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Author Topic: Create all items in list  (Read 785 times)

Pyro93735

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Create all items in list
« on: February 16, 2008, 07:26:00 pm »

One of the things I'd like to see is a setting in workshops that allow you to switch between "Only create first item on list" or "Create all items on list" when you've got multiple items all set on repeat. As I understand it, currently if you have three items all set to repeat, then it'll just create the first one forever as long as materials last. Often times, I don't want to micromanage the workshop to toggle between making doors to making thrones to making tables back to doors as item shortages occur, but rather just have all three being produced in roughly equal quantities, and then possibly having additional workshops creating more of a single item if the demand outruns supply. I know can just as easily have three workshops each producing an item, but especially early game when I don't have three masons/carpenters, or if you'd like a specific crafter crafting certain items because of quality levels, I'd like to be able to just toggle to "Create all items on list."
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Omniarch

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Re: Create all items in list
« Reply #1 on: February 16, 2008, 09:46:00 pm »

But that's the way it does work.  If you have three items in a list all set on repeat it will make one of each before repeating.
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Puzzlemaker

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Re: Create all items in list
« Reply #2 on: February 16, 2008, 10:00:00 pm »

quote:
Originally posted by Omniarch:
<STRONG>But that's the way it does work.  If you have three items in a list all set on repeat it will make one of each before repeating.</STRONG>

REALLY.  This makes me very happy.

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Untelligent

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Re: Create all items in list
« Reply #3 on: February 16, 2008, 10:12:00 pm »

An option to switch between "alternate" and "one at a time" would be useful, though. For example, I'd like my glass furnaces to alternate between collecting sand and making glass cages (or whatever), but on the other hand, I'd like my kitchen to render all my elephant fat before it makes lavish meals.

[ February 16, 2008: Message edited by: Untelligent ]

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Pyro93735

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Re: Create all items in list
« Reply #4 on: February 17, 2008, 01:47:00 am »

Oh. Hmm. Well, I feel silly now.
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Digger

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Re: Create all items in list
« Reply #5 on: February 17, 2008, 02:47:00 am »

How about you build 3 workshops and have only 1 kind of an item repeated in each. Worked fine for me.
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Align

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Re: Create all items in list
« Reply #6 on: February 17, 2008, 07:42:00 am »

That's a stop-gap measure and a waste of resources and dwarfpower.
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Drunken

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Re: Create all items in list
« Reply #7 on: February 17, 2008, 11:03:00 pm »

far more important in my opinion is an option to not remove things from the list when there are no materials for them. just run through the list and skip the ones that cant be made until the materials become available. This would have to be an option of course that can be set because you sometimes want things removed when the materials run out

Still as with all interface improvements I'd rather have the army arc first. And then any of a hundred other gameplay expansions. I would still play this game if the only controls were sending console commands directly to the code. I would just have far less success at it.

>DESIG_MINE(346,876,32,NORTH,25,TRUE)

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Forumsdwarf

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Re: Create all items in list
« Reply #8 on: February 18, 2008, 01:27:00 am »

Interlaced repeat orders are DARNED convenient.  You can throw in whatever extra builds you want confident your repeat orders will come back around once your interrupts are handled.  The manager can throw in extra jobs as well, and your repeats will always come back around.

You can also build ratios into your sequences, like this:

code:
Process Plants R
Process Plants (to bag) R
Process Plants R
Process Plants (to barrel) R


That way you spin twice as much thread as you process syrup and leaves.

It also works out that when you run out of pods it drops out of the lineup, then when you run out of qb leaves that drops off, too, leaving your spinning jobs up.  Very nice.

You can also dedicate a workshop by "choking out" any manager workorders by putting a full list of 10 identical repeat orders, like "Melt R" 10 times in your reclamation smelter.
This also works for orders you want repeated between workorders; if you want "sew image" jobs constantly sprinkled into job manager clothing orders throw a "sew image R" order into all your clothiers' shops.  The manager will throw jobs into their queues, but "sew image R" will always get renewed at the end of the queue when it is performed.

Lastly, you can use the repeat behavior to help you transition from cloth to thread dying.
Put 9 "Dye Cloth R" orders and 1 "Dye Thread R" order into all your Dyers' Shops.  When you run out of cloth to dye all the shops will automatically delete the cloth jobs thereby automatically switching over to thread.

The drawbacks are canceled jobs, which I've discovered cost very little dwarfhours to clear, and the need to reset systems which run out of raw materials, but what we need for that is another command ("auto-dye", etc.) not a change to this one.  Interleaving auto-repeat as it currently works makes a whole lot of automated production strategies possible.

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