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Author Topic: About workshops and materials...  (Read 592 times)

RTiger

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About workshops and materials...
« on: March 10, 2011, 09:17:45 pm »

If a task at a workshop runs out of materials, I want to see the job suspended, not canceled. Just like a problem with a wall or floor construction suspends it. Requeing a Workshop, especially one you want on repeat, gets annoying.

In addition, have a workshop with a suspended job resume production on its own once materials become available. For that however, you would need a bookkeeper/manager, so the workshop knows the materials are now available.

A third thing I want to see, is that if you use a manager to order some work, but you also have workshops set to repeat, that you get the option to allow the repeat orders to continue.
« Last Edit: March 10, 2011, 09:29:22 pm by RTiger »
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Girlinhat

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Re: About workshops and materials...
« Reply #1 on: March 11, 2011, 03:32:52 am »

The repeat orders do continue.  If you've got...
Code: [Select]
Construct Rock Door /Rand you get the manager to add tables, you'll get...
Code: [Select]
Construct Rock Door /R
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
and then when the door finishes, you'll have...
Code: [Select]
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Table
Construct Rock Door /R

When an order on repeat is finished, it's added to the bottom of the queue, so that whatever is next will be done, and the repeat order will finish later.  If you do something like Wood Blocks, Wood Pipe, Wood Corkscrew, all on repeat, you'll produce screw pumps in order, instead of doing just one item type.

The rest, I mostly agree with.  Manager orders will auto-refresh, which rocks, but smelting is often best done without orders, and just left to /R, and when you get a siege/FB and need to close doors, it can suck to have to re-issue those smelt orders.  Either way, I find this to be a mediocre problem at best, and requiring a bit of player interaction.  Let's dwarf up and push buttons on the game we're playing, eh?

GotIt_00

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Re: About workshops and materials...
« Reply #2 on: March 19, 2011, 02:57:21 pm »

Came to suggestions thinking about similar issues with manager and found the thread. It would be cool to be able to set manager controlled workshops in some way or another. Then, if you wanted a set of workshops to kind of oversee on your own or micromanage it wouldn't take much futzing around.

If I've got someone extracting cotton candy I don't want that /R task to get pushed under a ton of bone bolt tasks. I'd like to just designate that workshops A B and C are under manager control.

It seems like this would allow for more precise control of materials use too, so that a workshop not under manager control wouldn't send a dwarf out looking to make a batch order statue and produce a bunch of--blech--unwanted microline tables or whatever.
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Girlinhat

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Re: About workshops and materials...
« Reply #3 on: March 19, 2011, 03:16:14 pm »

Specifying an optional quality requirement would help this.  "10 masterwork beds" would change the workshop's profile to only allow a certain level of skill to use it, and and exceptional beds produced wouldn't count towards this total.  You may end up with 50 exceptional and 10 masterwork, but that's still pretty good.  The skill threshold could be defined in the init.  something like [QUALITY_MASTERWORK:13] would only allow "High Master" or higher of that skill to be assigned to work on any masterwork orders.  This would allow you to, for instance, "produce 10 masterwork steel shields" for that squad that needs upgrading.

Material specifications would be nice as well.  "10 masterwork obsidian statues" is a pretty awesome work order.

Zoomulator

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Re: About workshops and materials...
« Reply #4 on: April 01, 2011, 05:24:10 am »

Specifying an optional quality requirement would help this.  "10 masterwork beds" would change the workshop's profile to only allow a certain level of skill to use it, and and exceptional beds produced wouldn't count towards this total.  You may end up with 50 exceptional and 10 masterwork, but that's still pretty good.  The skill threshold could be defined in the init.  something like [QUALITY_MASTERWORK:13] would only allow "High Master" or higher of that skill to be assigned to work on any masterwork orders.  This would allow you to, for instance, "produce 10 masterwork steel shields" for that squad that needs upgrading.

Material specifications would be nice as well.  "10 masterwork obsidian statues" is a pretty awesome work order.

I've had a similar idea, though instead of requesting quality of the object, you should request the range of the dwarf's skill that should be working on it. Like in the individual workshop manager screen, you can set from lowest to highest skill. Such a global manager order should only apply to workshops which is set within the same range. So the noobs' workshops won't clutter when you want something extra nice in large quantities for your nobles.
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Reelyanoob

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Re: About workshops and materials...
« Reply #5 on: April 01, 2011, 07:54:03 am »

EDIT : bad post
« Last Edit: April 01, 2011, 07:59:47 am by Reelyanoob »
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