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Author Topic: USABLE ITEM - Flask  (Read 901 times)

profit

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USABLE ITEM - Flask
« on: January 12, 2009, 11:59:14 pm »

Add a flask item to the glassworks and metal forge.

Item yield is 2 per inputs. So 2 flasks per bag of sand+fuel or 2 flasks per metal bar + fuel.


add a creature clothing slot for a flask to be stored in so it does not take up a hand.  Or to be more precise if it is desired, create clothing with pockets as containers.  These could store flasks and coins.

Give dwarves the logic to find a barrel containing alcohol and collect a few drinks of it inside the flask.

When the dwarf is thirsty and they have a flask with alcohol in it, they immediately drink from it instead of going to an alcohol barrel.
 (handy for on duty military dwarves. Somewhat handy for the rest)

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Flaede

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Re: USABLE ITEM - Flask
« Reply #1 on: January 13, 2009, 12:06:06 am »

um. Flasks exist. by that name, even.
And military dwarves use flasks.
they keep them in their backpacks. with the food you can also tell them to carry.
Military dwarves also do not drink alcohol on duty. only water... which they keep in their FLASKS. (also called vials, when glass, or waterskins when leather, I believe).

the output is 3 per unit input. which is an easy way to fulfill noble requests for 3 of [metal].

However, the part about keeping alcohol in them for reg. dwarves is an awesome suggestion. This should happen.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
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[/quote]

Orange Drink

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Re: USABLE ITEM - Flask
« Reply #2 on: January 13, 2009, 12:17:04 am »

um. Flasks exist. by that name, even.
And military dwarves use flasks.
they keep them in their backpacks. with the food you can also tell them to carry.
Military dwarves also do not drink alcohol on duty. only water... which they keep in their FLASKS. (also called vials, when glass, or waterskins when leather, I believe).

the output is 3 per unit input. which is an easy way to fulfill noble requests for 3 of [metal].

However, the part about keeping alcohol in them for reg. dwarves is an awesome suggestion. This should happen.

they don't keep them in their backpacks, they wear them on a peice of upper body clothing on some kind of belt. or at least that's what my military guys do.

allowing civilians to carry them was something i thought of once, but i thought it was already suggested, since it's so insignificant.

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Re: USABLE ITEM - Flask
« Reply #3 on: January 13, 2009, 12:59:27 am »

Well score one for me not digging through enough menu's....  So yes, change the suggestion to just having the job logic become smart enough they can fill up with alcohol, and civilians can buy them and use them.

Since they are already in the game guess it would be a simple matter of the Toad creating the job based logic.
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Chthonic

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Re: USABLE ITEM - Flask
« Reply #4 on: January 13, 2009, 10:59:00 am »

If civilians were able to use flasks, I'd hope that they'd use mugs (these being like flasks but with a smaller capacity) as well.
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Sowelu

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Re: USABLE ITEM - Flask
« Reply #5 on: January 13, 2009, 12:43:22 pm »

I would imagine that flasks and mugs both served as a multiplier to alcohol value, with flasks being a lower base.  Either that, or some other benefit to social drinking with other dwarves, instead of sadly at the end of a mine shaft all by yourself.  In any case, flasks should be a bonus for a fortress that A) has enough spare resources to make them, and B) has happy enough dwarves that they choose to use flasks, because an unhappy dwarf should instead choose to drink with something that gives a higher happiness bonus.
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Xonara

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Re: USABLE ITEM - Flask
« Reply #6 on: January 13, 2009, 09:10:34 pm »

Dwarves with any sense would carry a flask with them at all times and try to keep it filled. Sounds good to me.

I don't want social drinking eliminated though. Perhaps working dwarves would start drinking from the flask without a change in status on the unit screen, and would continue their work when they're done; idle dwarves would head to the dining room to drink, accompanied by the "Drink" status message on the unit list. Additionally, the dwarves could prefer to eat and drink at certain intervals. While it'd be nice to have them all dining at once, this would effectively stop all work, which would be horrible during a siege. Perhaps it could be an init option.
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Flaede

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Re: USABLE ITEM - Flask
« Reply #7 on: January 13, 2009, 09:14:27 pm »

For social drinking there่s always parties. SO long as you make sure that the conditions are right, parties crop up all the damn time. It would also stop the whole ''one square meeting hall'' effect where all your dwarves (and SLOW_LEARNER animals) become legendary socialites - no one would party down in a one square statuary.

I don't want social drinking eliminated though.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]