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Author Topic: Every building should BE a stockpile  (Read 796 times)

Dorf and Dumb

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Every building should BE a stockpile
« on: August 02, 2014, 02:46:31 pm »

People use buildings as de facto stockpiles because, for example, bones and shells get degraded if you try to store them, and to avoid hauling tasks when you can keep everything right there.  There is even a regulation concerning how cluttered they are.  So why not make it official - give buildings the same menu options as a standard stockpile.

This means that:

* You can set a building to g)ive to another (loom to clothier etc.)

* You can set a building to "take from anywhere" EVEN THOUGH YOU HAVE A STOCKPILE SOMEWHERE WHO KNOWS WHERE IN THE FORTRESS THAT YOU SET TO GIVE TO IT THAT YOU HAVE NO IDEA WHERE THE HELL IT IS NOW.

* You can set a building to accumulate goods of the right quality and type for what you want, and have them delivered in advance of the worker arriving.

Admittedly it would take some decision making to decide how to control stockpile size.  You don't want dorfs hauling in an infinite amount of stuff by default, and unlike with a real stockpile you don't have an actual tile size.  An obvious idea is that a building gets a certain number of tiles to store each of a number of classes of stuff and that you can't change that, but maybe there are other ways to do it.
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GavJ

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Re: Every building should BE a stockpile
« Reply #1 on: August 02, 2014, 08:43:31 pm »

Quote
unlike with a real stockpile you don't have an actual tile size.
Sure you do. Workshops are 9 tiles (or more precisely, however many tiles they actually are. Mills = 1 etc.) As you pointed out weirdly right after saying they don't have a tile size (?)
Anyway yes, give them that many stockpile spots to make them balanced with normal stockpiles.

Otherwise you're encouraging people to stop ever making stockpiles and instead building 35 mason shops right next to each other in the stockpile room, or whatever, which would be silly.

If you want to make it any more than 9 stockpile slots, then it needs to have some handicap over normal stockpiles. For example, only being allowed to stockpile exactly the type of goods it is able to use. And even then that doesn't justify infinite stockpile space or whatever. Maybe it justifies like 18 instead of 9. (produced goods there don't count)


I like the general idea though.
« Last Edit: August 02, 2014, 08:45:03 pm by GavJ »
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King Mir

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Re: Every building should BE a stockpile
« Reply #2 on: August 02, 2014, 11:55:02 pm »

I think ultimately, workshop tasks should be split into multiple steps and buildings. To that end, having a stockpile as a separate thing from, say, a forge is a good thing. So I think there are better ways to solve the problems you're aiming for.

It does seem reasonable that workshops have a way of showing which stockpiles are linked to them.

Linking building to building could be a way to create multi-step work tasks, but for that to work, you'd want the same dwarf using both workshops stations. For example, you could have a gem polishing workshop linked to a gem encrusting workshop. Then the same dwarf would polish a batch of gems, and proceed to encrust them on some objects. Alternatively, the present system of having too queues, with a stockpile between, for polishing and encrusting would still be possible.

Waparius

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Re: Every building should BE a stockpile
« Reply #3 on: August 03, 2014, 07:14:51 pm »

This is something that should be rolled into turning workshops into rooms or zones, with items and materials stored in different parts of the workshop in a similar way to current stockpiles - maybe have some new types of furniture (shelves, say - not able to store as many items as bins but allowing faster access, also workbenches, tools etc) but generally having a similar need for space instead of the current workshops' quantum stockpiling.
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