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« 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):
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.