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User:Mason11987/Suggestions
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- This will hopefully provide a source for links and information on different suggestions that have been given for dwarf fortress
Basic Index[edit]
Stripped text of Eternal Suggestions[edit]
Improved Hauling | |
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Wheelbarrows, mine carts, stacking, all goes here. |
Standing production orders | |
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...so you never run out of booze. Such as: Produce BOOZE if(PLANTS > 100 && DRINK < 100) |
Improved (Speed Up) Pathfinder. | |
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Freeing up computer ressources is good. People with slow computers can run the game better. People with fast computers can have more Dwarfes. More Dwarf in bigger Fortresses witohut lag, more Wildlife, more folks in Adventure mode Towns. Everyone win. |
Workshop Material Selection | |
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At least as much as the 2D version had where you could order Black Stone Doors instead of just rock doors. Idea wishes to be able to select granite differently than gabbro, but based on color is good enough for most folks. |
Full graphics support | |
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Full graphics support. |
Improved Mechanics | |
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Just about everything dealing with new machines, new machine parts, more ways to get and use power. |
Auto-mining | |
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Ability to mark discovered vein types to be auto-mined. Ability to set a minimum miner skill to mine said vein, so that only the legendary miners mine the most valuable veins and thus produce more ore. These miners qualified to mine a said designated vein should have it as their first priority when it comes to mining, so that the work will get done. Miners will be able to empty a vein by themselves without us manually telling them to dig deeper and deeper, also mining unimportant rock by mistake. Will keep miners from wandering off until the job is done. Can be integrated just like how we can forbid types of rock to be used in crafting. Also requesting auto-woodcutting, plant gathering etc, but it's less of an issue. |
Job Priorities | |
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Toggle priorities for jobs either globally or per dwarf. |
Adventure Mode Skills | |
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Bring over skills from Fortress mode like wood cutting, butcher, cook, etc. Also, climbing and jumping. |
Farming Improvements | |
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Adding things such as Soil Deprivation, watering of plants (or other irrigation), weeding, longer growing seasons, and the like in an attempt to make farming more interesting, a little more difficult (balance it out somewhat in the process), and make it more realistic. |
Return of the Guild Masters | |
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A detailed plan to bring back the Guilds of old with tangible benefits to the player. |
Integrated Dwarf Foreman | |
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Various features in Foreman make DF more playable, many players want to see these features (such as mass job enabling by profession) integrated into the base game. |
More Detailed Religion | |
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Religion should be more detailed and used for more things than relationships and starting wars. In dwarf mode, it doesnt really do anything. |
Realistic Mining Suggestion | |
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Moria was not built Overnight! Realistic mining would change one of the fundamental principles of Dwarf Fortress ; that you're eating through solid rock like a mole! Suggestions: Re-enable cave ins. Require fortification of tunnels. Especially tunnels through soil, ex. sand. Request deadly gas. Make miner's progress a lot slower. Request real mining practices. Request that all the mined space's material remains in waste form. Waste dumping could be dumped off-map or packed into new squares like landfills. This suggestion builds on the Hauling Suggestion, since we need greatly more efficient hauling to pull this off. |
Abstract the Interface | |
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It would allow the community to improve the UI, all Toady would need to do is convert the UI into an XML format. We could spend the time improving the UI so Toady doesn't have to, possibly bringing in many more donaters and expanding the popularity of DF. |
Yearly Status Report | |
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Inspired by Dolohov (and written up by Nesoo), we should have a yearly report. It could show such things as wealth produced that year, the number of each type of job that was completed, change in food/drinks, etc. It could have the numbers modified by the bookkeeper's settings, just like on the status and stocks screens. It would also, as in his comment, allow time for 1 year of world gen history stuff to occur. |
Allow engraving of constructions | |
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Engrave constructed walls, floors, etc. Unbuilding them typically results in either the engravings destruction or Engraved blocks to rebuild it elsewhere, sometimes both. |
Feces and urine | |
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Adding feces and urine to the game and makes toilets and sewers nescessary if you don't want to let your dwarves do their defecation outside. |
Improved tools | |
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Carpenters make beds without saws, hatchets, hammers or nails. Peasants scrape away at smoothing rough stone with their bare hands. Fish cleaners rip up the guts of fish and turtle without as much as a knife. Fisherdwarves fish without as much as a piece of string, much less a rod or a spear. Masons sculpt rock without as much as a chisel. Enabling dwarves to carry tools like a miner or a woodcutter would, would greatly enrich the playing experience. Implementing small tools that could be used as emergency weapons is a small change, and need only be marginally better than fighting with the fists. This change could easily be used to differentiate between the different classes of professions easier. Like miners, weapon skill could be a function of profession. Migrants and starting dwarves with the proper profiencies could bring their own tools. As it stands right now, hunting anything to extinction and then arming every dwarf non-woodcutter/miner with a crossbow and the hunting labor is all too easy. If you just want to arm civilians, check out the Civilian weapons suggestion. |
Kingdom Mode | |
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Ability to play as a civ ruler from the beginning of the game. Start wars, build new cities, etc. |
Rope Ladders | |
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Retractable 'stairways' that deploy from THE TOP. Would allow the digging of deep pits without leaving stairs, safer exploratory mining of features, use for future elf sites, and myriad other useful applications. |
Disasters | |
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Earthquakes, floods, eruptions, lightnings, etc. Both in the regular game and in the world generation |
Corpses should be containers | |
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Corpses should act like containers. All worn items (armor, clothing) and stuck-in weapons should be placed in the corpse container when the creature dies, instead of falling separately to the ground. This goes for body parts too -- a gauntlet worn on the right hand should stay attached if the hand is severed. Held items would still fall to the ground. Benefits: 1. Dwarves can carry a corpse with all its items back to the fortress in a single trip, just like carrying a bin to the trade depot. 2. When floating is implemented, corpses can be weighed down by armor properly. 3. Chopped-off heads go flying off with helmets still attached. |
Interface Improvements | |
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Avoid constant menu switching by allowing multiple actions from the same menu. View terrain info from the designation menu. Zoom to character and return from the unit/military list. Animal ID (including sex) when pitting, caging, etc. |
Room system defined Workshops | |
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Workshops defined from placed furniture in a free-form manner similar to bedrooms. With sufficient space and furniture a workshop can support multiple workers simultaneously. In addition to furniture 'lose' tools might also be part of the workshop either as required components or as upgrades, exp hammer for a forge, saw for a carpenters shop. Lastly any extra open floor space on a workshop would determine the clutter limit for the workshop. This space would be able to hold Bins and act as an internal-stockpile for raw materials and finished goods to greatly simplify supply chain management. |
Interspecies breeding | |
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Mules, half-elves, etc. |
Center on Announcement | |
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Or zoom to announcement. Helpful in finding out where dwarves died, where that sucker who is starving is, etc. May also include more delicate controls for announcement (I don't care about microcline damn in, but gimme that orthoclase!) |
Ability to buy sand/water/rough gems from merchants | |
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Just like it says. |
Sapping / Undermining / Digging enemies | |
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The addition of enemies that tunnel under your fort could add a lot of depth to sieges and fortress design. Moats may become more important as a way of keeping enemy diggers out. Digging ability could be based on the races' affinity to digging generally (e.g. dwarves may be great sappers, elves may not sap at all). Some creatures could be natural tunnelers in a non-siege setting. You may discover underground giant mole tunnels while mining. Please see http://tinyurl.com/5xqvgb , http://tinyurl.com/43w6a2 , http://tinyurl.com/4djgkh for more details, among others. |
Interface Improvements II | |
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Increasing ease of use across the board for menu navigation, zooming, buildings, labor assignment, and more. |
Multithreading support | |
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Most modern computers have at least dual core processers and dwarf fortress is unable to utilise this due to being single-threaded. Adding say the pathfinding to a seperate thread would greatly increase the game's performance, especially as your fort gets larger |
Slow Down Immigration | |
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It just seems ridiculous that in a single year (typically the second year), the fortress population goes from 20 to 90. At very least, we need some sort of multiplier in the init. |
Gen Skill Ranking | |
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Isn't it irritating that all your dwarves have their best skills near the middle or the bottom of their gen list? Wouldn't it be nice if they were ranked in order of skill, with the best being near the top? |
Have a possiblity to view what a lever/pressure plate links to. | |
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{{{2}}} |
Dwarf Inventory Management | |
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Generally improve management of dwarven inventories, especially military. I want to be able to tell a squad to wear only masterwork steel plate mail or to wear only cave spider chitin leather armor. I want to be able to designate different sets of gear for the squads to wear when on and off duty, so they spar using wooden shields and copper weapons and switch into full steel when they're active duty. So on, so forth. |
Z Level Pathfinding | |
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Especially for swimming, flying, etc. |
Improved Quiver Filling | |
