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Topics - Buugipopuu

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DF Suggestions / Stockpile and Dumping Zone Efficiency
« on: September 02, 2008, 08:08:22 pm »
I had the following setup: Four adjacent workshops with input stockpiles to their north.  The input stockpiles had some stone in them that I wanted dumped (mostly moved there by my architect when he cleared the sites of the workshops).  I make a dumping zone that stretched from one side of the workshop cluster to the other running east to west in the corridor outside.  Every time a dwarf went to dump an object, they seemed to heavily prefer the northwestern corner of the dumping zone, to the point where 72 units of stone were clustered in the westmost 12 tiles of the zone.  I observe a similar behavior with stockpiles.  I had some food in a temporary food stockpile that I wanted transferring to my main one.  The temporary stockpile was directly south of the main one, yet the dwarves carried the food all the way to the northmost edge of the stockpile, meaning they walked an additional 30 steps for every barrel carried, when the average round-trip distance of an efficient path was something like 12 steps.

While improving pathfinding efficiency is something that would require a lot of coding to implement in most situations, this one has dwarves walking over the stockpiles or dumping zones they're filling from in order to give preference to the northwestern corner of the stockpile.  How hard can it be to have dwarves doing Dump Item or Store Item in Stockpile orders check to see if they're already standing in the destination Stockpile or Dumping Zone, and if they are, have them put what they're carrying down?  It just seems silly that all my workshops with stockpiles to their south are considerably more walk-efficient than the ones with stockpiles to their north just because the haulers in the north workshop insist on piling goods on the far wall of the stockpile, while the ones in the south insist on piling it against the rear wall.

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DF Suggestions / Aesthetic value modifier?
« on: August 23, 2008, 01:51:27 pm »
I'm not sure if this has already been mentioned, but I couldn't find anything relevant with the search function.

Currently, Dorfs will admire items purely based on its market value, regardless of whether the high-value material in question is actually prettier or not, mostly metal ores, which are far too good choices for making stone furniture because it takes three times less ore to make a piece of furniture from ore when compared to metal.  A solid sterling silver statue is bound to be a more impressive sight than a solid limonite statue, because shiny white metal looks better than soft dull yellow stone.  Similarly, Iron and Steel are valued due to their strength, not their beauty, so steel furniture shouldn't be as good as gold furniture for decorating rooms.  Worse still is charcoal, coke, pearlash and potash, which are valid construction materials, but I don't really think that a dorf would prefer pearlash walls to obsidian in his dining room.  There are also a whole collection of stones that really should not be very good at pleasing dorfs who use rooms made out of them.  Rock salt, sulphur, chalk and mudstone come to mind.

I propose adding an Aesthetic Modifier to materials which is normally set to 1, but is less for things like charcoal, metal ores and iron derivatives so it's actually worth making one Gold Statue instead of three Native Gold Statues.  For determining if a dorf gets a happy thought from admiring or acquiring an item and for determining room value Aesthetic Value is used instead of base value.  I was trying to work through a fix that also makes attractive materials better than unattractive one for purely decorative items in trade, so that a steel encrusted haematite crown is a less desirable trade item than a gold encrusted silver one, but nothing seems elegant.

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