Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: "I'm Hungry!"  (Read 2938 times)

weenog

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #15 on: June 01, 2012, 05:30:16 pm »

A fort with 200+ dwarves and livestock is going to take minutes to page through, every single time.

No, it really isn't, unless things have gone sufficiently wrong that hunger is the least of your concerns.  If there is a health problem, even a small one like being hungry, at least you'll get the little more arrow -> indicating that something unusual is going on with this creature.  Everything that doesn't have at least that, you can safely ignore.  It takes maybe half a second per health page to notice one line is different -- you don't have to read 'em at all -- and then not too long to check on specifics for that one line if you find one.  If all or most of the lines in a 200+ dwarf fortress are indicating some kind of abnormality, you have bigger problems.
Logged
Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

byrnsey

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #16 on: June 01, 2012, 07:33:29 pm »

Walled off dwarves require micromanagement or you stand to lose a legendary dwarf.  Not fun.  This is a game. 

Large scale lack of food (which would not necessarily be accurately represented on the main stocks page) or booze (which  in fairness would be), and water (which is not at all) can kill a fort, even if detected, if say you happen to find something more interesting to do with your fort and don't get hip in time.  You can't keep a constant production of booze going (though farming ought to keep you automatically fed), so you have to micromanage.  Not fun.

As for the ease of use of the health screen that maybe so.   I only necro'ed this thread because I got thinking about the problem in general.  My recent fort, I managed to keep strapped down well enough that this never became a problem.  I remember the Health screen going dwarf by dwarf like Units; if you can page through that's fine, but by your logic why don't we remove announcements when dwarves can't complete a task?  Or do away with the manager position entirely?  Just page through the units screen to find out what a dwarf isn't getting their job done, then page through stocks/buildings to find out why?  Search your meeting rooms/pastures to find the exact animal you want butchered or trained?  Check your FPS or Units/Other screen every ten minutes to see if you're being beseiged?

There is already code in place that do what I've described for other aspects of the game.  I agree there are workarounds for starvation/dehydration, but there are equivalent workarounds for other areas of the game as well,  but ALSO more efficient ways of handling them.  The lack of a heads-up assist from the computer seems more like oversight when viewed against the way even picky, big-picture-pointless (who cares which non-descript bedroom goes to the novice fisherdwarf?) aspects of the game are handled.

 The game doesn't end when the weaponsmith runs out of steel, or a bridge opens and cuts off a burial job.  It does when you don't check the health of every dwarf through the health screen, then tab to each H or T to make sure he's not just fetching food or booze to make sure you aren't about to lose a legendary miner/mason/loitering other let alone have a fort-wide situation (not) brewing.  But you don't get an alert for the big stuff. The only real argument against this would be additional CPU load, but as someone pointed out, it takes quite a long time for a dwarf to starve/dehydrate, so the checks need only run once every month or so.

In short: this house believes there are significant differences between Dwarf Fortress and Tamagotchi, and the more and larger those differences the better.  I think I've explained my position about as well as I can so rather than getting into a tl;dr back and forth that keeps other people from reading the whole thread and weighing in, I think I'm going to let the prosecution rest, at least from my end.

**edit** to respond to the responses below, without spamming the thread (I am a hypocrite):

maluraq:

"Okay, I see what you're doing, and I know better by now than to try arguing against the sort of post that includes many discrete falsehoods wrapped in a wall of text, hoping some are missed thanks to sheer volume and can be pointed at as having been accepted, later.  Instead, I'll just ask you to prove it.  Each statement of hard fact please, starting with "You can't keep a constant production of booze going"."

I do tend to run at the mouth (keyboard) but I want to express my position and the reasons behind it clearly and completely.  Glib oneliners are fine for joke threads, but we're talking about game changes. 

I'd actually prefer you to mention what you consider to be falsehoods.  If they are such, then I'm playing the game wrong, and I'd be glad for some pointers. 