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Dwarves picking up bolts repeat the task until they have at least 25 bolts in their quiver. Clearly room for further improvements to how bolts stack and how/when dwarves try to go get more of them, but the above would make already fired bolts (and bolts from small bone stacks) non-useless, while being simple(r) to implement. |
Depth by darkening / misting / blurring | |
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Instead of displaying only hints of the two levels below the current one, display everything in a top-down view but differentiate the lower levels by a progressively more intense darkening, colouring, misting or blurring to give a sense of distance. |
Fluids | |
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Booze as a fluid for fountains. Glass bottles that hold 1 booze or water, but stack in bins. Water held in barrels. Dwarves wearing mittens or gloves can fill a pond with lava using a magmaproof bucket. Lava held in magmaproof barrels. Mined stone as a chunky fluid that needs hauled away to clear space. |
Lighting, heating, cooling, ventilation. | |
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You're underground. It's dark. Very dark. Look out for grues. Your subterrainean space might either suffer from poor ventilation and retain heat and must be vented for your dorfs so they won't die of overheating. Your subterrainean space might be extremely well ventilated, forcing you to provide heating sources or your dorfs will die from exposure. Perhaps that bituminous coal vein emits noxious methane gas, and your miners need to create a chimney shaft to siphon it out or mass explosions ensue. Eventually, most medium to large fortress will need to achieve some system of hot and cold air input and ventilation systems to keep everyone happy. Maybe you could even construct a system to chimney miasma out of your indoor refuse pile without all squares requiring open space above. |
Magic | |
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Mage guild, enchanted items, spells, curses, blessings, summons, scroll, tomes, wands and potions. Just when you thought blowing up dwarves could not be easier. |
Improved site finder | |
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Such as searching for sand or any_water. |
Aboveground Diversity | |
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Based off of Othob Rithol's mighty 'underground diversity' topic, this suggestion incorporates many new above ground features, flora, fauna, and all-around crazy stuff. |
Assign rooms to Noble/Administrative positions | |
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Assign office, bedroom, dining room, etc. to an appointee position instead of the dwarf itself. When replacing a noble, the replacement is automatically assigned to the reserved rooms. This is very useful for mayor elections, where the player has no control over who becomes mayor. |
64bit native DF | |
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64bit native DF would mean that those running 64bit operating systems would no longer need to track down 32bit versions of libraries we already installed. 64bit mode also offers a significant speed improvements for CPU-bound programs due to the enlarged register set and other improvements. Experiments done during the course of the pathfinder project show a 5x improvement in pathfinding speed. Although DF is unlikely to see such dramatic gains, a 10-20% improvement seems likely. This suggestion involves the creation of a 64bit version of DF, so that people can take advantage of this improvement. Practically all computers sold in the past few years support 64bit mode and will benefit (Note: requires 64bit OS). |
Death Details | |
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A dead body should record data on what killed it, for future reference and general coolness. For example, a dead goblin could report "Goblin, died from internal bleeding from a Steel Spiked ball." "Ulric Stonethrower, died 1630 from starvation." |
Improved Resource Management | |
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Things such as... 1 Using materials close to the shop, not close to the dwarf the moment it is tasked. 2 Something similar to stockpile priorities...maybe localized as well (IE drop the goblets in the FG stockpile next to the forge, not the one ten Z levels away to the NW) 3 Adding tabs similar to the kitchen screens BREW/COOK to the stones screen for MASON/MECHANIC etc 4 the same thread mentioned an EAT tab for the kitchen, and another recent thread talked about adding a MILL tab. |
Mouse Support | |
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Broader mouse support, making the game in general easier to handle. |
Owned Barracks | |
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Assign military dwarves to sleep and train at barracks by assigning the barracks to their squad leader, Captain of the Guard, or a noble. |
Clean mud | |
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Mud currently never disappears unless you build something over it. This is unrealistic and quite annoying if it happens to be all over your masterwork engravings. Dwarves should be able to clean mud. Also, it would be if nice mud would eventually disappear by itself. |
Doctors/Hospitals | |
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Dwarves can appear/be assigned to doctor profession, which increases healing and allows Hospital workshops to be built. Doctors may be appearing nobles. Medicine allows prosthetic limbs, faster healing, happy thoughts, less dying. |
Watch command to follow actions of a particular dwarf | |
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I'd like to be able to set a focus on a dwarf, and see a log of what they're doing. The view should follow the dwarf around, while the right hand screen tells us what they're doing and why. This would be especially interesting in combat, ala adventure mode. |
Class Warfare and the Pursuit of Happiness (Previously "Pimp My Fort") | |
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Redesign the happiness system around the creation of a social class system, where dwarves strive to better their lot in life, and the use of multiple metrics of happiness, so that dwarves have to have multiple desires satisfied to actually be happy, rather than merely having overwhelmingly powerful thoughts be the only thoughts that matter. (Expansion of Pimp My Fort, which was: Make dwarves in their free time (and nobles with ALL their free time) actually do something, by creating a large set of hobbies, sports, and games, and the industries, furniture, rooms, and interactions to go with them. This includes decorative furniture, art and music, sports, gambling and gaming halls, and a system of increasing demands by your populace for entertainment as your fort matures. |
Dwarf Fortress Online | |
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An online server with a persistent world. A special client can be downloaded which connects to the server and updates at the start and end of each play session. Online fortresses get sieged by other players' fortresses, with strength based on their military strength and frequency based on their distance. Players can create multiple fortresses which will not attack eachother. |
Pipes and plumbing | |
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Constructable pipes and plumbing systems that work for both water and magma. Plumbing systems will be immesurably useful for getting water to stills (when upgraded), and magma to forges safely. Not only will they be used for workshops, they could also be used for irrigation of farms, hospitals, or just for plain old drinking. For a more detailed explanation please look at the thread. |
Less Noise | |
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Placing a chair should *not* cause noise in a 32x32x32 cube. |
Better handling of deceased units in the unit list. | |
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Deceased units tend to take up quite a large amount of space on the unit list, especially in older or especially violent fortresses. There ought to be a way of cleaning up the dead unit section. |
a winch | |
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with the help of the winch you could move different objects up or down on the z-axis, allowing you to construct lifts, custom traps or whatever you like |
Masterjoblist | |
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Create a master list of all possible jobs with the number of dwarves next to it, who prefer these job. Move the cursor to a line into the list to see which specific dwarves have this job set as prefered. Hit tab and select a dwarf to zoom to him. Hit enter on the masterlist to remove the job preference from a dwarf, hit 'n' (or something different) to add a new dwarv to this job preference. |
Additional embark options | |
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Ability to choose less than seven dwarves on embark. You can't even hack in less than 7 dwarves although you can increace them beyond using tools such as adjuststart.exe. Request ability to purchase additional dwarves, suggested costs are 500 for an adult peasant and 250 for a child. Request ability to pick the gender of starting dwarves, either to eliminate either sex or to ensure that you get the ratio you want. If re-roll mechanic is in place, forgo gender pick for full randomisation ; community not want full customisation, just within limits of reason. Request ability to re-roll dwarves when starting the game for added flavor. Possibly a pre-game screen where you can randomize and approve of each individual starting dwarf. Things to be shown ; preferences, personality, age, relations. Request no such thing for migrants etc ; but upon embarking on an expedition you should have the freedom to pick your dwarves. |
Steam | |
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Set of suggestions on adding some ability to use steam power, as an expansion of the mechanics system. |
Ceramics and Cement | |
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There are many ceramic and cement products that would fit within the Dwarven technology base. They include: Pottery (with and without glazes), brick, lime-based cement for mortar, concrete, lime-plaster (AKA stucco or render), and whitewash. |
Conveyences | |
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New ways to move around dwarfs, enemies, goods, and maybe even buildings, for the purposes of hauling, safety, and the awesomeness of a fortress that can reconfigure its layout. Lifts, Carts, Conveyor Belts, Boats, etc. |
Dwarf status | |
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In the list of dwarves, it would be useful to be able to see their current mental status: depressed, happy, ecstatic, etc. |
Make Clothing in Sets | |
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Rather then commanding shirts, socks and pants made one at a time a Clothier could be commanded to make a set of cloths fitting a particular function such as work cloths or fancy cloths. The resulting set would act as a psudo-container holding the individual shirts and socks and could be carried as one object. |
Make all professions at least minimally useful | |
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Fish cleaner AND fish dissector? Cheesemaker? |
3D Designations | |
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Allow dig or other designations to span multiple Z-Levels, allowing easier creation of 3D rooms, shafts, etc. |
Sand Physics Modelling | |
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A more sophisticated model for sand behavior, perhaps based on fluid flow. This would make excavating in/through sand much more interesting and create possibilities for sand-based fluids traps and more. |
True Arena! | |
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I wish for handling of a true arena for fighting! making an arena requires a player to custom build many parts to release creatures/ goblins/dwarves/criminals to fight in the pits (which may include traps, lava or water in certain parts, or the whole place!) the most important addition from you toady? the ability to asign dwarves to work the arena, arranging fights between two creatures by moving them. also, the ability to assign dwarves and goblins as gladiators. it should also generate happiness in dwarves who enjoy it |
