DF Suggestions / Re: Partially completed tasks shouldn't be 100% canceled
« on: January 11, 2007, 05:53:00 am »quote:
Originally posted by qwip:
<STRONG>Are we trying to fix something that's really a player problem?This is a game about supply chain management. The player who strategically places food/drink/stockpiles in relation to planned work will benefit from the existing system, and those who don't are seeing the issues described above. If you have jobs that send a dwarf from one side of your fortress to the other, perhaps that just your bad planning? (I certainly feel like its my fault when I realize that I'm hauling recently mined rock out to the mine entrance to be mason'd into blocks, which are then hauled back to my bar/block stockpile deep inside the fortress.)
</STRONG>
I don't think that's a fair criticism of what I'm describing, no, and I've already mentioned the use of pit-stop stockpiling (the recent custom options are ace for speeding up delivery lines). But even if you have inbox / outbox piles right next to the workplace, that doesn't mean the job itself might not be taken by a peasant many miles away who then travels several leagues to haul an item two squares in order to put it back on the available list. And who can, themselves, give up and wander off half-way.
It's not even such a concern to me that a job takes a long time and lots of hands in a big fortress (a neat simulation of bureaucracy...). I'm more concerned about seeing items with a shelf-life go to waste or disappear into the system when they are really needed. Plus, I suppose, seeing an expert tanner abandon a rare skin, or a master weaver just drop her spider thread on the floor and dash off after she's fended off a snakeman ambush to collect it, just doesn't sit right with me.
Though that's probably bitterness that I have to wait till clocking-out time to grab a pint while my dwarves can get away with it any time.