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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84170 times)

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #765 on: September 29, 2013, 10:21:02 am »

Yes, that would be all you need to do to stop "Ironclad Badgerdog Leather", "Newt Leather", "Boozebelly Goat Leather", etc. from showing up as a stockpile option or in the uniform material selection.

Bring some Boozebelly's to butcher and test the reaction.  Also some Shadowleafs to press to oil for making the tough leather.  Some stone for making the mechanisms. Some building materials for the shops. And some empty barreles.
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Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #766 on: September 29, 2013, 10:24:17 am »

I do have my own test reactions ;) I am even thinking of adding a "workshop of magical testing" that spawns all kinds of free stuff, (disabled by default), for people like you, that like to tinker and test. I think I'd get better ans quicker feedback if people that want to test can do so more easily.

I will try it out once I start with DF again, the last days have all been flights and climate charts and visas and borders and all that. Aserbaidschan is a tough nut for tourists.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #767 on: September 29, 2013, 01:00:19 pm »

Thank you.

I'm going to continue to look at the items and try to see if they can be consolidated.  Ultimately, it should only list the items that have different material qualities.

I'm sure that this can be applied to other materials as well (feathers, silk, etc.)

I want to be able to stockpile items by what I seem them as in the game.

When I do want to test certain things, I do just turn on your cheat reaction or attach things to a "patch of grass".

P.S. I thought, at one time, you were wondering how you could force the Architect to design a building before the build labor comes to complete it.  From what I have seen, Furnaces need Architects, Workshops do not.  I laugh when the Architect comes over to design my patch of grass.  :D
« Last Edit: September 29, 2013, 01:05:15 pm by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #768 on: September 29, 2013, 01:07:22 pm »

Next version architects will build all buildings, workshops or not (only the modded ones though, I cant change the vanilla build-labors)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

migshark

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #769 on: October 02, 2013, 07:10:43 am »

Could someone please tell me how to disable rubble being generated in 4a? I thought it used to be controlled by the less solid rock button, but I can't seem to find that anymore.

I've always found rubble a bit ugly/low value, and too common.
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Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #770 on: October 02, 2013, 07:13:24 am »

Rubble is there to stay. If it really is a big thing, I can make it optional, but I personally would like to keep it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

migshark

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #771 on: October 02, 2013, 07:28:45 am »

Oh, bummer. It's not a big thing, mostly just an aesthetic preference, but it does tend to influence where bedrooms and such are built due to value. I'll just see if I can edit the raws for that.
Thanks for speedy reply!
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moseythepirate

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #772 on: October 03, 2013, 02:46:12 pm »

Hmmm....I was just thinking about power generation.
I have no idea if this is possible or not, but might it be possible to make a animal-based power generator? For instance, if you stable an Mountain Tuskox to it, it will generate a small amount of power?
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Putnam

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #773 on: October 03, 2013, 03:21:45 pm »

You can't add power generation to the game in any way, shape or form.

vcordie

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #774 on: October 03, 2013, 03:23:29 pm »

Erm, what about steam generators in koboldcamp and the boilers in dwarf fortress?

I think what he's suggesting is possible, but not through the pasture system. Rather the animal is used up as a construction material, and can be spawned via dfhack when the building is deconstructed, perhaps.
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Putnam

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #775 on: October 03, 2013, 03:23:57 pm »

Right, it was powered buildings, not power generation. I get them mixed up.

Note that what I said is still valid if you don't have DFHack, but we do, so...

And Meph couldn't set that up anyway; that's something for the DFHack people.

vcordie

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #776 on: October 03, 2013, 03:27:03 pm »

Could he not juryrig something using the current scripts used for the steam generator/boiler, and the spawncreature scripts?
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Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #777 on: October 03, 2013, 03:40:21 pm »

No I cant, and honestly I wouldnt spend much thought on it. Power is vastly underused in DF, not many things need it... I'd rather have a way to make power-using workshops, not power-producing ones.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #778 on: October 03, 2013, 04:11:03 pm »

Could he not juryrig something using the current scripts used for the steam generator/boiler, and the spawncreature scripts?

Since the power generation is a compiled C++ plugin, I'd say not.

moseythepirate

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #779 on: October 03, 2013, 04:40:32 pm »

Hmm. Well, when new power uses finally drop, and power becomes more important, power production buildings might become more relevant. Not something to think about right now, in any case.
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