24, 2007, 01:34:00 pm »

Zoom-to hotkeys:

F2 = Zoom to Gate
F3 = Zoom to Next Enemy
F4 = Zoom to Strange Mood
F5-F12 = Zoom to player preset
Shift+F5-F12 = Assign player preset

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Draco18s

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Re: Interface Features
« Reply #9 on: February 24, 2007, 01:52:00 pm »

quote:
Originally posted by Momaw:
<STRONG>Zoom-to hotkeys:F5-F12 = Zoom to player preset</STRONG>

F11 is currently full screen, and I believe I read that Toady can't change that, that it is inherint to the DOS window or something.

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Valarauka

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Re: Interface Features
« Reply #10 on: February 27, 2007, 04:54:00 am »

Selecting construction materials for buildings: Put a top-level menu on the list - (Rocks/Blocks/Bars/Logs) should suffice. Optionally, split by material as well.
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Chthon

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Re: Interface Features
« Reply #11 on: February 27, 2007, 02:26:00 pm »

G already zooms to your "gate" which is automatically located to where your dwarves started on the map.  This is buggy though since in my current fortress I moved the real gate down to near the bottom and didn't even dig up there but it still zooms to it.  (I had my reasons, the main one was to avoid the bulk of the elephants, warthogs, and giant leopards)

I'd really like to see the dwarves choose materials to grab by distance to the workshop/stockpile.  Would be a wonderful efficiency builder.  I already train my dwarf craftsmen up on tasks that require no skill while leaving a workshop set to only allow legendary craftsman to work there.

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''d be perfect if I weren''t so arrogant.