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Topics - Weazal

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I use large 30x30 stockpiles for certain things that will get made non-stop and I find that it starts getting filled with supplies on the complete opposite end of the room.

I'd like to suggest adding an (o)rientation or a Stocking (o)rder, so you can control which side and possibly corner to begin stocking from to minimize walking distance for haulers.

Select the side which you'd like them to work from
Top, Bottom, Left, Right.
Then like an archery target specify from which direction.
Left to Right, Right to Left, Top to Bottom, Bottom to Top.


In the mean time, my solution is a Logistics Chain to use instead so they'll fill the closest to the door first, and then work outward as they fill up.
The stockpile closest to the traffic area is set to take from the next furthest, and that one is set to take from the furthest of all.


Sorry if this has been suggested before, I tried to look for similar ideas before posting.

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DF Suggestions / Liquid flow regulating floodgates
« on: March 26, 2012, 04:41:49 pm »
=The suggestion!=
is that floodgates can be set to allow a certain amount of liquid through them when open.
http://www.youtube.com/watch?v=BbgyppGqBgg&#t=38s shows off an example of the functionality I refer to. (yay Princess Bride!)
Please note: This only limits the depth of the water initially coming through the gate. Should the water have nowhere else to go, it will rise above the level setting of the gate until pressure equalizes.

I think the setting would be best applied at the floodgate itself, in the [q] building settings as 1-7
Default set to 7 so that original functionality applies unless otherwise specified.
The level it's set to will be what it opens to when activated by a lever.

It may be a bit more complicated but perhaps there could be two settings for what it's set to when off or "closed" and what it's set to when on or "open"
Defaults being  off=0 on=7
This way it could have even more functionality.

=Applications!=
-Misters and Waterfalls without risk of overflow or too much splash causing puddles of water for contaminants to dwell in.
-Allowing enough water into a channel for a pump operator to work with but not so much that it will overflow should they arrive to late or leave too early from their pumping duties.
-Cleaning hallways of traps of their debris but not risking as much flood if flow is left unattended.
-Create swim training chambers with safer water depths for unskilled swimmers! (I have no idea how swimming works at any depth so this is just a guess)
-Build life sucking torture machines so that you can... Just Kidding!

=Speculation and unrefined part of the idea=
-Not sure how it would work if the setting is changed while the gate is already open. It'd be nice if it would change on the fly when already open, for simplicity's sake as Player Made systems utilizing the functionality will probably require some fine tuning of different flow levels. But if for whatever reason that doesn't work in the coding, a cycle of opening and closing would suffice.
-Ideally you'd change these settings at the lever as that's where its controls would be at, but since levers can be attached to countless things, it seems like it would complicate things way too much unless the settings would specify which floodgate they were for. Much like how they're listed when one is to be selected for connection to the lever. Being able to alter settings in both locations would be even better. I've always wished levers would list what they're attached to in the event that you forget. I always design my switch rooms so that they're locationally reminders of what they're attached to, so this happens rarely for me.

>Thanks for reading the idea!<
>There are many other things I'd rather see DF add and fix before I'd want to see these added but I still think it's something that'd be welcome in DF.

Thanks again~

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