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Nobles and Workers ⚒Dwarf Fortress Steam Updates

Hello!

More work on menus! There are so many menus. First, a small menu - the worker assignment for workshops.



Here you can assign a master to a workshop, and you have the option to dedicate the master to just their workshop jobs (and any other assignments.) This part is a little less flexible than the old DF system, where you could assign multiple dwarves and set skill ranges, but this new way works about as well with the new labor system and it'll additionally hook up to our ideas for guilds and apprentices as we expand it later, so, one master per shop now!



As details like this come in, we're placing the information on the creature list. You can see the workshop assignment and related icons here now, with room to expand, and some brighter text colors! The artists haven't had a chance to take a pass on them yet, so the hues and saturation levels might get shifted, but legibility on the gray background is the main goal.

The current labor system is now a large departure from the old DF. In the old one, narrow labor assignments, like 'miner' or 'gem setter', had to be set manually on every dwarf, and often new players would have no idea why a workshop task was not being completed, or why a building wasn't being constructed. Now you still need to have the correct resources, but the jobs will be done by anybody available, starting with the most talented.

By itself, this change takes a lot of control away, which you may find yourself wanting back as you become more skilled with the game. For instance, the workshop master is one way to have control, since the dedicated dwarf will become more skilled than random job takers, and ultimately produce better trade goods, weapons, and so on, with the same resources. The automatic labor assignment system does account for skill and tends to build up some skilled dwarves by itself, but the different is noticeable.

However, this isn't nearly enough! For instance, many tasks in Dwarf Fortress don't even occur at workshops. Mining, woodcutting, wall engraving, hauling, and several others take place elsewhere in the play area. The automatic labor system will muddle through here as well, but we've also added a new system: work details.



Here are the default work details, including the jobs I listed above. If dwarves are assigned to these work details, then by default, they'll be the only dwarves that do them. This allows you to set up dedicated wall smoothers and haulers for instance, so that other dwarves aren't constantly doing these things, whether they are dedicated workshop masters or not. If nobody is assigned to the haulers, then everybody will do it. You can also deactivate the work detail so that nobody at all does it, which can come up if you have other priorities or if there's some trouble in the fort to iron out before they return to work.

(Note: we still need to display relevant skills and order the dwarves properly! The order on the screen there is random. The automatic system also doesn't yet cover miners, woodcutters, and hunters, who use special equipment for their jobs, which complicates everything.)



Default work details alone don't capture the versatility of the old DF labor assignment system. It was very, very clunky, to the point that many people preferred working with a gigantic spreadsheet, but the ability to set custom labors is powerful as well, so it's important to recapture while trying to avoid making the system too laborious. To this end, we've added custom work details. Here you can see a new "Stone haulers" work detail I've created, with only the stone hauling labor enabled. In a dwarf fortress, stone gets everywhere, and you can set up some dedicated dwarves to grab the wheelbarrows and move stone slowly into piles where the carvers can more easily use it. I've set up some placeholder icons (just a bunch of roman numerals), so our first custom work detail got the 'I' symbol.



Rangers and animal dissectors assigned to stone hauling duty! You can dedicate anybody to their assignments, not just workshop masters, so we could also press the dedication buttons to the left of the 'I' symbols there to make sure these dwarves aren't distracted if there's a lot of hauling to be done. You can also turn off a custom work detail, and that job will be disabled for everybody, or re-enabled for everybody, depending on the option you select.

We're still in the midst of the labor interface! We still have to set up menus for doctors, farmers, fisherdwarves, and dwarves that work specific locations like tavern keepers, scholars, and performers. We'll also continue keeping our eye on feedback as we know the labor system is a concern for a lot of veteran players.



We've also been going through other menus and getting them sorted out. Here for instance is the standing orders menu. For the moment, it remains mostly unchanged from old DF, but could undergo some revisions as we continue. For now, we just need to get them all done! The chores tab there is new; young dwarves will do some hauling, cleaning, and other bits and bobs to be helpful around the fort.



Here's the stone usage menu. Again, this is a pretty unaltered transfer from the old DF, but there are lots of pretty stones now, courtesy of Patrick, and it's easier to see their various uses. This menu doesn't come up a lot, but it allows you to save or expend specific stone types according to your needs.



Finally, a first pass on the nobles and administrators menu as well! The central text column is a little cramped, ha ha. This is also reasonably similar to the old screen, but shinier, and allows you to set certain important jobs and to see how well you are doing in meeting those dwarves' room and furniture needs. A bookkeeper for instance needs an office to work in, and you can also set how precisely you'd like them to set the numbers. There's plenty of hover information to clarify the symbols, but it's also good to be able to take them in at a glance quickly.

We'll keep on working!

And congratulations to Kitfox on the Boyfriend Dungeon release! Lots of dwarfy weapons, and a cat, and an axe is coming!

- Tarn

P.S Have some more Jojo and Scamps!



Menus for Trade, Status and Work ⛏️ Dwarf Fortress Steam Updates

Greetings all!
Tarn is back with an update on development in the last few months. This time it's all about efficiency and lots and lots of menus.

The video includes:


  • Wagons arriving to trade
  • A microline figurine of a goose
  • The Trade Screen
  • Gem stockpiles
  • The New Unit Screen
  • Work Orders
  • Cute pictures of Scamps and Jojo


[previewyoutube][/previewyoutube]

You can catch us and other rad Dwarf Fortress fans over at the Kitfox Games Discord.