Civilian weapons | |
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In the world of DF common peasants are quite often forced to fight off rhesuses, kobold thieves, goblin snatchers etc etc. I request that civilians(non-'military/guards/hunters/miners/woodcutters') may be issued a small weapon, something like a dagger or a tool. Anything better than their fists would do. This is a subset of the 'Improved tools' suggestion. |
Gigantic turtles | |
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Sleeping ones would be mountains of gigantic turtle shell, organs and rivers of blood. Hail Armok! Living and moving ones would be even more amazing than complicated to implement. |
Incorporate combat text | |
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Put separate toggles in dwarf mode for combat text and for sparring text, so that players can watch their dwarves in combat moment-to-moment without being constantly spammed by sparring messages. |
Remember Trade Agreements | |
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Two hotkeys on the trade negotiation menu: (C)lear all settings - which resets all sliders to the far left, and (L)ast Years settings - which sets all sliders to last years final agreement. |
Wildlife Repopulation | |
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Currently, animals migrate onto the map, but the regional population never really increases, so eventually you run out of animals, messing with long-term fortresses, sometimes surprisingly soon. |
Specific weapon selection | |
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Being able to choose specifically which weapon your dwarf should pick up. |
Aging, births and deaths after world generation. | |
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It would be nice if we could get proper aging into Dwarf Fortress, even after the world has been generated. The fact that no-one ages, no-one dies of natural causes, or is born after world generation(outside of Fortress mode inside the playable area) detracts greatly from the immersiveness in the world and also makes long games, especially in Adventure mode, feel very dull. |
Bars/Pubs/Taverns | |
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A place where your dwarves can get drunk start bar fights etc. |
Explosives! | |
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I'd like to see some primitive explosives in DF Including this in the game would require/include: -New resources from mining/workshops/extracts -New explosive products -Explosives for traps -Useful for large scale mining or demolition, could have explosives clear tiles in all directions proportional to the amount/quality/type of explosive. I'm not thinking about gunpowder weapons or any mechanic applications. I'm suggesting a barrel(s) with some black powder and a fuse connected to a lever or pressure plate. Ropes for fuse Barrels for containing the powder Alchemists lab for producing the black powder which could be made from a variety of materials extracted from rocks plants etc. |
Metal life cycle improvement | |
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The game currently tracks tenths of bars of metal at the Smelters. Their only use as of yet is to spawn a bar when a full bar has been assembled from smelting items. There is a large smelting loss when we recycle used-up equipment(and war loot), that is not really believable. This suggestion suggests that we remove the metal loss of smelting equipment at a smelter's, and that all items containing a fraction of metal can be recycled and 'smelted', be it a barrel or a door. We suggest that also Metalsmiths are able to track partial bars, that some crafting jobs can require less than a bar of metal, and are able to make use of them for various additional activities to offset the net gain of not losing metal at a smelter's. Suggestions to activities include toolmaking, item repair(both weapons and tools as well as armor, should show wear in time and be able to be repaired), crafting components(we have a lack of nails, barrel bands, hinges, locks etc.). Many items are considered to be containing metal, but don't actually require metal in-game. This can be an intentional abstraction for the time being, and we're okay with that as long as there is no conflicts. You seem to intend to have this micro level requirement to things, as can be seen by the fact that we require an entire log to craft the haft of obsidian short swords etc. This 'partial unit'-counter for workshops can also be applied to, say craftsdwarves shops. We might as well require, say 1/10ths of a unit of wood to craft a haft for an obsidian sword, and save the remaining 9/10ths as a buffer in the workshop and are able to craft the next 9 swords without an additional unit of wood. The main idea however is to form a more stable life cycle of the metal. Wether it's bound up in furniture or worn/wielded by dwarves, it should never disappear. It may scatter and not be efficient to recycle in proportion of the scavenging labor and fuel use, but we already track say broken arrows, and could easily scavenge em up. |
Workshop Raws | |
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Finish editing the game so that what happens in every workshop can be edited, not just the smelter. |
Bloodline naming | |
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Dwarven families should each have their own last name. Wives inherit their husbands last name and children do as well. During world gen last names would change on dwarves which have a trait associated with that name. Ie. Heroes which defend against stacked odds gain names like the "Gloryshields" Migrating families to start their own site change their names to differenciate from their families back home. Allows for more of sense of family and roleplay in DF. |
Improve the morale system | |
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AKA Fix the Tantrum Spiral. Or Rebalance Happiness. |
Supply/demand prices for goods | |
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More realistic price structure taking into account supply and demand, usefulness of items, artistic value, etc. So, for instance, depending on the civilization you are a part of, there might only be a demand for so many normal-quality platinum statues (or none at all) before there is no market for them. |
Combat Psychology | |
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Have creature behavior in combat change according to attributes, equipment, morale, chance, skills, opposition, allies, and social ties to the homeland. See thread for details. |
Exit game without abandon fortress button | |
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An exit program button, without saving. Possibly have an init file option to have this available YES/NO |
Improved enemy AI | |
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Have enemies get around obstacles; be able to disarm traps if they somehow manage to find them, some being able to dig tunnels to your fort (i.e. Humans), try to jump small gaps. Basically, like in a real siege, trying every option available to penetrate the fort. Right now, closing all bridges and seeing them do nothing just hurts my feelings. |
Meeting Area Subcontrol | |
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More Control of which dwarfs and animals using the meeting area. |
More animal behaviours | |
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Bears guzzle beer. Raccoons steal stuff. Let's see more such interesting and unique behaviours. Sharks that seek out bloodied water? Giant Eagles building nests from your tower cap logs? |
Mounts | |
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Finish work on mounts, allowing them to be ridden like they should be. |
Statue Descriptions | |
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As per BLOAT221 and BLOAT224 |
Books and Papercrafts | |
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Creation of paper from wood, allowing books to be crafted and written in and traded. Eventually, adventurers will find journals from fortresses detailing insane events from the dwarf's perspective. Possibly (though unlikely) also origami. |
Clans | |
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Dwarfs can belong to clans which dynamically appear, grow and interact with each other. Clans membership affect relations between individuals and visa-versa. Clans could gain 'rank' and the leader of the highest ranked clan could become the ruling noble. |
Dwarven INS | |
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Establish a Dwarven INS. With a noble called "Chief Immigration Officer" who lets you approve prospecting migrants, or turn them away at the door, and negotiate with the liaison for a certain number or skill of migrants (like the trade liaison). Mandates like "Increase Population" or "Maintain a Population below X." Maybe even accept non-Dwarfs, like the occasional Human or even Elf (treehugging hippies tho they are), and that could improve your trade relations with those races. |
Improved designation execution | |
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All dwarves seem to scan the map for designated squares and a labor to perform from the upper-left going south-east, instead of the closest designation. The end result is that if you are in the middle of the map, dwarves run to the North-West corner before mining, smoothing rock, gathering plants, or what have you. They perform a much longer pathfinding effort to get to that tree/log in the remote wilderness, which is taxing for the computer, is a vast slowdown in the production line(wood takes a long time to haul back, critters prey on lone dwarves, and the woodcutters and haulers wander off to drink/sleep instead of working). I'd like to mark all trees for execution and issue a 'chop til you drop' command without having to change designations every few minutes since the bearded retards run amok and get into wolf packs. Also check out the Auto-mining suggestion. |
Improved trading interface | |
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Various sorting and group selection options while selecting items to be brought to depot and while trading. |
Life Cycle | |
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Allow morphing of creatures into other creatures (can be used for larva/adult stages). This could be set off by things such as age or total kills by the creature. |
Persistent trade good tags | |
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Similar to the Dump/Melt/Hide markers, a marker for trade goods (T), allowing trade goods to stay designated until they are eventually sold. These would also stay in the depot and will also be moved to the depot when no merchants are present, to avoid the hauling bottleneck. Goods marked thusly are not available for anything else, except moody dwarves. |
SOS alert | |
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Whenever a dwarf is unable to pathfind to food or water it should send an announcement "Dwarf X has been trapped!" This would avoid dwarves dying from starvation of thirst only because we didn't notice they were trapped. |
Trade Depot - Mass Selection of "Goods to be Moved" | |
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Selecting large amounts of "goods to be moved" for the trade depot. Possible ideas: Have a "select all"/"deselect all" that operates on the filtered list of goods. -- "start" and "end" tags where all items caught in between are designated "to be moved". |
books and scrolls | |
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a new way to waste wood and piss off our friendly neighbors, and also includes new working material like skill books for dwarfs to learn from. or novels to get happy thoughts |
Allow large creatures to be created at custom or customizeable workshops | |
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Need I say more? |
Burn Items for Ash | |
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Just as metal objects can be melted for fractions of a bar, let wooden/clothen/fooden/etc items be flagged for destruction at a furnace, yielding portions of ash. Add a "Burn Items" task to the furnace, and voila! A use for those mediocre catapult components and narrow socks! |