As to the impossiblitiy of keeping a constant stream of booze coming, simple.  The dwarves produce booze at a certain rate, and consume it at another.  If those two are not *exactly* matched, the booze will run out, or your stills will cease production once the raw materials become unavailable.  If you are trying to ramp production to meet demand, you don't have a problem.  If your brewers outstrip demand, you have to file away a mental note to return to the stills at a later date to restart production, whether you request more barrels from your carpenters, or allow them to be drunk out.  Either way, a few other emergencies (FB, MB, siege, ambush) can easily divert your attention until things have passed a tipping point.  Now that migrants tend to be historical (and related) you only need a few to die of thirst before you get things running again before you have a tantrum spiral which dooms the fort.  Again, you are alerted to less game-breaking events, I don't see why food/booze level should be excluded.

GreatWyrmGold:

"3. Is it worth Toady's time to do this, as opposed to other features or bugfuxes?...

Spoiler: Rant (click to show/hide)
Anyone arguing that, since someone else doesn't think their suggestion doesn't neccesarily meet all three (usually the third) requirements, that person must also think that other, vaguely similar features should be removed is being ridiculous. Putting aside that, a lot of the time, it's the 3rd point being argued against, it implies that those features have as much weight as whatever you're suggesting. Take the guy above me--byrnsey. Sure, running out of steel won't kill your fort, and starvation/dehydration will, but A. you'd have to be blind to not notice the little brown or blue arrows that blink over your dwarves when they get hungry or thirsty once everyone's that way, and 2. unannounced sieges kill you faster than unannounced famines ever could. To say nothing of the fact that siege announcements are already in the game, and so removing them would waste Toady's time, rather than saving it like not adding this (yet) would."

I'm using removing existing features as a rhetorical device.  It may be a false equivalency, but then I'm not actually advoacting that.  I can't say whether it's worth Toady's time, that's why it's a suggestion, not a demand/order.  If he says it won't happen, I have no choice but to play around it.  Or find another game.  And anyway, that's toady's decision, not yours or mine.  DF is still Alpha, which means fan input is still theoretically welcome.

I actually have missed the blue arrows, because I was busy putting down a defense breach which never got near my food stockpiles, but did tie me up badly enough to focus my energies.  The idea is, any event which can cause the end of the fort, should be brought to the attention of the DF player.  I think that's fair.  Maybe I've misunderstood the game.
« Last Edit: June 02, 2012, 02:56:48 am by byrnsey »
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: "I'm Hungry!"
« Reply #17 on: June 01, 2012, 07:54:59 pm »

Every suggestion needs to pass three tests before it has a chance of being implemented:

1. Will it be helpful?
2. Is it possible?
3. Is it worth Toady's time to do this, as opposed to other features or bugfuxes?

The idea of dwarves warning you when hungry probably passes the first two tests, but perhaps not the third. Especially when you consider that dwarves often work well into the beginning of their hungry/thirsty phase when completing jobs in cluttered workshops or something...

Spoiler: Rant (click to show/hide)
Okay, maybe that was two rants, but they fit together pretty well.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Bohandas

  • Bay Watcher
  • Discordia Vobis Com Et Cum Spiritum
    • View Profile
Re: "I'm Hungry!"
« Reply #18 on: June 01, 2012, 09:16:10 pm »

=|

Holy necro Batman!

Surely you mean "The thread shudders and begins to move..."
Logged
NEW Petition to stop the anti-consumer, anti-worker, Trans-Pacific Partnership agreement
What is TPP
----------------------
Remember, no one can tell you who you are except an emotionally unattached outside observer making quantifiable measurements.
----------------------
Έπαινος Ερις

weenog

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #19 on: June 01, 2012, 11:21:03 pm »

stuff

Okay, I see what you're doing, and I know better by now than to try arguing against the sort of post that includes many discrete falsehoods wrapped in a wall of text, hoping some are missed thanks to sheer volume and can be pointed at as having been accepted, later.  Instead, I'll just ask you to prove it.  Each statement of hard fact please, starting with "You can't keep a constant production of booze going".
Logged
Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: "I'm Hungry!"
« Reply #20 on: June 02, 2012, 05:38:23 pm »

