Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Ggobs on March 29, 2018, 05:43:22 pm

Title: Population
Post by: Ggobs on March 29, 2018, 05:43:22 pm
In the manager profile for automated jobs it'd be nice to have one of the checks be population.

"If population is at least 37
and drinks are less than 148
then brew 30 jobs"
Title: Re: Population
Post by: YAHG on April 18, 2018, 05:20:10 am
This seems like a cool idea
Title: Re: Population
Post by: ShinyandKittens on April 18, 2018, 03:59:12 pm
Wonderful! I’m blown away at how easy this is able to be done!
Title: Re: Population
Post by: Bumber on April 19, 2018, 09:28:45 am
Not really understanding what you'd use this for. Are you expecting mass slaughters to periodically bring your population below 37?

I could see the use in being able to multiply an order by the current population. Having a bunch of work orders for each population bracket, on the other hand, is completely impractical.
Title: Re: Population
Post by: ShinyandKittens on April 19, 2018, 09:37:15 am
Not really understanding what you'd use this for. Are you expecting mass slaughters to periodically bring your population below 37?

I could see the use in being able to multiply an order by the current population. Having a bunch of work orders for each population bracket, on the other hand, is completely impractical.

It could be a certain part of the population, eg whoever is on duty
Title: Re: Population
Post by: YAHG on April 24, 2018, 03:57:43 am
Not really understanding what you'd use this for. Are you expecting mass slaughters to periodically bring your population below 37?

I could see the use in being able to multiply an order by the current population. Having a bunch of work orders for each population bracket, on the other hand, is completely impractical.
LOL I didn't actually think it through that far!
Title: Re: Population
Post by: Ggobs on April 24, 2018, 07:13:08 pm
Not really understanding what you'd use this for. Are you expecting mass slaughters to periodically bring your population below 37?

If I send a lot of dwarves to raid and they don't come back.
Tantrum spirals, flooding

I could see the use in being able to multiply an order by the current population. Having a bunch of work orders for each population bracket, on the other hand, is completely impractical.
I don't like to micromanage. As it stands I have to monitor my pop and drink/food stocks. I rarely have a fort that can't produce enough food and drink at a moments notice, but if I was able to set how many drinks/food to have on hand depending on pop it would free up dwarves for other tasks.

"Having a bunch of work orders for each population bracket, on the other hand, is completely impractical."
?
It'd be three or four brackets. It would as impractical as adding another job and setting conditions. Not that impractical.
Title: Re: Population
Post by: Pancakes on April 24, 2018, 08:19:00 pm
I'm all for more expansions to the manager system, as it is one of the coolest things to delve into in fortress mode imo.
Title: Re: Population
Post by: Bumber on April 24, 2018, 11:16:15 pm
I don't like to micromanage. As it stands I have to monitor my pop and drink/food stocks. I rarely have a fort that can't produce enough food and drink at a moments notice, but if I was able to set how many drinks/food to have on hand depending on pop it would free up dwarves for other tasks.
If you're expecting population to resurge, why not just hold onto the extra drinks? It's not like you run out of booze faster just because you have more of it.

It'd be three or four brackets. It would as impractical as adding another job and setting conditions. Not that impractical.
I assume you'd also want to handle clothing, which comes in parts. Three or four brackets of the essentials can mean 15 or 20 orders.
Title: Re: Population
Post by: Ggobs on April 25, 2018, 12:22:04 pm
If you're expecting population to resurge, why not just hold onto the extra drinks? It's not like you run out of booze faster just because you have more of it.
It's not the quick surge I'm thinking about. A year supply of booze/food is a season supply for a larger fort.

I assume you'd also want to handle clothing, which comes in parts. Three or four brackets of the essentials can mean 15 or 20 orders.
Record a macro. You'd only have to do the tedious task once per job.
Title: Re: Population
Post by: Starver on April 25, 2018, 02:39:25 pm
It's not like you run out of booze faster just because you have more of it.
*hic* Isn't it? *burp*
One of ush ish denifately doing shomeshing wrong, then!  *hic hic*



Though +1 to quantities in the system being togglable to simple multiples/divisors of populations, though, as well as absolutes.

Like: 1x(number of citizens) beds. 1/3x(number of visitors) drinks brewed, 2x(number of enlisted) steel high boots. 30x(number of all resident friendlies) socks.

Should be 'easily' expandable to toggle between "N Foo" , "Nx Popcount Foo" and "1/Nx Popcount Foo" on one new hotkey, and another new hotkey allows for a small selection of useful Popcounts to select from. Or, instead, a set of mutually exclusive Popcounts¹ toggled on/off via a subselection menu, much like stockpile content definitions, to construct a superset to match your every whim. Though I'd probably suggesting just reusing the simple People Allowed To Use A Location list distinctions (being already A Thing™), perhaps with minor tweaks/extensions.


