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Author Topic: Split "Finished goods" stockpile  (Read 1883 times)

Sirbug

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Split "Finished goods" stockpile
« on: July 25, 2014, 07:37:22 am »

This is simple, really. Right now finished good encompass clothes, things like splints and chains and useless trinkets like goblets or rings. This is basically "And the rest" in one big stockpile with little rythme and reason thrown together

I think our life would be so much easier if we had three categories
- Trade goods (Useless stuff made to trade with caravans)
- Clothes (Self-evident, also would allow to impliment sorting-by-wear system
- Tools (Various small useful objects like chains, splints)
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

YAHG

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Re: Split "Finished goods" stockpile
« Reply #1 on: July 25, 2014, 08:45:16 am »

I agree with the spirit of this but if you are gonna bother you might as well just make a [STOCKPILE:A:B:C:D:etc.] tag and let us custom sort all materials into custom category stockpiles at the material level.

Jorn Stones

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Re: Split "Finished goods" stockpile
« Reply #2 on: July 25, 2014, 01:17:57 pm »

While at it, allow 'gems' as a materials for finished goods stockpiles so those diamond artifact crowns may be stored properly.

As for the rest, with making seperate piles and enabling/disabling most features, you get a long ways. A lot further then trying to make your refuse stockpile accept only butcherable corpses for example.
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Bumber

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Re: Split "Finished goods" stockpile
« Reply #3 on: July 26, 2014, 05:15:36 am »

There's so much overhaul that needs to be done with stockpiles it's not even funny. The number of new plants in the food category is just insane. We need at least a filter option. It's currently not possible to store bones in a stockpile without subjecting everything else in the stockpile to wear. AFAIK, we can't store specific types of clothing in stockpiles because cloaks, shirts, etc. are all under armor, which none of these things actually are. Lye has no business being under 'Food'. Remove 3 wheelbarrow limit (and should ignore light items.) Settings to handle hair thread.

Toady might be better off just throwing out the list-based model completely in favor of a logical properties system. For example, you create a stockpile that stores:
Code: [Select]
(non-worn red plant clothes) OR
(masterful steel (weapons AND NOT blunt weapons) OR
(masterful silver blunt weapons)
Unfortunately, interface improvements are very low on Toady's priority list. I don't expect any major changes for years to come, but the filter should be simple enough.
« Last Edit: July 26, 2014, 05:20:35 am by Bumber »
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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

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Deepblade

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Re: Split "Finished goods" stockpile
« Reply #4 on: July 26, 2014, 01:40:51 pm »

Heck, I'd like to be able to have a list of custom stockpiles that will survive from game to game, like the embark profile.
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Deepblade's Standardized Creature Parts, for when you're pissed about all the different types of animal products there are.

fricy

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Re: Split "Finished goods" stockpile
« Reply #5 on: July 27, 2014, 04:57:04 am »

Heck, I'd like to be able to have a list of custom stockpiles that will survive from game to game, like the embark profile.

All of the above, but especially THIS!