I've never been so tied up in one thing to not see a single dwarf go past. If you're so busy looking at your walls being built or something that you don't see the poor masons dying of thirst, maybe you should be more aware about your dwarves. Do you also want the game to warn you whenever a pack of badgers shows up? After all, a poorly-timed group of badgers can also end a fortress. Or how about whenever water goes somewhere near a dwarf, possibly signaling a flood (which not only kills the fort but heavily impedes reclaim efforts)? Maybe it should pause and rec enter each time awolf comes near a dwarf? Oh, I know, maybe you need to be warned when a miner's about to channel, in case you release a weight-bearing wall into the middle of your dining hall? What's the lower limit of risk and inattentiveness before we don't add an announcement?

And new posts are nice, they make it so people can tell you've responded.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Qmarx

  • Bay Watcher
  • "?"
    • View Profile
Re: "I'm Hungry!"
« Reply #21 on: June 04, 2012, 08:11:45 pm »

Also, isn't there the workflow utility to take care of booze/food stocks anyway?
Logged

Dvalinn

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #22 on: June 05, 2012, 07:33:38 am »

I've watched enough Let's Plays to know that byrnsey isn't the only one who unexpectedly finds themselves down a dwarf due to thirst or starvation.

My suggestion would be a one-time (per incident of severe thirst/hunger) announcement message that triggers a new indicator for "important" announcements, a la the combat/sparring/hunting indicators -- and, like those other indicators, pressing a certain key would bring up a list of the announcements of that type. Several other important messages that aren't combat-related (since sparring and hunting are combat related, really) could also go there, such as moods, mandates, mayor elections, etc. Even better, the player could decide to which messages this applies by editing an appropriate configuration text file (likely the one where you currently can decide other things about announcements, such as what pauses the game, centers the screen on an event, etc.). And yes, since you asked, I do think this would be worth Toady's time, though it's not urgent that the whole indicator and customization stuff be completed right away: A simple announcement for starving or dehydrated dwarves alone would go a long way.
« Last Edit: June 05, 2012, 07:38:29 am by Dvalinn »
Logged

byrnsey

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #23 on: June 20, 2012, 06:14:23 am »

http://www.bay12forums.com/smf/index.php?topic=62364.0

Someone's created a tool to have the manager automatically schedule jobs based on stock levels.  Not a perfect fix (walled/channeled dwarves still starve quietly, and aren't reported missing), but at least the whole fort doesn't need to end because of military emergencies/megaprojects directing your attention elsewhere.
Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #24 on: June 20, 2012, 01:03:55 pm »

I do agree that an announcement for a dehydrated or starving dwarf should be put in. Or at least the put it in the announcements file so the announcement can be customized, similar to death announcements, siege announcements, damp rock announcements, etc. That will give some advanced warning if a dwarf is somehow walled off or fell into a pit by accident.


As for production stalling out, standing production orders would fix that.

If booze < 100 booze then queue task "brew" x30

Simple if=>then's customizable by the player would fix this. This would allow you for almost entirely automate the production of consumables in game, such that you will continue to produce booze, roasts, clothing, and ammunition without needing to be micromanaged.

I do know that standing production orders are in the eternal voting list, but I don't know if they are on Toady's to-do list.


Alternative stopgap fix for standing production orders:

Remove the limit of 30 for queuing jobs. Allow me to queue up brewing 9999999999999999 drinks. This is as good as queuing up infinite drinks with a single order. Production will be continually resumed regardless of interruptions.
Logged

Sabreur

  • Bay Watcher
    • View Profile
Re: "I'm Hungry!"
« Reply #25 on: June 20, 2012, 01:38:22 pm »

To me, this is something that should be fixed by better pathing and building logic instead of announcements.  Besides, having a lone dwarf fall off a cliff and starve unnoticed in a quiet corner of the mountains strikes me as pretty realistic.
Pages: 1 [2]