See you next time,
Alexandra+ Kitfox

Better Ways to Order Your Dwarves 📣 Dwarf Fortress Steam Updates

Hi again!

After the record-breaking heatwave in late June, it cooled off to more normal Summer temperatures, and this has allowed us to continue on smoothly! There's a healthy grab bag of menus left to complete, relating to the military, justice, labor and so forth, and we're just going through them one by one in whatever order seems to make the work go fastest. Most lately, we've been working on the ability to produce work orders. Much of the art here on these fresh new menus is still placeholders.



Work orders are used to automate tasks in your fortress. The most simple order is something like "make ten beds". The manager (one of the administrator dwarves you appoint) validates the order, and then the jobs are automatically assigned to any carpenter workshop you have available, which saves you the trouble of setting them all manually. Work orders can also be assigned to specific shops.

But there's a lot more you can do with work orders. They can be conditioned on the stocks of the fortress. For instance, you can set a work order to produce drinks at the still 25 times if your supply drops below 100 drinks, and the order will renew itself at the proper time. You can also set key furniture orders, like the beds above, to renew based on the number of beds you have, or seasonally, etc. Orders can also be conditioned on the completion of other orders, if you want to make sure you have the supplies available. For instance, you could create 10 cloth, then have a 10 cloak order ready to go immediately afterward. You can also leave all of this alone and get along just fine, but the system is pretty powerful and now it's less difficult to use!

The screen above is a basic work order being selected. In the old Dwarf Fortress, this was an opaque mess. Now it should be a little easier to find jobs, and also to see which jobs are available by shop. We're still finishing up the menu by which you select conditions to place on orders (like the aforementioned "when drink supply is less than 100.")



Another bit we finished up is the ability to link workshops to stockpiles from the workshop. We had already finished the ability to do this from stockpiles, but oftentimes it's more convenient to add links while you are in the shop thinking about production. In this screen, we've set up the metalsmith to take metal bars from a particular pile and to give finished goods to a different pile. Both of these piles are close to the shop, and so as long as the goldsmith is working and the piles are supplied by other dwarves, gold craft production will be happening as quickly as possible. If you use the ability to nickname piles, it's also easy to remember what your setup is (I've neglected to do this in the screenshot!)

As with work orders, it's also possible to ignore stockpile links completely if you like. But as you start to notice your dwarves wandering farther and farther to get job items, it becomes more natural to start optimizing storage and routes a bit, and you can begin to use these tools to fit your playstyle.

- Tarn

New Information Hub 🔨 Dwarf Fortress Steam Updates

Hi everyone!

We've started up work on the main information display, where you'll be able to check on and manage all sorts of things about your fortress. The old version of the game had this information scattered all over the place. This time we're trying to collect it all together:



Please note that most of this is placeholder graphics as I'm still tweaking bits and pieces. I drew a little red outline for 'remove work from job', but it'll probably end up being something different, ha ha ha. Some of the categories are also likely to change a bit.

We're more or less going to implement/update these going left to right, though there are lots of relationships between all the types of data so it isn't as simple as that. For instance, even on smaller screens (like the 1366px wide laptop image displayed here), there's still room on the right side for, say, some labor, health and military information for each citizen in the fortress. I'll be adding that as I go. And 1920px screens won't need the ellipses on dwarf names for the most part. In any case, when each of the tabs are done, we'll be through a hefty chunk of the remaining menus and screens from the old game.

Also new here on the Creatures tab (the old units screen), we have sorting! Lots of sorting. There's also a stress display, which players of the old version will recognize as something we just didn't have before. Now you're one click away from finding all of the dwarves in your fortress that are closest to throwing tantrums or otherwise having a miserable time. And it's cool to see them all there in a column with their little outfits! You'll note that we don't have a dwarf baby image in yet, he he he.

- Tarn

Floodgates and Updated Trade Screen🚧Dwarf Fortress Steam Updates

Hello again!



Here's a little setup I've carved out at the underground level where the water flows in a brook. Near the bottom of the image, a stone floodgate holds the water back. The channel to the north of it has a ramp for access from above, coming down from the grassy field by the brook. We also have vertical bars forming a few large cells in the upper right. The shape shown in the individual bar tiles adjusts according to what is nearby. Patrick drew the new bar and floodgate pictures.

The lever in the top left has been connected to the floodgate. I've used a hasty and risky method! As you can see in the animation below, a dwarf can run down and pull the lever, escaping upward just in time before the water comes rushing in.



You can see in the image how water blockages works. Water can rush through vertical bars, but it is blocked by floodgates and doors. Floodgates are safer since dwarves can open doors by default and it's a bit dangerous to rely on them. Players make drowning chambers in a variety of designs for various reasons.



I've also more or less completed the trade screen, where you actually exchange items with the merchants that arrive periodically throughout the year. This is reasonably similar to the old trade screen, aside from all the mouse support, as well as the search filters. You can also collapse both headings and container lists by clicking on them, though I should probably add a specific button for that. The dwarf merchant there up at the top is placed so low since we need to support much larger creatures, though I should get a chance to even that out for different sizes. So, a few things left to do, but it's going pretty well.

- Tarn