¹ Say something like: {adult citizens, child citizens, baby citizens, animal citizens(/trained/tame/etc split?), petitioned residents, questing guests, traders, trader animals, wildlife, hostile thieves, hostile snatchers, hostile siegers, hostile mounts..?} Could be far simpler. Could be even more discretely split, but I'm just riffing. And rifling through memory and haven't even got to possible circus visitor distinctions that might even be definable in some way without being auto-spoilery like some other internal lists might be considered.
Title: Re: Population
Post by: Bumber on April 25, 2018, 11:51:02 pm
If you're expecting population to resurge, why not just hold onto the extra drinks? It's not like you run out of booze faster just because you have more of it.
It's not the quick surge I'm thinking about. A year supply of booze/food is a season supply for a larger fort.
What does that matter?

I assume you'd also want to handle clothing, which comes in parts. Three or four brackets of the essentials can mean 15 or 20 orders.
Record a macro. You'd only have to do the tedious task once per job.
You've still got to navigate past them to set up other orders.
Title: Re: Population
Post by: Aquillion on April 26, 2018, 03:37:28 am
It might be interesting if we could define both sides of an inequality to determine when a work order is placed in the queue, with multipliers or modifiers allowed for each size.  So eg:

IF [number of drinks] IS LESS THAN [population] * [3], brew drinks.

IF [number of axes] IS LESS THAN [dwarves with woodcutter assigned] + [axedwarves] + [2], make an axe.

The interface for this would require some thought, though.  You shouldn't have to be a programmer to use the manager.  Still, there's a lot of cool stuff that could be done with something that let us define work orders using equations.  Not just population, but population with specific attributes (adults, dwarves with a particular labor assigned, members of the military, etc - see the "make axes until everyone who needs one has one" work order.)
Title: Re: Population
Post by: Bumber on April 26, 2018, 11:22:04 am
IF [number of axes] IS LESS THAN [dwarves with woodcutter assigned] + [axedwarves] + [2], make an axe.
Work orders check only available items, so that order could result in twice the number of axes you need.
Title: Re: Population
Post by: Ggobs on April 26, 2018, 04:06:43 pm
It's not the quick surge I'm thinking about. A year supply of booze/food is a season supply for a larger fort.
What does that matter?

Pardon left out words that change the meaning of that sentence.
"It's not the quick surge I'm thinking about. A year supply of booze/food for a smaller fort is a season supply for a larger fort."
Why that matters is because if I have dwarves that are doing nothing but making booze and meals those are dwarves that aren't doing mega projects, raiding, making books, singing/dancing/praying.
Right now if I set up automated brewing jobs that produce enough boozes for a small fort for a year that job in the future larger fort is brewing jobs seasonally. And that's not what I want.

You've still got to navigate past them to set up other orders.
Are you referring to editing other job conditions?
Title: Re: Population
Post by: Bumber on April 27, 2018, 07:50:21 pm
Pardon left out words that change the meaning of that sentence.
"It's not the quick surge I'm thinking about. A year supply of booze/food for a smaller fort is a season supply for a larger fort."
Why that matters is because if I have dwarves that are doing nothing but making booze and meals those are dwarves that aren't doing mega projects, raiding, making books, singing/dancing/praying.
Right now if I set up automated brewing jobs that produce enough boozes for a small fort for a year that job in the future larger fort is brewing jobs seasonally. And that's not what I want.
I guess I can't see why you'd need to keep a year's supply of booze on hand. I find that a single brewer and chef is sufficient to meet demand of a growing fort up to 150 pop as skill increases.

Are you referring to editing other job conditions?
Yes. Unfortunately, new orders are placed at the bottom of the list.
Title: Re: Population
Post by: Aquillion on April 28, 2018, 12:24:19 am
IF [number of axes] IS LESS THAN [dwarves with woodcutter assigned] + [axedwarves] + [2], make an axe.
Work orders check only available items, so that order could result in twice the number of axes you need.
Hmm.  That might be worth adding an option for, too:

IF [total number of axes] IS LESS THAN [dwarves with woodcutter assigned] + [axedwarves] + [2], make an axe.

(And when adding a number for items, you'd be able to choose between [total number of X] and [available number of X].)

...although, thinking about it, in most cases just ensuring that there's two or three available is sufficient.
Title: Re: Population
Post by: Ggobs on April 28, 2018, 01:13:36 pm
Are you referring to editing other job conditions?
Yes. Unfortunately, new orders are placed at the bottom of the list.

For me I just press up to get to the newly created job order.
I usually set my orders and forget 'em.
Having to go back to continuously edit or add conditions is what I'm trying to avoid.