Dragons - Age, abilities, and value. | |
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The dragons described in the linked thread would be capable of multiple forms and possess tile sizes. This in conjunction with making them more dangerous and rewarding would make them better megabeasts. |
Gender Differentiation | |
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Make boys and girls different. Add different species traits, different names, clothes. Maybe even allow civs to specify ethics by sex. This includes animal (Lion's manes) differences as well as social. |
Improved fish processing. | |
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Automatic fish processing, like butchering, tanning and weaving. The lazy fisher-dwarfs should process their caught fish automatically if the job is enabled for them. Also, processing should separate and preserve bones for further use. |
Kennels -> New Task -> Neuter Pet | |
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That's right, cut off their balls or sew em shut, prevent catsplosions. In the animal menu, maybe you can mark them to be neutered. Maybe this can cause bad thought for the owner. |
Skill synergy | |
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Divide crafting skills into knowledge about the material and the tool to simplify management, increase modability and get rid of useless skills (like the notorious fish cleaner OR fish dissector). |
Store bones & shell in bins or barrels | |
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Bones are not bulky so why not let us store then in either bins or barrels, currently large bone processing supply chains require huge stockpiles because bones stacks each take one space, around 25 units of bone or shell per bin seems reasonable |
Automate all labour | |
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A detailed system how to automate all labour... or at least most of it. Not only standing orders, but also automated workshops producing stuff by themselves, automatic woodcutting, etc. |
Caravan Journeys | |
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When starting the game, your caravan should have to actually travel to your destination. It would give you a play-back of everything that happened, including supplies lost, dwarves injured, etc. You could also optionally plan a route. |
Movable Wagon | |
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Allow the dwarves to relocate the wagon after embarking, or allow finer control over initial wagon placement after the embark screen. |
One-way Traffic Designations | |
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Add the ability to designate one-way traffic on tiles. |
Rebelions | |
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Plenty of it in history |
Retire a fortress. | |
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In addition to abandoning a fortress, you can "Retire" one instead, where the game's AI takes over the fort, allowing you to make a new fort somewhere else or visit your still functioning fort in adventure mode. This allows players to move on to something else without abandoning a successful fortress. |
Seperate the game into a server/client model | |
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Change the game to utilize a "server/client" model where the server runs the world, and the client logs into said world in order to manipulate the workings. |
Stockpile Improvements | |
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Such as a Many-Many take-from relationship. |
Taking control of squads. | |
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We all know we have adventurer mode. Fighting in it is rather awesome and functional. Well what if you could take the leader of a squad and play as him for a battle. Say your warriors are rushing into a horde of goblins. No. You do not want that. You take control over the leader and make them all turn around and RUN. Or you could just take control of a champion and swipe everyone out in one fell swoop. This has the added advantage of being able to see the combat logs :D |
Training beasts. | |
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Through inhumane ( not indwarfe ) processes, you can make beasts, though they are stronger than War Animals, they can't be controlled without a chain/rope, and ranger skill. |
Weapon Crafting Suggestion | |
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Ability to craft weapons out of inferior materials. Spears should be able to be crafted out of wood, and bones could be used as maces. Crossbows are currently the only weapon that can be made if you start a civilisation that does not have access to metal(not to mention wood). A crossbow has a lot of moving parts and i doubt that it could be crafted without metal, much less solely out of bone! They are the game's best weapon, availible out of the box. I suggest that crossbows would at least also require some mechanisms to craft. The code for crafting artifacts shows that shere is already code in place for multi-part crafting. |
Balanced Range Weapons | |
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Crossbows that don't fire like machine guns, so I don't feel like any other weapon is a waste. |
Bring Back Cave-ins | |
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Make large caverns / towers cave in again if not properly supported. The attributes of the materials in question should be taken into account - a room of sand should collapse when still quite small, for example. Vote for this if you want cave-ins but think the other stuff in Realistic Mining isn't so great. |
Detailed Statues | |
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Have Statues in Dwarf Mode relate to a person or animal of importance. E.G: "This is a statue of Urist McDwarf. Urist McDwarf was the leader of The Iron Hills, a Dwarven Civilisation. He struck down the demon Wax Demonface at the battle of Pagetoes, in 154. |
Door access lists (keys, etc) | |
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A way to enclose off areas to only certain dwarves. Sometimes involves key items which need to be produced and tracked, however just an access list (like the workshop profile) seems to have wider favor. |
Dwarven Maturation | |
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Childcare, Education, and Apprenticeship. Gives dwarf babies and children something to do, and eases their transition into the working world. |
External API for DF utilities | |
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There are many utilities out there for DF, I'm sure most players are familiar with Dwarf Therapist or one of the many similar utilities, for example. I know I can't play without one of these. I'm sure we could do a lot more to ease the interface burden with real API access to things like: dwarf labors/names/mood, reading/designating the stocks menu, adding/altering manager orders, mass designating build/dig orders. |
Extra chairs in office for meetings | |
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If an additional chair is installed in an office, then anyone who wishes to meet with the office's owner will sit on that chair and wait for the owner to arrive -- instead of chasing the owner all over the place and then usually holding the meeting in a random location. |
Improving the game | |
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Improving the game in all possible ways. |
Toady One's notes: This suggestion is very broad. |
Increased Modification | |
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Expand on the raws to allow complex modification of the game. Introduce scripting, whatever it takes. Robots, shields, magic, heat resistant clothing, floating fortresses in the sky. The original game would still be appealing but to be able to play a magical or sci-fi spinoff, way too cool. This also better allows the community to participate in the development and progress of the game and its following. |
It Came From The Sky! Meteors. | |
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Meteorites should occasionally/rarely fall from the sky. These could cause immediate impact damage, as well as fires. The meteors themselves could be an excellent source of metals (possibly including some weird or magical kinds of "space metals"). They might also contain gemstones not found elsewhere, or even bizarre alien monsters. |
Mass migration (AKA changing sites) | |
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Once you've got a 100-dwarf fortress that is bustling with activity, you get bored of it because it doesn't have an HFS or unicorns outside, you are forced to either live with it or start over again with 7 dwarves and a wagon. No more genning worlds over and over again for that ideal site with everything in it, and you can find a less laggy or aquifier-less site without abandoning all your progress. See thread for details. |
Minimum skill requirements for certain materials, tasks, items, etc. | |
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Some materials, items and tasks should have minimum skill requirements because of their complexity and rarity. E.g. it would require an expert leatherworker to craft something out of dragon leather or a professional furnace operator to create steel. Some items, like plate armor, should need more skilled dwarves as well. This makes lower-end materials and items more valuable and useful, plus it prevents dabbling craftsdwarves from wasting valuable raw materials. |
Museums | |
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A room similar to the zoo and statue garden, would allow dwarves to admire their handiwork with such exhibits as priceless but useless artifacts and adamantine trinkets. Another party room. |
Pet armors & weapons | |
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The player should be able to equip pets & tamed beasts with various armors and weapons. [Creature dependant, everything should be changeable with modding] |
Resuming World History on existing worlds | |
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Currently once a world has stopped generating, it is done. It'd be nice to be able to take an existing world and run history generation on it for X amount of years, allowing entire ages to pass between player-made fortresses. |
Surface View | |
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A "surface view" in which multiple surface Z-layers are displayed as if they were on ONE Z-layer. This will definately ease up the way you navigate through the world in Adventure Mode, yet it will make managing military surface combat in Dwarf Fortress mode a lot easier to do as well as watch in hills and mountains. Potential use in; - Fortress Mode - Adventure Mode - Military Campaign mode (future) |
Throwing weapons in Fortress Mode | |
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Ie. Javelins and hand axes (any weapon, really). Good use for that backup weapon, and a possible balance against archers while grunts are closing distance. Needs orders to regulate. |
Water freezing on Mountains | |
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The higher up a mountain you go, the more you expect to see snow. But in DF there isnt any water/snow. I propose that at a certain z level water should freeze. Also having hypothermia would be fun. Maybe the ice/snow melts every summer and replenishes every winter and higher up there would be snow/ice all year round. Would make mountainous levels with no water easier. |
Wills/Inheritance | |
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Minor addition. When Dwarves die, they leave behind a few written requests. If these are completed, it puts the grievers more at ease. The requests are related to their lives, such as a carpenter might want a wooden coffin instead of stone. Or he might want his things to be given to his best friend. |
Worldgen parameter for vertical cliffs, like the days of old. | |
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A while back, Toady nerfed vertical cliffs so the civs can actually reach each other. While this CAN be a good thing, a slightly slanted cliff is a lot less interesting than a completely vertical cliff when it comes to building a city in the side of a mountain and similar projects. A worldgen parameter governing the existence of vertical cliffs would probably be the best way to handle this. |
bloodline nobility | |
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make a personalized dwarf with nobility state in dwarf fortress mode |
chat engine | |
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dialogue style interactions w dwarfs to get thoughts, conversation is influenced by the dwarfs social stats. Could be extended to dwarfs conversating w themselves to dispute bargains, start fights, spread legends, or lies. Could be a unified chat engine between DF, adventure mode, Civ arc and such. |
Allow learning rates to be defined for separate species, castes/creatures and skills | |
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Take out 'learns' and 'slow learner' and add 'learnrate' where 100 is defined as dwarf-normal and 50 is defined as ogre-normal. then you can do neat things like modding EVERYthings learn rate, making some critters learn, say, mining better than others (Learnrate:Default:100, Learnrate:Mining:125) or smarter individuals learning faster. |
Automated zones of treecutting and plant gathering | |
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Repeatedly re-designating trees and shrubs is tedious, allow a permanent zone for each activity that will automate this. Either through some kind of production quota, zone-orders options or job manager queue. |
Brain Damage | |
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Dividing the brain up to discrete sections and having damage to sections cause various physical or mental effects on dwarves without necessarily killing them. Lobotomies, Brain Damage, et cetera. |
Bread | |
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A bakery, processing flour in various forms into bread of various forms and qualities, a lot like a kitchen, or a smelter. Everyone knows Dwarves love bread! And if we have the flour.. :D |
Caravan Mail | |
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Allow a caravan to carry mail. Your dwarves get upset if the mail doesn't get delivered which forces you to provide protection. Open the possibility for ambushers to scout where a caravan will arrive on the map so you can set up a patrol. Allow a paved road to be designated as a trade route (tolls?) and you have to protect the caravans along it. |
Carry Multiple Items | |
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Particularly SEEDS for planting and storing (as you get two out of brewed and eaten food). Might come in handy for storing old clothing. |
Consumption driven production | |
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{{{2}}} |
Conveyor Belts | |
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Set up an automatically-moving supply line for workshops and refuse, powered by windmills or water wheels. |
Create XML dump of Legends | |
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If players could get an XML dump of their legends (or CSV, or JSON) then modders could create independant legends viewers. It would be a trivial matter to download a simple reader application that would allow players to step through legends in a wiki sort of way. While this file may be large |
Create constructions with bone | |
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"Having gotten enough bones, you could convert them into building materials and use them for construction projects and (some) pieces of furniture. Naturally it should require more than a single bone, perhaps needing stacks totaling somewhere from 10-20, depending on what is felt appropriate." |
Crop Raiding | |
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Roaming animals can raid your farms for food if they're easily accessible. Underground farms might be attacked by cave creatures or vermin. Totems/scarecrows might be used to frighten some kinds of animals. |
Crossbreeding | |
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A simple Tag to alow control of crossbreeding in the raws. |
Delayable tasks & buildings | |
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If set, instead of cancelling the job or suspending construction when unable to do the job, the job is suspended automatically for some # of frames set in the init file. After this time has passed, the job is unsuspended. See the thread for more details. |
Dwarves See Fire | |
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Presently, dwarves seem sexually attracted to fire. How about we fix that? |
Enhanced Ethics | |
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The ethics system is an interesting addition to the game; of course, this being only its first incarnation, the ethics system is a bit sparse. Potential additions to it in the future could include arguments for specific situations (ETHIC:KILL_ANIMAL_SPECIFIC:TURTLE:UNTHINKABLE), or perhaps randomly generated instances of specific ethics tied to sub-entities in worldgen (And ye, the goddess of the sea did speak her 17th commandment: Thou Shalt Eat No Turtle). |
Executions | |
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Allow creatures in cages or on chains to be set to be killed. Maybe a death match arena like the Colosseum, because the majority of DF players know they want one, deep down. |
Exotic Diseases and Cures | |
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Allow for diseases to spread between individuals and cause exotic effects. Zombies. Mutations. Genetics. Parasites. Exotic diseases often require exotic cures. This can include useful applications for gnome blight and golden salve. Certain diseases would require special medicines or food prepared by the appropriate professions. Some times the only way to cure it is to cut it out! |
Fortress Crafting Styles | |
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Crafting bloat: Fortresses produce unique descriptors for produced items. Styles are adopted and dropped in favor of new ones over time, giving the fortress a evolving culture. |
Improved Livestock Management | |
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The ability to designate a butcher threshold for each animal species. Excess animals are automatically designated for butchering, with a bias toward keeping breeding pairs (so all of one gender aren't slaughtered by chance). |
Indexed Site Finder | |
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When site finder searches through the world for a suitable site, it will index some of its findings so it doesn't have to work so hard(take so long) if the next search is just slightly different. Also; after searching, list all matches and partial matches found... |
Make Smoothing and Engraving Seperate Labors | |
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On the labor list, instead of stone detailing, have stone smoothing and stone engraving. I don't care which of my engravers smooths stone because it's all the same, but I only want my legendary engraves to engrave for higher quality engravings. |
Mineral properties | |
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Saltpeter has not the same hardeness that granite. A door made of mudstone shouldn't be as resistant as a door made of Bauxite... right now, every mineral got the same properties, except for lava resistance. This should be changed. |
Mobilization level setting | |
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Suggestion to give the player a way to set the mobilization level of the fortress, from very lax (your dwarf pretty much do as they please) to absolute (your dwarf are expected to work to death). |
More control over water | |
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Any means to control speed and height of water. Floodgates with adjustable height, drainage with limited flow output, pipes, dams built over water-filled channels. Required for: irrigation and water supply; safe bathing; base for advanced underground water features as aquifers with shallow and slow sipping water. |
Moving sarcophagi without emptying them | |
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Suggestion is to make occupied sarcophagi ("...is the resting place of Beardy McDwarf) able to be moved without emptying them. Currently when you deconstruct an occupied sarcophagus, the bones inside get thrown around the room and left until someone put them in the appropriate bone stockpile. If you could move them without emptying them, this would allow you to rearrange and move them into newer and mre appropriate tombs - for example at the beginning, sarcophagi usually end up in a small room by the entrance and they they have to stay, this would allow you to make a "Founders Tomb" and move all the early-diers in there along with designated graves for the survivors. |
Rivers and Ponds Sloped | |
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Give rivers and ponds sloped banks where appropriate (soil layers). |
Sawmills | |
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Sawmill buildings allow dwarfs to process logs into planks, which can be used for constructions or furniture to multiply the amount of building material available. Sawmills would be hard to set up since they would require serrated disks and power sources (possibly including dwarf power), but would save on raw materials for wood-scarce maps. A single log could then become multiple walls, floors, beds or chairs, but a whole log would still be needed for making charcoal or ash. |
Separate Masonry and Construction | |
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Separate Masonry (aka, tables, chairs, blocks, etc) and Construction (walls, floors, fortifications, etc) into two different tasks. Makes your megaconstructions easier, and prevents your masonry enabled peasants from expressing their creativity. |
Sericulture (alternative production of silk) | |
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Production of silk through cultivation of silkworms, the larva of the silkmoth. We need another way to obtain silk! |
Side jobs | |
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While dwarves are going from place to place, they should do carrying jobs that are on their way. If, coming back from the farm plot to get more seeds from the food stockpile, they see a plump helmet that another dwarf was harvesting but got distracted and dropped, they should pick it up and take it along with them (since they're going that way anyway). |
Slightly more tasteful approach to bodily waste | |
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You have to build toilets for the dwarves to use occasionally. If there are no toilets, they will attempt to go outside. If they cannot manage that, miasma will overtake your fortress. No actual urine/feces items are needed. |
Sound Signal Interface | |
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So that people could wear sound sets, just like graphical tilesets. The sounds of forge works, furnace ops, lava, water, birds singing, mason, crowd etc... + additional parameter to every signal - volume of sound. I believe, this would bring more colors in the game. -------- Also add background music playlist. |
Stocks tab improvements | |
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Separate clothing from armor. Narrow/large/small clothing also separate. |
Tabbed Filters and string search for all selection screens (stocks, units, etc) | |
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Trade Depot / Embark List for the Stock Screen and others. |
Track Unhappiness | |
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Track current happiness and happiness changes dynamically through unit list |
Upgrade items and furniture to higher quality or better material [interface] | |
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In a starting fortress, you're glad to just have beds for everyone. As wealth accumulates, your dwarves and you start to develop their tastes and just aren't content anymore with -mudstone thrones- in their dining hall and bedrooms. Several suggestions for easier ways to upgrade stuff. |
Using Alchemy to replace "non-magical magic" | |
