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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 84048 times)

b_knight286

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #945 on: February 01, 2014, 04:11:43 pm »

Yo.  Been playing this off and on.  I have very little to actually contribute, other than the suggestion that you make it so building blueprints are never stored for lazy people.  I check if I have blueprints by trying to build that building.  Would be MUCH easier if they stayed in the workshop for a quick tally.  Other than that, I still love this mod from the last you heard of me, heheheh.
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mahrgell

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #946 on: February 03, 2014, 08:24:14 am »

so with the newest release there are no more warlock attacks on dwarf forts?
Or how did it turn out? didn't have time to check the version yet, but already planning for my new fort...

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #947 on: February 03, 2014, 01:13:57 pm »

Yo.  Been playing this off and on.  I have very little to actually contribute, other than the suggestion that you make it so building blueprints are never stored for lazy people.  I check if I have blueprints by trying to build that building.  Would be MUCH easier if they stayed in the workshop for a quick tally.  Other than that, I still love this mod from the last you heard of me, heheheh.
You can check which blueprints you have available by looking at the Tools in the Stocks screen.  They are all in the list, along with the books you may be making in the scriptorium.

You could also manage it by creating a one square stockpile with a link to the research workshop.  Then disable all of the options for the stockpile (Food, Animals, Furniture, etc.)  Workshop will only want to send its output to the one stockpile, which doesn't accept any items.

I cant increase the amount that dwarves eat.

I can maybe change the food amount, but its pretty difficult.

Standardizing bones is possible (at least I hope so). It should be.
I was thinking of this as well, but didn't know how well it would be received.  I'm pretty sure everyone would like the skulls to retain their source name, but I can also take a look at standardizing bones.
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Timeless Bob

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #948 on: February 03, 2014, 05:00:25 pm »

Just came across this:

I've recently figured out  a simple way to create a slab and write whatever I want on it. The information is not lost when you save the world. Many players who are familiar with gm-editor should know how to do that, so this little manual for those who don't:

Requirements:
  • dfhack r3 or newer
  • createitem script
  • gui/gm-editor script

What you need to do:
  • Use createitem script to create a slab. (go to your adventurer's status and type in dfhack console: "createitem SLAB <material>", for example: "createitem SLAB GRANITE" without the quotes, of course.
  • Select created slab and call gm-editor, by typing "gui/gm-editor" (i advice you to create a shortcut). You must see a list of item's properties:
  • To make custom text appear on the slab select description field and type whatever you want. Slabs description will change to somethig like this
    Quote
    This is a granite slab.
    The slab reads: "In memory of UristMcDragonSlayer, the greatest of all dwarves"
  • engraving_type field controls slab's name and appearance in game: -1 is default, 0 - memorial, 1-24 - different shop signs
  • quality and wear may also be changed for roleplay purposes.

And had a couple ideas to add to Masterwork:

A) You already have written objects as created goods.  Suppose you either added a job to the scriptorium (or modified a pre-existing one) where ink and a journal were required ingredients, but where a slab made of paper (or out of "journal", or "scroll" or "book", ect...) used heuristics linked to the title selection to scan legends mode for a section of a specific length that is then "printed" onto the slab as part of its description.  The best part is, all world-gen books would be accessible once world gen was complete, allowing this little program to modify their descriptions with the added data, and any new books, essays, ect... would be able to trip this program once more, allowing our Players to actually "read" books that our dwarves and players come across in either Fortress or Adventurer mode.  If you can figure out a way to add screenshots into this, you can add "maps" to your set of printed materials which could possibly use the various mapped assets in Legends mode too. (I mean, there's already the ability to send maps of various cities in Legends mode to the DF folder, likewise the various "print map" functions that are used to produce Isoworld maps.  The info is already there, waiting to be used.

B) Empty journals are already something that an adventurer can carry around with them, but suppose one of the "x" jobs included the ability to add something into the journal?  The skill for "reading" and "writing" would be required (possibly conflated into the "scribe" skill-set?), but the action could be "sketch the surrounding area" (ie: "reveal", take screenshot from stonesense, "unreveal", place the screenshot into the journal folder), "chart my journey" (adventurer map with a dotted line from the last position you either charted or rested at, saved and placed into the journal folder), or "write in the journal" (Command prompt with a key-logger that counts the number of keystrokes and uses the writing "skill" level to determine both how much time has passed and whether an adventurer gains writing skill as well.  It could be as simple as dividing the number of keystrokes by the level of skill, then dividing the difference by some arbitrary-to-be-determined number to get the amount of time that has passed writing in the journal - you could set it up to work with the "rest so and so hours" function, for instance.  Anyway, whatever has been written in the journal is put in the journal folder and when the action "read the journal" is chosen, that folder then has all the information to be accessed, page by page.

Come to think of it, either option would work by sticking the various media (pictures and texts) into a sub-folder for each book and journal, to be accessed by choosing to "read" it.  If the sub-folders were set to be accessed by both title and date of "publication", I doubt there'd be any mix-ups of information from one text to another.
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Putnam

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #949 on: February 03, 2014, 08:33:00 pm »

You forgot to post my easier-to-use script:

Code: [Select]
function createItem(mat,description,quality,pos)
    local item=df.item_slabst:new()
    item.id=df.global.item_next_id
    df.global.world.items.all:insert('#',item)
    df.global.item_next_id=df.global.item_next_id+1
    item:setMaterial(mat[1])
    item:setMaterialIndex(mat[2])
    item:categorize(true)
    item.flags.removed=true
    item:setSharpness(0,0)
    item:setQuality(quality-0)
    item.description=description
    dfhack.items.moveToGround(item,{x=pos.x,y=pos.y,z=pos.z})
    return item
end

function posIsValid(pos)
    return (pos.x~=30000 and pos.y~=30000 and pos.z~=30000) and pos or false
end

function engraveSlab()
    local script=require('gui.script')
    local pos
    if df.global.gamemode~=1 then
        pos=posIsValid(df.global.cursor) or posIsValid(dfhack.gui.getSelectedUnit(true).pos) or posIsValid(dfhack.gui.getSelectedItem(true).pos)
        if not posIsValid(pos) then qerror('Needs a valid position (select an item or unit or place your cursor somewhere!') end
    else
        pos=posIsValid(df.global.world.units.active[0].pos) or posIsValid(df.global.cursor) or posIsValid(dfhack.gui.getSelectedUnit(true).pos) or posIsValid(dfhack.gui.getSelectedItem(true).pos)
    end
    script.start(function()
    local matok,mattype,matindex=script.showMaterialPrompt('Slab','What should the slab be made of?')
    local descriptionok,description=script.showInputPrompt('Slab','What should the slab say?',COLOR_WHITE)
    local item=createItem({mattype,matindex},description,0,pos)
    end)
end

engraveSlab()

Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #950 on: February 04, 2014, 12:08:22 am »

That looks awesome. :) Surely something nice for either craftsman or scribe. :)
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kamikazi1231

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #951 on: February 09, 2014, 06:00:18 pm »

Just a quick suggestion that I have no idea how long it would take to implement.  For the first time in a while I've had a stable enough fort to decorate with the cool red carpet you added.  I noticed that the religious buildings also have red carpet in it, but it doesn't match the type you can put on the floor.  This is using the Masterwork - Ironhand graphics set.  I figure that since the red carpet of the religious buildings hooks up to the edge of the building it's meant to be hooked up to a long entrance with the red carpet for cool effect.  Would be nice if they were the same looking carpet.

Here is a completely unnecessary picture link if anyone has played with the carpet before.  But you can see the difference here.

Spoiler (click to show/hide)
« Last Edit: February 09, 2014, 06:02:03 pm by kamikazi1231 »
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Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #952 on: February 10, 2014, 12:33:22 am »

Instand cringe. (Is noted. Carpets dont match. Will call interior decorator.)
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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 :::
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kamikazi1231

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #953 on: February 11, 2014, 04:48:56 am »

While trying to research herbalism the drink barrel brought kept being drank from, canceling the first step. Only a problem if you're always short of drink like I am but maybe it could use a different reaction?  Maybe an extra plant and empty barrel so it's the same loss as drinks.
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Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #954 on: February 11, 2014, 05:04:33 am »

While trying to research herbalism the drink barrel brought kept being drank from, canceling the first step. Only a problem if you're always short of drink like I am but maybe it could use a different reaction?  Maybe an extra plant and empty barrel so it's the same loss as drinks.
Good idea.
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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 :::

jimboo

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #955 on: February 11, 2014, 10:11:56 am »

You forgot to post my easier-to-use script:
(note: for slabs)

Interesting.  Can something similar be used to specify statues?
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jimboo

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #956 on: March 25, 2014, 06:23:38 am »

Since this is for suggestions and is now five pages down (prior to this post),
Should there be a new thread as a Wish List for 4j?  Maybe a few polls? 

People who study such things say there are (in the US) about a hundred thousand serious gamers and perhaps ten thousand with an asocial addiction (ever seen an episode of The Guild?  It’s funny/disturbing, available on Netflix). 
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Avacado

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #957 on: March 25, 2014, 01:02:29 pm »

Do you think it would be possible to make some sort of inheritence system where children inherit surnames, and for some plugins castes ,from one or more parents? I always wondered why toady didn't have familial surnames in vanilla, and with the MW orcs at least, always wondered how two uruk make a snaga baby.
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Putnam

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #958 on: March 25, 2014, 01:06:40 pm »

Castes are difficult. Names have been done.

Urist Mc Dwarf

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #959 on: March 26, 2014, 04:27:10 pm »

maybe a cult of the carp god civ with dozens of castes each representing a different level in the cult? So the cult attacks you from inside and out. Would this be cool/possible?
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