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Author Topic: Expandable workshops :D  (Read 6871 times)

Grek

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Re: Expandable workshops :D
« Reply #15 on: June 27, 2007, 12:25:00 am »

I like this idea. Custom workshops are a good idea. Some ideas:

Table or bock: Workbench. Dwarfs work better if they have a table to work on.
Chair: Dwarfs can work better while sitting next to the table. N/A if you have no table.

Coffer, Cabinet, Bin or Bag: Storage. Keeps clutter low.
Barrel or Bucket: See above, but also stores liquids. Buckets will be emptied into barrels of the same type if their is room.
Weapon rack: Tool storage. Having all the proper tools near the workbench speeds up work.
Restraint or Cage: You can still asign things to them, good for butcher's shops and kennels.

Anvil: It realy realy helps with forging. Near impossable to forge anything harder than copper without one. Serves as workbench.
Bellows: (needs implemented first) improves work quality at forge/kiln/smelter. A dwarf other than the one doing the smithing uses this.
Furnace: Built from blocks, this is a good place to put metal/glass while you heat it.
Oven: Like furnace, but for cooking.

Well, river or channel: If the workshop uses water, this will supply it.
Magma: Free, in-shop heat source. Steel container needed to move magma around the workshop.

Loom: Built at a metalsmith's or a carpenter's shop. Saves your dwarfs the effort of weaving cloth by hand. If it has no power source, dwarfs use a handcrank. Serves as workbench.
Sewing wheel: See Loom but for thread.
Mill: See Loom, but for milling.
Big sawblade: See Loom, but for wood cutting
Crane: Used in larger workshops to move realy heavy things like seige engine parts, live elephants, heavy furniture and ballista arrows around the workshop without needing to lift them. Can be used to load things into carts (once carts a wheelbarrows go in)
Conveyer belt: Like a crane, but along a set path.

Waterwheel: Powers one of the above devices, built in a river. Built with mechanisms.
Mule powered turning thing that I forget the name of: Powered by animals or dwarfs walking in circles, can power the above devices. Built with mechanisms.

[ June 27, 2007: Message edited by: Grek ]

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Sean Mirrsen

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Re: Expandable workshops :D
« Reply #16 on: June 27, 2007, 04:23:00 am »

Actually, that's a rather neat idea.

So, all in all, we should have three options to choose from.

First - basic. A predefined "optimal-compact" workshop set as a fixed-size building. It still consists of the items that comprise it, but the orders are given out automatically. (Basically it's a premade preset for the second type)

Second - fixed custom. You set the size of the shop and what it consists of before building. The shop is positioned and placed like a single building. Static objects are built at fixed pattern locations (they're all 1x1 mostly, so should be no problem). Orders are then automatically placed for each individual item. Presets can be saved.

Third - "aesthetic" free custom. You manually set the base block, expand it into a room, and fill it with all kinds of items placing them where you like (base block should allow designating free "mobile" items as assigned to the shop). This would allow, for example, a butchery/kitchen/brewery compilation that would be set up so that the butchery's processed meat and the brewery's alcohol go into the barrels designated as unprocessed food for the kitchen, where it can be processed by any number of cooks, and put into one "ready food" barrel or bin that is conveniently located right near your main food supply (to reduce hauling) and the dining hall.

One relatively minor addition to the system. I think designating a room needs a more fine control than a simple "grid flow". Perhaps assigning it as you would a mining area would work better?

Also, I don't know if it's possible (currently), but maybe add an option to assign workshops to specific dwarves? So as to prevent a rookie mason from allowing your stone stockpile to fill when a legendary one is loitering, or to prevent your legendary carpenter from "binning" your entire wood supply in under 10 minutes.

[ June 27, 2007: Message edited by: Sean Mirrsen ]

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Faces of Mu

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Re: Expandable workshops :D
« Reply #17 on: June 27, 2007, 06:10:00 am »

quote:
Originally posted by Sean Mirrsen:
<STRONG>Also, I don't know if it's possible (currently), but maybe add an option to assign workshops to specific dwarves? So as to prevent a rookie mason from allowing your stone stockpile to fill when a legendary one is loitering, or to prevent your legendary carpenter from "binning" your entire wood supply in under 10 minutes.
</STRONG>

Surely is possible, it comes with the Manager noble or someone. When you get them, use <q> on the workshop then hit

to block or allow specific dwarves or dwarves greater than or less than a certain skill proficiency (so you could block all legendary carpenters from the carpenter's workshop).

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