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Topics - morikal

Pages: 1 2 3 [4]
46
DF Gameplay Questions / caravans & large maps
« on: November 12, 2008, 03:18:27 pm »
So I read on the wiki that if it takes too long for a caravan to reach my depot they will give up and leave...

If I am playing on a 12x12 map, and build the depot in the upper middle, is this likely to happen often? Is there some map size limit below which I can make sure the caravan can always reach me?

47
DF Gameplay Questions / Dyeing
« on: November 11, 2008, 06:18:48 pm »
On the wiki, it says you can dye thread and then dye the cloth after the dyed thread is woven...
Is this still true? If so, what am I doing wrong? I do:
Process pig tails for thread
dye the thread
weave the thread
dye cloth job

The dye cloth job gets cancelled due to having no dyeable cloth...

48
DF Suggestions / Delayed tasks (new task & building option)
« on: November 11, 2008, 03:56:37 pm »
Problem:
1) Certain tasks which you would like to set to repeat will be cancelled if they are temporarily undoable (this is especially annoying with "item misplaced" cancellations).

2) Specifying buildings on top of other items (say, build a door or a bed, but there is a rock in the space). Even if you specify the rock for dumping, you have to cross your fingers that the rock will be dumped before they try to build the door--otherwise construction is suspended and you have to go back and unsuspend it after the rock is moved.


Solution:
Add a new option to workshop tasks & buildings: Delayable.
This option would be mutually exclusive with Suspend (well, with a player setting the task to suspended status.. toggling suspend on or off would unset the delayable toggle).

Basically, any time the task would be cancelled or suspended, instead it is delayed (have the number of delay frames configurable in the init file).
So if I have render fat on repeat, and the cook runs out of fat, I could have set the task to "delayable" in order to have him not cancel it. The task would suspend itself, wait the specified number of frames, then unsuspend itself.

This would allow all sorts of nice combinations... you have a wood burner feeding an ashery feeding a kiln? All on repeat? Well, if one runs out, or if wood is temporarily unavailable, or one of the workers takes an extra long break, you get cancellations (ie: kiln runs out of potash to bake because the potash maker was at a party). Not having to cycle through all your workshops maintaining jobs like this would be nice.

49
DF Suggestions / Job manager suggestions
« on: November 11, 2008, 02:44:36 pm »
1) Raise or remove the # cap. I sometimes want to make 100 or 200 of something, and it is annoying
   having to enter the job many times

2) In addition to specifying a single first-class task with a number of repetitions, have the
   top-level structure of the job manager's task queue be something like (I hope my pseudocode is
   readable):

Code: [Select]
Class task-list {
 Field task-items ; list of task-item objects
}

Abstract Class task-item

Class concrete-task inherits from task-item {
 Field task-type ; construct bed, forge gold chain, etc
 Field quantity
}

Class task-set inherits from task-item {

 Field workshop-type ; a task-set should probably be limited to a single workshop type, but that may
                     ; end up being too hard to implement quickly

 Field task-list ; a list of tasks which belong to the specified workshop type. Again, this isn't
                 ; really needed, but may make sense

 Field quantity ; number of times to repeat the entire task-list stored here
}

The idea is that you could have, at the top-level in the job manager:

Job (50): Construct bucket (1), construct bin (2), construct barrel (3), construct bed (1)
Job (10): Make leather bag (1) <-- this is like the current style "make leather bag (10)"

This would add tasks to a workshop queue in the order and numbers specified (ie: add a construct
bucket, add 2 construct bins, add 3 construct barrels, add 1 construct bed). This would be 1
iteration of the job.

The point is that if I am short on barrels, buckets, beds, and bins, I don't want to constantly
either update the job manager and tweak the workshops to make sure that a few of each are produced
at a time (ie: I don't want 100 bins made before any barrels are made; I want a few bins and then a
few barrels and then a few more bins, etc).


3) Add a new option menu to each individual workshop. This menu would have a list of all tasks
  currently performable at the workshop (ie: the same list you would find under the add new task
  menu). Here you could enable or disable the use of this task at this workshop by the job manager.
  ie: If I have 4 crafting workshops:

     - 1 near a bone stockpile
     - 1 near a skull stockpile
     - 2 near a rock stockpile

And I want to use the job manager to make 50 bone bolts, 50 totems, 30 rock crafts, 30 stone mugs,
30 stone instruments, and 30 stone toys, I couldn't right now (at least not efficiently) because the
manager would just add a bunch of bone bolts (assuming I list that job first) to each of my
workshops. This could be partially solved by suggestion 2 above, but still each workshop would get a
little of each task, causing possible long-distance hauling.

I would like to be able to set the 2 workshops next to the stone stockpile to not be able to do
non-stone tasks automatically from the job manager. This way, only the rock based stuff would be
added to them. Same with the bone and skull ones.

Another thing this would help is training workshops: If I have a mason shop set up to only allow low
skilled masons to work there, and all I want it to do is crank out stone blocks, I would be able to
disable all automated job tasks (ie: job manager couldn't add anything to this workshop). This way,
all my crafting jobs would go to the higher skilled mason workshops, and my trainees wouldn't be
interrupted from their blockmaking by jobs I'd rather have done by skilled workers.

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