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Author Topic: Division of metalworking labor  (Read 682 times)

Abyssal Squid

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Division of metalworking labor
« on: November 26, 2006, 06:28:00 pm »

I'd like to be able to tell my weaponsmiths to forge only weapons, armorsmiths only armor, and so on, like the control you have over craftdwarves.  It's virtually impossible to get specialists in a given metalworking skill without lots of tedious micromanagement or a lucky fey mood, and superior swords are a bit more important than superior mugs.
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Seryntas

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Re: Division of metalworking labor
« Reply #1 on: November 26, 2006, 08:55:00 pm »

That's what you think.
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Maximus

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Re: Division of metalworking labor
« Reply #2 on: November 26, 2006, 09:18:00 pm »

What Seryntas is trying to say is that once you get the Manager noble, set each forge profile to only accept one dwarf, and only make the kinds of items at that forge that you want to train that dwarf in (weapons, armor, crafts, or furniture).
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20,000leeks

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Re: Division of metalworking labor
« Reply #3 on: November 26, 2006, 09:27:00 pm »

Oh, so *that's* where that workshop profile thing comes in. I saw it in an old fortress (that had a manager), and thought it was something new Toady had put in... And then taken out next release, since it was gone in the next fortress I started.
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Abyssal Squid

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Re: Division of metalworking labor
« Reply #4 on: November 26, 2006, 09:56:00 pm »

Okay, so we've established that it's possible to work around it with tedious, or as you suggested, expensive micromanagement that requires a noble.  Given that this functionality already exists for the craftdwarf's shop where it is less important,I don't think this is too unreasonable a thing to ask for.
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Maximus

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Re: Division of metalworking labor
« Reply #5 on: November 27, 2006, 02:05:00 am »

Is this craftsdwarf specialization a new feature? I'm still on 0.22.110.23c, and I don't see it.
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Abyssal Squid

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Re: Division of metalworking labor
« Reply #6 on: November 27, 2006, 09:12:00 am »

Gah, I must have imagined it and confused the different skills with having different jobs.  No, it doesn't exist, so my previous snarkiness was unwarranted.

That said, making blades is very different from making rings, which is very different from casting or whatever dwarves do to make metal trinkets and furniture.  The current situation is as if the mason's and carpenter's workshops were merged and there was only one "furnitury" skill, preventing you from controlling whether your skilled masons or carpenters work on a given piece of furniture.  Unlike in that example, though, I'd like the forge to remain as one building, since building multiple forges is really expensive.

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bbb

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Re: Division of metalworking labor
« Reply #7 on: November 27, 2006, 01:46:00 pm »

as said above...

need 1 manager.. lots of workshops... owned by 1 single dwarf each (or... dwarves with same skills)

then avoid using making stuff via manager interface.. and manually set shop to repeat.. problem arises when you run out of bars...

would be interesting to be able to disable certain shops from making certain stuff.. to go with the ownership.. then you can do everything via the manager screen.. pretty much

.. the other way i guess is to split skills/job into skill/job trees

so you have

rock,wood,metal

under the submenu each then is split into weapons/armor/furniture/crafts... etc. which you toggle on/off

rather than the long single list of everything at the moment.

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Toady One

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Re: Division of metalworking labor
« Reply #8 on: November 27, 2006, 01:58:00 pm »

I think there was a thread floating around earlier about allowing a profession setting for every single job, through a nested list of choices.  That's extreme (given materials and item subtypes, there would be many, many choices), but there should at least be professions for the skills and the major workshop divisions.
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Kjoery

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Re: Division of metalworking labor
« Reply #9 on: November 27, 2006, 02:26:00 pm »

Personally, I'd prefer to personalize forges rather than having huge skill lists. I usually name my weaponsmiths Weaponsmiths, armoursmiths Armoursmiths, etc to make workshop allocation easy.
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qalnor

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Re: Division of metalworking labor
« Reply #10 on: November 27, 2006, 02:29:00 pm »

I'm not really sure why it would be necessary, because you're never really so hard up for iron that you can't crap out a few iron anvils for several magma forges.

However. You could effectively do it with fewer forges by utilizing the skill range selection in the workshop menus and only having one forge that was a sort of 'learners forge' that only accepted dabbling->novice dwarves whereas the rest of the forges were all novice+1->legendary

The learners forge would allow you to select a skill you want some new dwarf to undertake, and you could very easily convert it to actual use when you're not training a new dwarf.

Again, I don't really see any of this as being remotely necessary or useful, but conceptually the framework is already in place to limit dwarves to only working on things which they are qualified to work on without having dedicated forges for each dwarf.

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axus

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Re: Division of metalworking labor
« Reply #11 on: November 27, 2006, 04:44:00 pm »

Yeah I think weaponmaking and armormaking jobs should be toggle-able on each Dwarf's labor preferences.  Basically, anything that shows up on a dwarf's skill on the 'g' menu should be a toggle-able job.  I don't care about materials or anything like that.

Having to control it through workshop or manager screens is annoying.

Edit: Though I do like the options there too ;p

[ November 27, 2006: Message edited by: axus ]

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Maximus

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Re: Division of metalworking labor
« Reply #12 on: November 28, 2006, 04:11:00 am »

Skills and labors are already close to 1:1 anyway.  You'd need to add 12 labors to make all skills have their own labor (except military skills, and that's determined by equipment).  Plus I feel you could combine at least a few of those 12 back into another skill.

Skills:

-Butcher
-Animal Dissector

I feel dissector could be folded into butcher.

-Fish Cleaner
-Fish Dissector

Same as above.

-Furnace Operator
-Wood Burner
-Glassmaker

Not sure.  There's 4 types of furnaces (wood/smelter/glass/kiln), 2 labors (furnace/glass), and 3 skills (furnace/wood/glass).  I'm leaning toward 4 labors, 4 skills, and wood burner and kiln operator could be returned to the Farming group of professions.

- Lye Maker
- Potash Maker

Both one skill and one labor, as far as I'm concerned.  Maybe "Ashery Operator" for the name of both labor and skill.

-Milker
-Cheese Maker
-Thresher

3 labors.  Farming (Workshop) can go.  However, the Farmer group of labors and skills is already twice as big as any other.  I think milker, cheese maker, butcher, and
tanner should be moved into the Trapper profession and maybe it should be renamed "Animal Handler" or "Herder" or something like that.

Bone Carver
Stone Crafter
Wood Crafter  

3 labors.

Jeweler
Gem Cutter

2 labors, and I can't help but think jewelers should be folded into the Craftsdwarf group anyway.

Metal Crafter  
Metalsmith
Armorsmith
Weaponsmith

4 labors.

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Seryntas

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Re: Division of metalworking labor
« Reply #13 on: November 29, 2006, 08:25:00 pm »

My earlier comment, for the record, was about superior swords being more important than superior mugs.  Clearly, a superior mug can stop a siege in its tracks.
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"Nectar and ambrosia are all the gods are allowed to eat in Greek mythology. In that way they're kind of like pandas. You know, in diet. From there the similarities break down." -my Greek Lit TA