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Author Topic: Reverse Burrows - Resolved  (Read 633 times)

Leonidas

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Reverse Burrows - Resolved
« on: April 25, 2018, 03:44:02 am »

Burrows would be far more useful is we could tell the dwarves where NOT to go, rather than where to go.

Ninety percent of the time, all I want from burrows is an electric fence to tell dwarves not to wander across an unsecured cavern to pick up stray arrows and gorlak teeth.

Edit: I just realized that this is already available. With 3D selection, it's easy to define a burrow as the entire map. Then you could set that burrow as a civilian alert, and carve out from it whatever areas you wanted to prohibit.
« Last Edit: May 08, 2018, 10:04:00 pm by Leonidas »
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Su

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Re: Reverse Burrows
« Reply #1 on: April 25, 2018, 08:31:01 am »

we can set areas to Restricted and make dwarves avoid them, but they will still enter if there is - for example - a misplaced sock that we forgot to forbid... having some way to enforce the restriction would be very welcome.
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saharo

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Re: Reverse Burrows
« Reply #2 on: April 25, 2018, 11:06:43 am »

we can set areas to Restricted and make dwarves avoid them, but...
nothing that follows "but" can be good :D

I wonder if Toady One really wants this. The unpredictability of dwarves is somehow part of the experience. It would be still cool to be able to easily define an area as dangerous/restricted, and have dwarves be conscious about the danger when heading there. Like having their Brave stat checked or something.

A little of topic: is there some talk about a "fill" mechanism to define areas? Say I want to define a volumetric area as Restricted (typical case, a cavern), or for a Burrow (typical case, a sequence of rooms/caves). It could be neat if one could select one tile, and assign the area to all tiles connected to it (like when defining a room and clicking +). If not, it's an idea for a new thread.
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