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Toady stated that he wanted magic to be mysterious and non-industrial. But there still should be ways to manipulate the elements to create useful and interesting effects, and advanced Alchemy could fill this niche very well. |
Vaults | |
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Add a vault room to coffers/chests. This vault would act as a repository for the assigned dwarf's coins and valuables. There would be a main fortress vault that would act as a bank for the general populace, as well as a reserve for the actually fortress itself. This would probably entail some form of noble job too. The main benefit of this would be helping to mop up coin issues in the economy. |
Volume and Mass | |
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Create a system where all objects and creatures have volume, mass, and density, and tiles have a maximum amount of volume, so that we deal with the game in terms of units of volume of a material, rather than in whole-unit logs or bars of metal. |
control over populace | |
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In many cases one of your dwarves commits unbelievably unacceptable crimes and should be punished for it, but the sheriff couldn't care less. The suggestion itself is that you could give order to imprison a dwarf and then the sheriff would weight this order (depending on severity of order) to what this certain dwarf has done in the past. If deemed guilty, the imprisonment order you gave would be carried out. Possible orders could be: 1. Chaining (to a chain, and kept there) 2. Caging (Higher than chaining, as this keeps him in one small cage until someone wants otherwise) 3. Chaining[ignoring] (No food, no water, no booze for the time time defined, then continues as normal chaining) 4. Caging[ignoring] (same as above) 5. Pit (The dwarf would be thrown in to a designated pit. This could be an empty pit.. or a pit with water... or maybe a pit of lava. Or perhaps a pit full of kobolds.. or dragons. Whatever is your choosing. The pit could also simply be the other side of river. The pit would also tag the dwarf as being in "exile" as punishment. He wouldn't be allowed to interact, nor return to fortress before the exile is lifted. The dwarf would otherwise do whatever he can to survive. Pick up weapons (found outside fortress), eat plants, drink water, defend himself, try to escape even?) |
e'x'pand menu for Decorate Items | |
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When ordered to decorate, press 'x' to pick from a list of decorateable items in the fort |
Adding some limited support for modding | |
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It could have the form of a command line argument, dumping offset of objects: printf("creature vector: 0x%p\n", &creatureVec); |
Adventuring in Dwarf Mode | |
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Allow the ability to control a single unit a la Adventure Mode, but without leaving Fortress Mode or the fortress map area. Actions could be limited mainly to exploration and simple interactions, or perhaps based on a short list of acceptable actions determined by the caste/race/nationality/etc of the controlled unit (i.e. foreigners can't pull levers or enter certain areas). Controlled unit could be a random unit spawned on the edge of the map, arriving as a "Friendly" unit. There would (should) be no benefit to this, besides the ability to prowl around your fortress without having to abandon first; to see it in its full glory as an adventurer and not as an omnipotent being. |
Automatically adjust pathfinding based on traffic | |
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The high-normal-low-restricted traffic designation can be adjusted automatically by passing dwarves. Searching paths will be done preferably where many dwarves walk, effectively using the results of previous pathfinding. (Different maps for different jobs. Weekly decay. Override for military and emergency.) |
Bars to Ingots | |
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Replace metal bars with piles of 10 ingots per bar. This would fix the alloy-forging weirdness and metal-vanishing-upon-melting-objects other weirdness. |
Basic Magic System | |
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Start working on magic. Nothing fancy, even just a wizard skill for throwing fireballs around will do. Give the users the power to mod the magic system as they see fit. (See link for more details on a possible solution.) |
Better Job Manager | |
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Able to build 1 bucket, then 1 bin, then 1 barrel, and repeat that process X times (instead of building X buckets, THEN x bins, then x barrels). Able to enable or disable job manager use of certain tasks on a per-workshop basis (ie: don't let job manager assign any tasks to my mason training workshop, where I just crank out blocks. Or force job manager to only allow bone related crafting at the shop right next to the bone stockpile) Raise or remove the quantity cap |
Boats/ships/rafts/ect | |
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Boats! Fishing boats, trading boats, war boats, boat concepts, rafts, sails, waterwheel engines, yes... all of it. |
Cannibalism | |
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What if the dwarves are starving, or run out of source for bone crafting? I think grave robbing would be a viable option to get what is needed. I'm unsure if this is possible as of now, they leave bones but I have never seen anyone do anything with it. |
Celebrations, festival, holidays, etc. | |
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Add more elaborated parties and celebration in the game : New Year's Eve, commemoration of great events, holidays or celebrations linked to religious or civilization history. Theses parties will be conceived to be less annoying and more useful that the current ones. |
Disarm option for caged creatures | |
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Just like the title. Select cage, press "D" to strip the occupant of any items they are carrying and dump them on the ground in front of the cage. |
Display dwarves below Z-level | |
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Display dwarves and monsters one Z-level below the one you are on, like how trees are displayed as rectangles. All creatures could be printed as 'Rocks' of the appropriate colour, just as long as we have greater overview. Sorry about no dedicated thread, but this suggestion is entirely valid on its own. |
Distinguishable Champions | |
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Simply having champions keep their master colors, but flashing, and having distinguishable names. |
Eggs, eggs, eggs. | |
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All kinds of eggs that you can find, trade and especially: hatch! Who knows what might come out? A dragon, an ostrich, a (baby) giant spider (awww..)? Or if you're more pragmatic you can cook them in an omelette. |
Fix Cooking Exploit | |
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A well known tactic in DF is to brew everything you have. As you need food, you can simply cook alcohol and "mince" it with other alcohol. While it makes sense to be able to use alcohol as one ingredient, you shouldn't be able to mix for different alcohols in a bottle and call it "dinner." (If you do, you might need some help. ;) ) My proposal is that only one alcohol and one of each other type of ingredient (no mixing turtle with turtle with a side of turtley-turtle). Similar rules should be in place about cooking syrup as well. |
Magic/Religion | |
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A specific set of how Magic/Religion would work, essentially separating it into schools and ethics. Also adding a full scale Religion system that would put you under one of three categories (Good/Neutral/Evil) |
Maps | |
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Add maps, plans and things who will help adventurers/settlers to explore the world/find a good place to settle. There could be maps of regions, maps indicating a monster/cave/glowing pit/treasure's place... |
Megabeast Breeding | |
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The option to allow megabeasts to breed; either to stay in the Age of Myths or to start a dragon breeding farm. |
Messages control | |
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Exporting message settings to an .ini file would make it possible to designate which ones should make the game pause, and which should not be shown at all. Would eliminate spamming problems, and annoying "you have struck 'bollocks-stone'", as well as further personalize and streamline the gameplay. |
More Customization | |
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Move most, if not all numbers/settings into raw files so we can edit them easier. Example: number of tiles in :CLUSTER: and :CLUSTER_SMALL:, value modifier for different goods... |
Multiple fonts for zoom | |
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Allow multiple fonts/tilesets to be specified in the init file. Zooming (a 40dX feature) would then switch between different sizes of font instead of scaling a single font. Note: This is *not* a request to have multiple fonts onscreen at once. |
New Weapons Based On Skill | |
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The ability to forge new/more advanced types of weapons, based on the skill of the weaponsmith or a related skill "weaponmaster". Any weaponsmith of any skill level could forge a basic knife, but in order to create a switchblade, it makes sense that you'd need knowledge of the inner workings of a switchblade, and thus more skill. You need more skill to create a Danish longaxe than a hatchet, greatswords/rapiers/katanas are more difficult to make than shortswords, etc. |
Nursery | |
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Maybe some alternative room/zone where to keep the little buggers. A dwarf could be assigned (nobles screen?) to be responsible for this, look over them and catch those strolling away to far. Toys could be utilized there. But that might be to fancy, core issue of it is to have children not wander around, like outside the fortress following a woodcutter parent and being snatched away there... if this fits into dwarven culture. |
Player Inter-fortress Interaction | |
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Coding information such as the dwarves of a military squad into a format that is easily emailed and uploaded in other fortresses. For example Fort A would compress its Crossdwarf squad into a text format that Fort B would upload, an invasion consisting of Fort A's Crossdwarves would commence. Other examples include sending other forts: caravans, diplomats, (dwarven) child snatchers. In addition, with this implemented, complex and competitive games of a season-based dwarf fortress where Forts take turns sending each other invasions and caravans would cycle through the forts, carying mostly player generated items. |
Possessed by Hero's Spirit | |
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Allow direct control over specific dwarves during Dwarf Fortress mode. Thus, during times of peace, when the fortress runs smoothly, one can enjoy small, self-made adventures. Sally forth to face thine doom! |
Quality Booze | |
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Add aging, and flavours to booze for a richer gaming experience. |
Rename Building/Stockpile Interface | |
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Let the player choose to rename a building or stockpile and have the new name show up in the building list so that it can be zoomed to. Alternately, letting players zoom to existing map notes would provide the same functionality. |
Scars and prosthetics | |
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Creatures should get scars from fights and injuries. Serious injuries like missing limbs can be lessened by the purchase of prosthetics. Scars should appear in the legend screen with their origin explained. |
Servants | |
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A new job, servants. Could be butler, maid, bodyguard, cook, etc. Gardener? |
Simulate individual atoms and molecules | |
