Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Various suggestions  (Read 434 times)

Kohana

  • Bay Watcher
    • View Profile
Various suggestions
« on: July 11, 2008, 09:24:15 pm »

Dwarf Fortress is quite awesome but there are several things I tend to get bogged down a lot with.

First off I find myself turning on and off the hauling jobs a lot for my specialty dwarves.  When they have nothing to do I'd like them to haul and when they do I don't want them wasting time hauling.  So I find myself turning on and off the same jobs over and over.  I know job priorities have already been suggested but this is the major reason I'd want it.  Implementing and setting up the UI stuff for it might take some time so a simpler solution until we have real job priorities would to just take any non hauling job first and if there are non then do any hauling job.

Second melting stuff is a total pain.  I meticulously set up a bunch of stockpiles near my smelters covering exactly the things I always want melted.  At the moment I let it pile up, go through each bin and set each item inside to melt, then set up repeated melt orders in all my smelters.  This is a painful process.  The designate melt will help a lot in the next version but it still requires needless periodic checks.  It would be very awesome if I could set a stockpile to auto melt stuff(not the storage bins though).  Then have an workshop order to auto melt stuff at the smelter if something is tagged for melt.  This way I could set up my stockpiles and just ignore it.

For finished goods stockpiles it'd be nice if we could limit what goes in by price.  I tend to like to sell off all my cheap stuff and in combination with above I could just get rid of cheap metal junk and have it auto melted.

When dwarves are finding stuff to work with they seem to treat a move in the z direction as far as distance goes the same as in other directions.  It would be nice if we could make the z change more expensive and have the value user defined in the init.txt

Right now the quality of goods if determined randomly based on skill level which is annoying if you want low quality furniture for cheap rooms.  It would be real nice if you could profile a building and set the max quality level.  A min quality level could also be nice for when weapons and armor are being made.  If the quality doesn't hit the min it could be destroyed so you don't have to deal with getting rid of the junk you don't want.

And for a more long term suggestion.  Right now when the economy kicks in I tend to have everything I need to keep my dwarves alive with the exception of generating some food now and then.  I already have all my furniture I need for several hundred dwarves covered and more trade goods than I'll ever need to deal with.  So there's no real jobs I could have dwarves be doing.  Furniture like clothing needs to wear down and break so you have to continually have a supply of things for the dwarves to be making and needing.  I know that would be extra annoying however to keep track of and replace yourself so how furniture is placed also needs change.  Rather than picking out specific furniture to place at a location you pick type and quality(or maybe quality range).  Then when a piece of furniture that meets these qualifications is available a dwarf with furniture hauling will go grab it and place it.  If it breaks down then a new one will be built automatically when available.  When the economy kicks in the dwarf living in the room could buy the stuff himself based on his budget.
Logged

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: Various suggestions
« Reply #1 on: July 11, 2008, 09:29:28 pm »

Actually, your sudjesting about the quality levels at  shop is already an option, you "q" up the shop and then hit "P" (capital) to get to the shop profile.  You can either assign it to one specialty dwarf if you want, or you can set a range for the workers who will use it.  This way you can have a cheap toy factory and a legendary bolt shop. 
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Kohana

  • Bay Watcher
    • View Profile
Re: Various suggestions
« Reply #2 on: July 11, 2008, 09:35:21 pm »

Yeah but when you want a hundred cheap beds, cabinets, coffers, and doors it gets a bit annoying because the specific people you set will end up getting skill and it will no longer make bottom quality stuff.  At the moment I just build a bunch of workshops, set the max skill level to dabbling, and then use dwarf foreman and set masonry or carpentry for everyone without a specific job already assigned to them and hope the queue of stuff to build finishes before all of them are novice.  This is quite annoying and there is no reason a highly skilled dwarf could just do quick cheap constructions and it seems silly they can output high quality stuff at lightning speed.  Output of a dwarf should remain mostly constant as they get more skilled and only speed up if you cap the quality level you want out of them.
Logged

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: Various suggestions
« Reply #3 on: July 11, 2008, 09:38:16 pm »

Yeah, that's a good point, a dwarf will always make something at the best of it's abilities.  I guess the only way to fix that would have some limiter on the Dwarf itself.  Unless you tried assigning the workshop to  a dwarf and then limiting the max, but that would probably just result in an unused workshop.
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Various suggestions
« Reply #4 on: July 11, 2008, 09:46:32 pm »


 It would be nice if as an option for a refuse pile, you have a "Scrap heap" pile. Just broken objects, metal things designated for melting, possible refuse from failed workshop jobs, and general things that count as refuse but not quite as organic refuse.

Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO