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Author Topic: Workshops appointing jobs for haulers  (Read 650 times)

MaXMC

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Workshops appointing jobs for haulers
« on: March 22, 2010, 02:04:39 am »

I did search for this before I posted but I didn't find anything like it... so here goes.

Now when you define jobs you do it for the specific workshop or in the manager interface. That's not going to change.
My suggestion is this:

Say you define 30 chairs to be built. The Carpenter will then go to his workshop and announce that he is going to make chairs, he will then put 2-3 hauling jobs (or Number of chairs/10) on the job-board for wood carried to his workshop. Once he completes a chair, a job for carrying it to a stockpile should be announced to the board. When no more hauling jobs remain for wood carried to his workshop, he would announce 3 more jobs. Add infinitum. There has to be some sort of timeout before the carpenter decides to go get the wood by himself of course. The "Quits job, needs more X" should of course trigger a cutting/mining job in the designated zone (http://www.bay12games.com/forum/index.php?topic=47089.0).

This keeps your haulers busy and your craftsmen working instead of them having to run around all over your fort to find the nearest wood/stone/whatever.

So, what do you think?
Where are my logical errors?
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Kilo24

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Re: Workshops appointing jobs for haulers
« Reply #1 on: March 22, 2010, 03:35:08 am »

Hmm... it would make haulers even more necessary.  I'm worried about the carpenter just sitting there waiting for his wood most of the time.

Suppose there was a similar idea - have a reserve number on each workshop for any items that the workshop uses (like black stone, obsidian, or just stone.)  When the spare items in the workshop drop below the reserve number requested, a hauling job is ordered to bring an object that fits that criterion.  If there are no more such objects in the workshop, the craftsman fetches the material himself (fulfilling the hauling job if there is a reserve number set for that material, or just doing it exactly as it is in the current version otherwise.)  The player is dissuaded from loading on too high reserve numbers to minimize clutter.

That should solve the same problem, without needing to force the craftsmen to wait for haulers in order to do his work.  And you could disregard ignore setting a reserve number if you don't like using the system, or you have your haulers otherwise employed.
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MaXMC

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Re: Workshops appointing jobs for haulers
« Reply #2 on: March 22, 2010, 05:22:32 am »

He might be waiting for the first log/stone but then I think it should be sufficent time from when he starts to work on his final log until the first hauling job delivers the next one. But as you said, that depends on how many haulers you have.
Maybe it could be an option in the workshop.
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snus-mumrik

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Re: Workshops appointing jobs for haulers
« Reply #3 on: March 22, 2010, 07:24:47 am »

I like the idea of parallel hauling and crafting (i.e. with reserving). I would also like to see the same for building constructions.
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Virex

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Re: Workshops appointing jobs for haulers
« Reply #4 on: March 22, 2010, 07:54:40 am »

When (if?) dynamic workshops are implented we should be able to add in a small stockpile to account for this...
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piesquared

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Re: Workshops appointing jobs for haulers
« Reply #5 on: March 22, 2010, 11:40:28 am »

I noticed this exact problem, and pretty much solved it by setting stockpiles for raw materials around each of my workshops. It's not a perfect solution and having it done automatically would be nice, but not really that important to me.
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