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The game presently uses a somewhat vague definition of what a mineral is. If the minerals' individual molecules were simulated, then they could be transmuted into other forms in a procedural way rather than relying on the raws to define what transformations are possible. This would also allow materials to melt realistically. |
Smithing and designation | |
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be able to designate items for the smithing operation "stud item" like you could in 2d dwarf. |
Source Code | |
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The source code to the game itself would be immensely useful in allowing interested community members to experiment with and implement some of the very features discussed here on the Eternal Suggestion Voting system. There seems to be no lack of willing and talented folks who would love to invest their time. Even if it's really scary inside, we still want it. Those who are worried about spoiled surprises should merely avoid reading it. |
Specific skills training | |
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Now, with the skill rust in action, there could be some problems with skills that are rarely used, but are still very important. There should be some way to train/keep up those skills. For example, doctors should be able to practice when there are no wounded dwarves, and everybody should be able to train skills like Observer to spot thieves and ambushes. |
Task Priorities | |
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I saw a suggestion about priorities for dwarf labors and general job priorities, but I think it would be really good to be able to set priorities for every job. Like if I want to build the wall to protect from invaders before other walls without cancelling and reordering their construction. Maybe, to make things more interesting, setting job priorities should be approved by manager. |
Textual Depiction of Horizons | |
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The game should be able to describe the view of the horizon, including mountains and peaks, large sites, large migrant groups, and other things visible on the Travel Map. |
Variable materials for coins | |
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Coins should be mintable from any metal. Value is then assigned to different coins by way of a coin screen, allowing you to set any value to the coins that you have minted, and also coins should be nameable, so you can have the aluminium coins worth 10, or the iron coins worth 5. |
Wallets, banks, coinage solutions for the current obtuse coin system | |
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Forum link goes in greater detail of how coins should be stored in wallets as items can be stored in backpacks, and not hauled around except for the initial haul to the bank. The tax collector collects money for the bank and the banker dolls out money for those seeking a withdrawl. Coins allow for thieving to take place, and justice takes place to remove a thief's desire to steal anymore. See link for details. |
Watery Diversity | |
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Another thread by Barbarossa that is entirely about water. Also inspired by Othob Rithol's underground diversity thread and my own aboveground diversity thread. |
Weapon Preference [ADVENTURE MODE] | |
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Allow adventurers to pick which attack they should use next - allowing the user to force the creature to bite without waiting for limbs to be torn off. Elaboratin in the thread. |
farm types and more animals and a few other things | |
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I think that a farm that contains animals would be a great addition to DF If players were able to take animals like chickens, ducks, pigs or live fish or even giant rats. The player would be able to have a person who has a 'Farming(animals)' profession. then the player could make a zone that counts as an animal farm. This zone could be assigned to a animal farmer who will take care of them. This would be best for assigning animals so that they don't wander around. The farm could be a special zone where the player chooses what kind of animal farm it is. he is given three choices; either it is a fish farm, a animal farm, a bird farm or a critter farm. The fish farm would require the player to build a kind of wall around it and fill the place with water so that fish can live there. The dwarf assigned to a fish farm will not fish for fish. The bird farm will contain birds like chickens and ducks. The farm would produce eggs and feathers and let the birds be slaughtered. The animal farm is a basic farm that contains animals like pigs goats or cows. This farm just grows animals but it can also milk animals. The critter farm grows weird animals like big bugs or rats. these creatures are mostly for special things like, for instance, rats are kept for rat leather and giant spiders for their silk, or bats for manoer(I don't know how to spell animal poo in a nice way). Actually any farm produces fertilizer except in different amounts and different types. For instance, critter poo is best for dimple cups and regular fertilizer is good for cave wheat ETC. Also there should be other types of plants. There should be classes of plants. There should be water plants, soil dependent plants, moist plants and phenomena plants. The water plants would grow in water. There could be cave rice, regular rice, pond corn, river buckets(Underwater mushrooms) ETC. The soil dependent plants are the ones we already have. The moist plants are plants that don't need moist soil but grow of the cold and wet air in the caves. Like, for instance, there can be wall fingers(grows only near walls), pebble sock(kinda like a pee, except bigger and has potato sized fruit in it) etc. The phenomena plants are plants that need either very cold or very hot areas so that they can grow. Most phenomena plants would grow near hot walls and on hot floors. There could be a kind of thorn helmet(like the plump helmet except it has thorns), drunken-sack(a sock like plant that is great for booze making) and other great plants. speaking of these plants. I think that it is unreal that the plump helmets grow in a small time. There could be potato/tomato type fruit that produce more than just one fruit from one seed. they would take longer to grow but they would make more stuff. |
save and quit option | |
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An option to save the game, then immediately exit DF instead of being sent to the main menu. This would save newbies the confusion of not being able to find an exit button, while also providing a subtle cue that DF is a persistent world where every action is permanent. For the rest of us, it saves two keystrokes. Should probably be put right below the "abandon the fortress/succumb to whatever" option, as the last entry in the ESC menu. ***This is NOT a suggestion for a "quit without saving" option*** |
Acoustic/sound mechanics | |
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Adding sound mechanics which can be used as weapons and add realism to dwarves. This includes tracking sound levels, hearing ability, breaking eardrums, creatures producing sounds, echoing and dwarven ways to dampen and amplify sound. This is not about adding/playing sound files!! |
Add (Narrow, small, large) to stockpile options | |
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Just like in the title. So we can designate stock piles for good captured from the enemy, rather than trying to customize 5 different stockpiles to do it. |
Alchemy of Water | |
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There should be a water distillery, so that undrinkable cave water can be cooked and distilled, or so that mountain ice can be enriched with the necessary minerals and thawed, or extracting water can be extracted from moist objects. |
Allow more adventure mode options | |
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Allow breath attacks, jumping, clambering, etc. (not skills) |
Artifact Knowledge | |
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Artifacts made by moods or discovered in HFS can be analyzed to see if they hold any crafting secrets unknown by Dwarfkind. If it does, then this knowledge becomes a Guild Secret. Special but non-artifact items could be created from this. Guild secrets stay within a guild and its members, which could even be just 1 master and 1 apprentice if they are particularly insular. I'd be happy to remove this if any of the other Guild Improvement suggestions incorporate this idea. |
Better large-scale constructions | |
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Change how constructions are laid out(give useful options). Have hauling of materials, building design, and digging of any overlapping terrain automatically happen, in series or in parallel. Designate a single access point for materials delivery and for the architect/builder to stand at. Show an overall counter for materials built or completion progress. When done, the construction behaves exactly as now, each tile an individual unit, but when in progress, it's a single project. |
Brook Creation | |
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You can now control the depth of how deep you channel. |
Building a Smarter Dwarf - Player-editable AI scripting | |
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Create a dwarf AI scripting system, so that you can manually set the priorities dwarves have for their jobs, and potentially have some limited AI programming capacity, and import/export ability on military interface. |
Built in reveal, activate magma buildings etc. | |
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Third-party tools are useful, but depend on the author keeping them up-to-date and can in some cases lead to save corruptions, crashes r other unusual behaviour. Also, lots of third-party apps running in the background in tandem with the game can be annoying to manipulate. Some basic utilities, such as Reveal and activating magma buildings, tower-cap growth etc can be added to the pause menu for those of us who like a more sandbox style of play. |
Caring for others' wounded and dead | |
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Currently, when friendlies in Dwarf Mode are wounded they try to limp home with their caravans (they're not even offered a ride by the wagon drivers). I'd like the ability to take care of other civilizations' casualties - letting the player allow them the use of your beds, provide them medical care, and bury the dead in your burial receptacles (perhaps to be taken home in them by the next caravan) instead of dumping them in the mass grave with the goblins. A simple "Allow friendly civilizations' creatures" option (as the "Allow pets" option) for barracks, bedrooms and coffins would be a good, simple way of implementing this. |
Custom biome | |
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I think that we should be able to go into the raws and create a custom biome. |
Delayed Cave-Ins | |
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Bring back cave-ins. Instead of being instant, however, most should give a warning and some time to fix them (maybe a month?) before collapsing. A complete lack of any support should still be instant, of course. |
Dwarves buyable with embark points. 7 dwarves | |
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Start with more than 7 largely unskilled dwarves. Imagine trading resources and skills for more dwarves, starting with 20 or so totally unskilled, unprepared, unsupplied dwarves and attempting to get shelter setup, eventually turning into a fortress through development. THE DWARVEN DARK AGES! |
Emergeny Mode/Signal | |
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When a setting is selected Dwarves go to a built Bell/Whistle and blow it, this signals the Other Dwarves what to do, Either Man Seige weapons without being Scared of what they're shooting at/ Ignore enemies, and not Run away into more dangerous terrain. |
Exclude dwarves from certain burrows. | |
