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Author Topic: Accessories. IE: Making crafts useful  (Read 1101 times)

antymattar

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Accessories. IE: Making crafts useful
« on: April 26, 2011, 08:20:08 am »

Right now, only adventurers can wear crafts and crap. It would be great if your dwarves would decide to wear some of them too. Perhaps there could be a way to decide which crafts are for fortress use and which aren't.

Mister Always

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Re: Accessories. IE: Making crafts useful
« Reply #1 on: April 26, 2011, 10:23:24 am »

Crafts are already useful. They're how you get rid of the tons of bone your average fort will rack up (like with bolts), and for buying out an entire caravan's worth of booze.
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antymattar

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Re: Accessories. IE: Making crafts useful
« Reply #2 on: April 26, 2011, 11:25:05 am »

And for nothing else. YAWN! I want my dwarves to get happy thoughts for fighting over a forgotten beast bracelet and then realise that they have lost both their arms in the fight over it.

Pilsu

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Re: Accessories. IE: Making crafts useful
« Reply #3 on: April 26, 2011, 03:20:34 pm »

Adding them into the uniform menu options would be a good start for this.
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catoblepas

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Re: Accessories. IE: Making crafts useful
« Reply #4 on: April 26, 2011, 08:21:45 pm »

Crafts should probably be rare on immigrants and starting dwarves, and possibly tied to their modesty trait. This will probably have to wait till the economy gets renovated, but I do agree that many items in the fortress do need to have more uses. Seeing dwarves drink from cups, play instruments, and play with toys are other things that will hopefully be implemented.
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Shogger

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Re: Accessories. IE: Making crafts useful
« Reply #5 on: April 27, 2011, 01:10:53 am »

Agreed. I wanted to give all of my dwarves wounded in combat some kind of special trinket to wear, but I couldn't.
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antymattar

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Re: Accessories. IE: Making crafts useful
« Reply #6 on: April 27, 2011, 01:22:03 am »

I think it should be more associated with fammilies. But...they dont exist so...CARP!

Jeoshua

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Re: Accessories. IE: Making crafts useful
« Reply #7 on: April 27, 2011, 02:43:11 am »

It would be nice if the Dwarves would pick up particularly nice pieces and claim them, then actually wear them if they were jewlery or earings.
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ludsoe

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Re: Accessories. IE: Making crafts useful
« Reply #8 on: April 27, 2011, 02:54:28 am »

It would be nice if the Dwarves would pick up particularly nice pieces and claim them, then actually wear them if they were jewlery or earings.
Or place them in their chest and beat down all who touch it. Hehe i can just see it in a announcement.
*Ludsoe* the jeweler has gone berserk because somebody touched his idol of *Ludsoe* the jeweler made of Citrine !!!
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Mister Always

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Re: Accessories. IE: Making crafts useful
« Reply #9 on: April 28, 2011, 04:27:04 am »

It would be nice if the Dwarves would pick up particularly nice pieces and claim them, then actually wear them if they were jewlery or earings.

And have them claim all the masterwork bone earrings that you were planning to use to buy dogs and booze? (This is seriously all I buy on some years. Dogs and booze. "What do you want next year?" "Eh, bring more dogs and booze." "...nothing else?" "Nope, we need mostly dogs and booze." "...are you having drunken dogfights in this fortress?" "Only when we've got nothing better to do, really.") I'm not against the idea in its entirety, but I think you need to account for the fact that dwarves picking out fancy earrings and such to wear would kind of put a great big dent in the available crafts you have for pawning off.

If we take into account the idea of the economy getting revived (I shudder to think of it...I started playing a good long while after Toady decided "Whoops, economy's fucked, let's put it on the backburner" and I've have to learn all things associated with it), then maybe there could be some new noble (or perhaps a few new duties for an existing one, the broker or the mayor of the tax collector perhaps) to regulate the claiming of items and crafts. For example, Urist McMiner's shirt is getting a bit ratty, so he wants to buy a new one. He goes to Urist McSomenoble and asks, "Can I buy that snazzy cave spider silk shirt that's in the stockpiles? The wind here's awful chilly on my nipples when I'm wearing this thing." Urist McSomenoble, after getting the image of Urist McMiner's nipples sticking out like little rosy jellybeans out of his mind, says "I'll get back to you on that" and puts up a chit for the "overseer" (you!). It'd go something like "Urist McMiner is suffering jellybeaning of the nipples and wants to buy that snazzy silk shirt in the stockpile". Then you could decide whether he can buy it ("Get those nipples outta sight!"), or not ("These gifts from Goblin Claus pay for your drunken dogfights, Urist. You can just keep wearing the one you have for a bit."). Perhaps depending on Urist McMiner's personality, he'd either sigh and go back to work, or say "Well, what about that less snazzy rope reed fiber one?". If that one is also denied him, this might give him a bad thought ("He was denied the aquistition of new clothing lately"), again based on his personality.

This would serve a few purposes. First of all, your dwarves wouldn't go just grabbing the first shirt they see when theirs get ratty, possibly denying you the sale of a particularly valuable item (one of the kids in my fort once claimed a GCS silk robe that was somewhere between 200-300 urists worth. I nearly ate my beard out of frustration). To make sure your dwarves do get clothed, you'd have to either bestow some of the less expensive clothes that Goblin Claus left in the chainsaw traps on them ("Cave fish leather cloak? Sure, buddy, go ahead..."), which would free up space, or make your own, which would stimulate the economy (but what about the communism? ;_;). Your dwarves get clothes, you sling the really expensive ones off on the caravans (for booze and dogs!), so everybody's happy!

Then there's nobles.

Nobles, of course, need clothes too. And it wouldn't do for the mayor, the baron, the duke or let alone the KING to be wearing just a cave fish leather cloak and a rope reed fiber cowl, would it? Hell no. So of course, when His Highness Urist McKing spots that fancy yellow zircon-encrusted giant cave spider silk robe that one of those stupid goblins wore to war instead of a dinner party hanging off of a serrated steel disc, he'll be like "Hey. I'm the king, here. That shit's mine. Booze and dogs are all well and good, but I gotta look pimpin', damn it!" This may give players more incentive to fuck around with magma, if you know what I mean.

I do like the idea of dwarves starting fights over other people trying to touch their fancy stuff, though. Maybe there'd be dwarves with thieving streaks, so there'd be an actual use for justice and all that.
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Ghills

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Re: Accessories. IE: Making crafts useful
« Reply #10 on: April 29, 2011, 06:52:06 pm »

Frankly, this is thread is full of awesome. I hope Toady implements this kind of thing soon, especially before the fortress taverns get rolling.
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Urist McCheeseMaker

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Re: Accessories. IE: Making crafts useful
« Reply #11 on: April 30, 2011, 04:02:08 am »

If my nobles actually got a sense of style, I might just let them live..
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antymattar

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Re: Accessories. IE: Making crafts useful
« Reply #12 on: April 30, 2011, 08:45:01 am »

I wouldnt want to have tooooo many micromanagements but... I would rather have a selection of ALL the crafts and then have it have a few buttons:

Toggle all free crafts ownable/forbidden.
toggle individual craft forbidden/ownable.
assign an individual craft.

And also, I would love to set it as a crime if dwarfs take "forbidden" crafts. Note that forbidden here simply means that they cant be worn unless they are assigned to some dwarf by the player. Finally we can have thief dwarfs.

Also, I think dwarves should be able to make their own crafts if they wish to.