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Author Topic: Managers and stock alerts  (Read 176 times)

zuglar

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Managers and stock alerts
« on: July 12, 2012, 10:51:47 am »

Hi all,

I'm a new player here, but I've already spent more time than I care to admit, and got a fortress up to nearly 60 dwarfs so far. One thing I've noticed in the various fun times that got me to this point is that inventory management is a big problem, with consumables being especially annoying to manage. For example, it's trivially easy to run out of booze without noticing, or to get an explosion of food by giving my grand master farmer two fertilized fields and some plump helmet spawn. Usually the latter, since that's better than running out. Repeat and auto tasks help avoid shortages, but do nothing to prevent explosions.

So, here's the idea (inspired by real life inventory control practices): have the ability to set "stock alerts" with the manager. It's nice to say "make 10 lavish meals", and that should stay, but it would be awesome to also say "make sure we always have at least 100 lavish meals in stock." Basically, any job that you can currently schedule with the manager would have the option to set a stock alert level as well; whenever inventory drops below the target level, the stock alert fires and the manager queues up appropriate jobs in response. Naturally, it will still be up to the user to make sure all dependencies are available, place workshops and link stockpiles, enable appropriate labours, etc.

Example:
Spoiler (click to show/hide)

The net effect is that the user manage resource production in terms of where they want to end up, rather than queuing myriad jobs to get there (isn't that what managers are for?). Great for rapidly fluctuating consumables, but also for infrequent ones: traded away a couple bags of dwarven flour to the elves? Stock alerts will make sure those bags get replaced with no fuss. Since actual tasks go through the job manager, missing dependencies will still cause cancelation spam, and missing labors/workshops will still lead to silent work stoppages.

Caveat emptor: long lead times can be fun! If the brewer decides to attend a party and leaves a big stack of plump helmets lying around during winter planting, the farmer might decide not to plant more -- even though the current stocks could be depleted within a few days once the brewer gets back on the job. Result: a whole year with no plump helmets if you set things up badly and/or are not paying attention.

Other considerations:
Spoiler (click to show/hide)

Interactions with (some) existing job specifications:
Spoiler (click to show/hide)
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10ebbor10

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Re: Managers and stock alerts
« Reply #1 on: July 12, 2012, 11:45:51 am »

I do believe there's an utility for it. (Can't remember the name though). That's not a reason to exclude this suggestion from the game, but at least there's a temporary fix.
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zuglar

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Re: Managers and stock alerts
« Reply #2 on: July 12, 2012, 03:29:35 pm »

Do you mean Dwarf Foreman? The links to recent versions in the forum seem to be dead (or else the web site is down), so I can't test it. It looks pretty invasive, though (killing jobs in the queue on attach, must remember to detach before save, etc.) and automates more than I would want (auto tree cutting, auto melting, etc.). Still, it might do the trick as an interim solution.
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Dwarfu

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Re: Managers and stock alerts
« Reply #3 on: July 12, 2012, 07:02:27 pm »

The basic idea of your suggestion is already queued up as a Dev Goal:

Standing Production Orders

    Production triggers for new work orders
    Being able to link work orders and triggers to buildings
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Quotes from Toady One:
ıIt would be foolish for me to say I'm going to stick with just what's on the schedule, because obviously I'm incapable of doing that.
²It can be changed by those it bothers, but I'm not inclined to do so.
³Well, since it's an perpetually ongoing project, the design will continue to outpace the programming.

weenog

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Re: Managers and stock alerts
« Reply #4 on: July 15, 2012, 12:53:19 am »

I like (optional) automation, so I like this.  I think an option to set required maximums on items (and maybe even creatures), and an action for dealing with the excess, would also be good.  If, for example, large silver daggers exceed 0, melt a large silver dagger and check again.  If there are multiple adult male specimens of whatever your chosen meat/leather/bone/etc animal is, butcher the population back down to 1.  That kind of thing.
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