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Burrows is widely used to control dwarf behaviour - in many cases it would be nice to be able to keep certain dwarves out of other dwarves areas - but otherwise free to roam the world. |
Fixed Item Stacking | |
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Basically, as things now stand, everything winds up in a stack of however many it was created in. This needlessly clogs stockpile space. By fixing (or implementing) a system where dwarves would automatically stack to a maximum number, this could be fixed. No more stockpiles being filled with individual bolts fired by your marksdwarves. |
Free market | |
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dorfs are allowed to enter the free market when they buy a shop. goods and materials can be marked for purchase by dorfs. dorfs can buy a burro and use it for various things. |
High Temperature Furnace, Porcelain, Stoneware, Earthware | |
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Create a new set of crafts for the making of fine porcelain in a new high-temperature kiln that consumes massive amounts of fuel and require constant power supplied to it. Porcelain itself would be made of stone crushed into powder, glazes made of powdered ores, and fired at extreme temperatures, and could be crafted in many of the same ways as glass, but at a much higher value for its higher demands in terms of resources. |
Improved Room Quality Measurements | |
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Rooms get measured on different attributes in addition to the value of furnishings and architecture. Different rooms have different attribute requirements, and different dwarves appreciate different qualities more than others. |
List and zoom to notes | |
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A screen which would list the notes you've made, and let you select one and zoom to it. This would be an improvement on the current hotkeys system, since there's only a limited number of assignable hotkeys, and you sometimes (or often) forget which key is assigned to which location, forcing you to cycle through all of them until you find what you're looking for. |
Love & Romance | |
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Adventure Mode: Players can Woo those of the opposite (or same?) sex or be involved in a romance subplot. Players may attract or repulse those of the opposite sex based on some personal qualifiers such as scarring, strength, or fame. -Love Poem generator (sounds hilarious) -Multispecies relationships. -Marriage (surname adoption) -Modified AI for romantic interest (a dwarf in love may take an arrow for her partner) -Some of this stuff would naturally spill into DF mode |
Meta: Separate out vague suggestions | |
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Reform Eternal Suggestions itself so that broad/vague entries like "Improved Hauling" are shunted to a separate area, so detailed suggestions do not have to compete with them for votes. |
More Interactions with Forgotten Beasts/Titans | |
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Try to convince them to leave the map and have your diplomat get eaten because of his bad social skills! Forgotten beast demands tribute, or tries to move in as a new leader or evil monster god. |
Move "zone" functions to burrows | |
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Remove a whole category of spatial organization tools with a bad interface, instead using burrows you were going to define anyway, with the superior burrow drawing tools. |
Multiple Window Interface | |
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Allow multiple view panes to keep track of different areas simultaneously (useful for building planning), as well as allowing the world map and command menu to appear separately. Windows could be resized, moved, docked, or closed. |
New Personality Traits for Intelligent Creatures | |
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Added personality, emotions, physical features and decision making based on these new traits. |
Off-map dumping | |
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This should be pretty easy. In order to free up cycles, one could dump stuff off-map like chasming if you dsignate a dump next to the edge of the map. This suggestion is put up as a requirement of the Realistic mining suggestion. |
Oil | |
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Underground Oil Deposits, Aquifer-like pressurized oil shales. Barrels of oil for forges, burning lakes, flooding burning death, etc. |
Option to ignore injured dwarfs | |
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An option in the [o]rder menu to ignore injured dwarfs would be very useful when the fortress is under attack, so that not a constant stream of unarmed dwarfs would run towards the enemy to try to rescue the injured, will get injured themselves, and cause more suicidal rescuers to line up in front of the enemy to get injured ... and so forth. |
Outdoor sleeping gear | |
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Allow crafting of 'beds'(sleeping bags) out of leather or cloth. My hippie non-starting equipment dwarves are miserable. Also request that the requirement for placing beds 'indoors' be lifted. Instead apply unhappy thought if sleeping outside. I created this suggestion in order not to cheat. Dwarves can trade for wood easily by trading bone and leather crafts as well as food. Even if you start entirely without gear, they bring a wagon that's composed of three units of wood. If you take care of your wood, you could make a trade depot when merchants come, and trade with them. Upon getting some wood, you can build floors over a slope, and create some shade. Crate some 'indoors'. Then you place a bed to take care of sparring and healing wounded, and you can then remove the roofing and recycle it, for a net loss of no wood lost. |
Paint | |
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Paint walls/floors for aesthetic and dwarf happiness reasons. See thread for details. |
Persistent cursor place | |
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When switching different view modes, or in and out of menus, the place of the cursor changes. This makes you look for it time and time again. Make the cursor reappear where the player left it last time (optionally with a key to recenter). |
Rediagnosis | |
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An option to get a second opinion on wounds would make sense, so a well trained medical practitioner can arrive and fix up the handy-work of the previous medic. |
Remove the Civ Types | |
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Remove the Civ Types (Skulking, Mountain, etc) as hardcoded entities. Replace with Civ level Raw tags for : Hidden Cities, Site Symbols, whatever else is determined by those. |
Scouting Skill to detect Ambushers | |
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A new skill called Scouting falling under the Ranger group. Scouts detect hidden Ambushers or thieves on the map within a large |
Scrolls/Records | |
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Currently, engravings are the only way to preserve the history of your fortress. It would be cool if players could create a library, similar to legends mode, that details all major events and people from their fortress. |
Secret Doors | |
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Doors which non-thief enemies only have a ~20% chance of noticing. Seeing dwarves use it makes enemies notice it. Can be hidden from your own dwarves. |
Sentencing dwarves | |
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Why let the nobles have all the fun? Give the player (who does sort of act as the manager/mayor anyway) the ability to give sentences to non-noble dwarves for things like organizing party after party or taking too many breaks. Non-lethal punishments should cause unhappiness but make the offending dwarf less likely to commit the same offence again, and possibly deter others from doing so as well. Suggested crimes: Pointless/badly timed fey moods (of the voluntary kind), unusually frequent breaks, nonstop organizing of parties, tantrums, and failure to complete critical tasks quickly enough. Perhaps also allow mutinies where the peasants get tired of a hammer-happy slade-loving noble's bullshit and toss him into a chasm or magma pool. If none is available they just beat him to death. Same goes for the hammerer. |
Side View | |
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A side view (like from the top, only exchange height with x or y) would be practical to see the "skyline" or easier building of stairways, channeling water etc. |
Sports/Boredom | |
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A sporting Arena, the arenas help make dwarves tougher/more agile/Stronger, depending on the Sport. When Dwarves get Bored, they play/watch sports, or do heavy lifting, to pass the time. |
Stockpile Greediness | |
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Provide a way to mark stockpiles as only hauling clutter, among other options. See thread. |
Thought ManipulationReplication | |
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Ability to manipulatereplicate Thoughts across entities, specifically to have thoughts possible to either 'copy' to all other entitites of a given type whenever -any- of that entity has a thought, or to 'copy' a thought from a specified entity (such as a king or queen) to all entities of a given type or category (subjects.) Also allows for 'hive cultures' in the future (such as Antmen), which is fun. |
Underground Diversity (Closed) | |
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Please do not vote for this. "The underground world could be as rich and diverse as the surface." A suggestion list with 350 votes, 75 entries, 46 pages, 681 replies and over 20,000 views. The thread has been locked and votes purged. |
Vengeance | |
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Occasionally, when a dwarf gets lots of unhappiness due to things he/she cares about a lot being killed a dwarf will develop a specific type of madness. A vengeance mechanic would spice things up. The dwarf goes through the process of gathering weapons and armor, then hunts down the object of his/her vengeance either on the local or world map possibly even shaving off their beard beforehand as a symbolic gesture. Could also be incorporated into Worldgen. |
Visible Movement Between Tiles | |
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Add animation frames during graphical updates to fake the display of movement between tiles. |
World Gen Megabeasts parameter | |
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Currently, the # of megabeasts that start in a given game world seem to be hard coded to the map size. For example, at the present time a small map will always generate 4 megabeasts. It would be nice to be able to modify the # of megabeasts that start out in world gen, just as we can modify the # of and size of caves. |
curious structure revealed | |
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much like when the adamantine in 40d and earlier could be toggled to be seen or not the curious structure could be |
pet breeding | |
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What if pets would have attributes, skills and even different qualities of materials they give after butchering. Being able to breed them to get better hunting/war-creatures with interesting skills (for example flying scorpion mounts that are able to spit acid). This could all go along with the implemention of eggs, dwarven maturity (general maturity process) and mounts. There are still more additions possible like breeding vermins and even breeding captured enemies in mad scientists expriments ( ah ah ah ah ah ahahahaha). Carps should beware to not get into the way of your creations! |
signs and plaques | |
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It would be nice to be able to have the dwarves create signposts with whatever you want written on it as well as plaques on walls or pillars so we could label rooms or have traffic directions. Similar to notes, but actually "in the world". |
workshops to raws | |
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move all of the workshops to the raws, making things easier to mod. |