Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: alteration jobs to change the size/fit of wearable items  (Read 1046 times)

silverskull39

  • Bay Watcher
    • View Profile
alteration jobs to change the size/fit of wearable items
« on: June 02, 2015, 11:18:36 am »

With the addition of visitors, it was mentioned in the future of the fortress reply that making clothing, armor, etc. of the appropriate size needs to be handled (child sized clothing was also mentioned off hand). My suggestion is, rather than make the player suffer through picking the proper size, rather that the default size is produced and then when a visitor/non-dwarf resident looks for an item that fits it generates a job to modify a non-fitting object if nothing is found. For example, a human joins the fort. He needs a shirt and none of the dwarf sized stuff fits him. If there is already a human sized shirt (say from a trader, or dead caravan guard, etc.), he picks that up. If there is not, he then searches for a dwarf sized object of the correct type and generates a job in the clothier shop, say "Tailor clothing", that a clothier can then take the item and some cloth and change the size to fit the human. This method can also theoretically handle child sized clothing in the same fashion, though I don't know if there are more hurdles to implement it. The same process could then work with armor and leather, and doesn't require the player to manage the sizes of these items in production; they need merely have material, a dwarf, and a shop available for the job.
Logged
Quote
Quote
Quote
Dwarf fortress threads can sound so.... unethical
it would be unethical if this wasn't the bay12 forums
Bay12: A short, sturdy forum fond of !!science!! and derailment.
Quote
Now back to your regularly scheduled thread derailment.

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: alteration jobs to change the size/fit of wearable items
« Reply #1 on: June 04, 2015, 12:07:56 am »

It's kind of unrealistic, isn't it? You'd have to cut the item up and ruin the craftsdwarfship put into it.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: alteration jobs to change the size/fit of wearable items
« Reply #2 on: June 04, 2015, 05:28:42 am »

I worry it would create a lot of jobs and gum things up. On the other hand a thriving clothing industry is kind of neat.

I wonder if it would be feasible to have them make a range of sizes calculated from the size distribution of your residents. Kind of like how we make clothes today. It would lead to an imperfect situation where some creatures don't have completely fitting clothing, but that isn't the end of the world. This wouldn't deal with more varied anatomy as it stands. It also lacks the customisability some people might want for getting only specific creature types wearing specific clothing.

Wealthier creatures may one day pay to get clothes custom tailored. Some should be making their own clothing or customising it themselves.


Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

GoblinCookie

  • Bay Watcher
    • View Profile
Re: alteration jobs to change the size/fit of wearable items
« Reply #3 on: June 05, 2015, 08:00:10 am »

With the addition of visitors, it was mentioned in the future of the fortress reply that making clothing, armor, etc. of the appropriate size needs to be handled (child sized clothing was also mentioned off hand). My suggestion is, rather than make the player suffer through picking the proper size, rather that the default size is produced and then when a visitor/non-dwarf resident looks for an item that fits it generates a job to modify a non-fitting object if nothing is found. For example, a human joins the fort. He needs a shirt and none of the dwarf sized stuff fits him. If there is already a human sized shirt (say from a trader, or dead caravan guard, etc.), he picks that up. If there is not, he then searches for a dwarf sized object of the correct type and generates a job in the clothier shop, say "Tailor clothing", that a clothier can then take the item and some cloth and change the size to fit the human. This method can also theoretically handle child sized clothing in the same fashion, though I don't know if there are more hurdles to implement it. The same process could then work with armor and leather, and doesn't require the player to manage the sizes of these items in production; they need merely have material, a dwarf, and a shop available for the job.

Creatures will generally arrive with clothing of the right size to wear for them to war for the foreseeable future.  Creating completely new clothing for when these wear out would not be a problem since the clothing has to be replaced anyway. 

It would probably be better to automate clothing production so that residents order clothing made for them personally rather than having us have to guess what the need for clothing in the fortress is.  Along the lines of the automation system in this thread.

Dynamic Demands idea

If an individual cannot find clothes it can wear then it puts in an order for the specific clothes it wishes to have.  Then we the player just have to press a button and it gets sent off to the manager to deal with, without us having to manually enter in the specifications.

It's kind of unrealistic, isn't it? You'd have to cut the item up and ruin the craftsdwarfship put into it.

We could model that by a loss of quality rating. 
Logged