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Author Topic: Separate Refuse from Dump  (Read 868 times)

Grendus

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Separate Refuse from Dump
« on: June 22, 2009, 09:27:12 pm »

The most recent thread about this was from almost a year ago, unless it was in one of the suggestion compendiums that I didn't read.

Dumping should be controlled by a separate labor from refuse hauling. Hauling refuse is often time sensitive, you want to get dead vermin, bodies, chunks, and other decaying matter out of your fortress before they generate miasma, causing unhappy thoughts and making it more difficult to see what's going on through the purple haze. Dumping usually isn't, it's often used to create stone and ore dumpsites near the appropriate workshops or for clearing out areas of less volatile materials, such as getting stones or excess crafts out of a storage area. The two tasks are used for different purposes and should be separate labors.
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Derakon

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Re: Separate Refuse from Dump
« Reply #1 on: June 22, 2009, 10:25:32 pm »

Quantum stockpiles are an exploit and shouldn't even be in the game. That said, I approve of this suggestion, but only because I want to be able to dump items that are outside without turning on "dwarves gather refuse from outside", which has numerous undesirable consequences. Which is related, but different, from what you're suggesting.

For example, a kobold thief gets caught by my woodcutter on the bridge leading into my fortress. I draft the woodcutter, the kobold gets decapitated, life goes on. Except he left his clothing behind on the bridge. I don't want the stuff; it's unwearable crap-quality leather. However, I can't move it without making a stockpile for it in my fortress first, or telling my dwarves to gather all outside refuse, or pulling the lever attached to my bridge, all of which can have undesirable consequences.

It seems clear to me that marking an item with the big D should create a job for the item to get dumped, regardless of where it's located.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels