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Author Topic: "Make plant fiber clothes" (generalized Clothier's Shop order)  (Read 2346 times)

Safe-Keeper

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Right, so I've got a Clothier's Shop up and plant fibre thread to run it with, but I think I'd go insane if I was to micromanage each and every dwarf's clothing needs, going over them one by one to see which articles of clothing were getting worn and in need of replacement. So I just end up ordering a pile of each kind of clothing.

Wouldn't it be easier if you could just say "Make clothing", the same way you can "Make crafts", and then the game just kept track by itself of what needed making? Like, "if a dwarf wears a pair of XXplant fiber pantsXX, make plant fiber pants"? If no one had worn-out clothing, the shop would just produce random articles of clothing, or no clothes at all (your call).
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Pilsu

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #2 on: March 28, 2010, 02:19:39 pm »

This is unnecessary. The only thing we need is the work orders system facilitating automatic maintenance of stockpiles, something often requested. If it works for booze, it'll work for pants. Assigning a bin of unowned pants to be at hand at all times will solve this problem entirely.

Once dwarves start disowning their worn clothes as refuse, a bit more sophistication in the system might be necessary, but that's just a matter of making the system not count broken items towards the order.
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zwei

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #3 on: March 28, 2010, 02:33:30 pm »

This has been suggested a couple times:
http://www.bay12games.com/forum/index.php?topic=24991.0
http://www.bay12games.com/forum/index.php?topic=27074.0

I dont think it necesarily needs to be "to meet demands".

Producing random clothing would would just fine becuase if you make big enought batch, you will end up with fairly even number of clothing items. Law of big numbers and such...

Clothing items also wear evenly, so just producing random clothing items is going to cover that just fine too.

Any extras produced by long runs of bad luck can be just stored in buffer stockpile till they are needed or traded away.

Also, this can fall uder standing production orders: If socks < 500 produce plant fiber socks.

Grendus

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #4 on: March 30, 2010, 12:00:47 pm »

There was another suggestion where you could create sets of clothing and order certain "sets" (say, a cap, cloak, tunic, pants, and shoes) be made in batch orders. I think even just a "Make random clothing" order would be fine.
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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #5 on: March 30, 2010, 06:29:28 pm »

I'd switch to something like we already have for crafts, but for the various sub-varieties of clothing; legwear, bodywear etc. However, I would also make it possible to specify individual items via the manager; if a noble asks for twenty steel mini-forges, you can fill out a work order for twenty steel mini-forges instead of 100+ steel toys.
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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #6 on: March 31, 2010, 02:53:53 am »

"Make Clothing in sets" #78 on Eternal suggestions

http://www.bay12games.com/forum/index.php?topic=22368.msg242831#msg242831

While I'm a big supporter of automated clothing production and think automated production systems it should take priority for implementation for the time being.  I still think my clothing-set making system greatly reduces the tediousness of ordering production manually, which will certainly still be needed.  Especially given the new military uniforms system that being implemented, the player designed uniform could become an additional option in the available sets. If the player can order "12 royal guard uniforms" rather then 12 midnight blue pigtail hats, 12 midnight blue cave spider silk vests, 12  yada yada yada (oh I'm sorry the workshop qee is full and you will have to order pants later).  The player already did a lot of work selecting the uniform so reuses that work in ordering production.
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LordDemon

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #7 on: March 31, 2010, 04:14:44 am »

I'd prefer a system, where dwarfs would go talk to liason, or some merchant or something, and tell what they want. Then that person would get someone to make them, ie. create a job order. It would get made, and eventually end in the hands of the dwarf (maybe it could be tagged for that dwarf to begin with).
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Pilsu

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #8 on: March 31, 2010, 05:25:51 am »

I don't think dwarves should have to commission ordinary clothing. That's the player's job. Setting up a work order for player specified outfits to be maintained in stock is certainly good.
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teloft

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #9 on: March 31, 2010, 05:47:10 am »

I'd prefer a system, where dwarfs would go talk to liason, or some merchant or something, and tell what they want. Then that person would get someone to make them, ie. create a job order. It would get made, and eventually end in the hands of the dwarf (maybe it could be tagged for that dwarf to begin with).

I like this much much...

Now that we have the dwarfs in idivitual sizes, thay sould have indivitual Clothing sizes as well.  This fine mitten size 5 was tailord for Urist McUselessNoble by Urist McClothier.


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LordDemon

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #10 on: March 31, 2010, 01:27:56 pm »

I'd prefer a system, where dwarfs would go talk to liason, or some merchant or something, and tell what they want. Then that person would get someone to make them, ie. create a job order. It would get made, and eventually end in the hands of the dwarf (maybe it could be tagged for that dwarf to begin with).

I like this much much...

Now that we have the dwarfs in idivitual sizes, thay sould have indivitual Clothing sizes as well.  This fine mitten size 5 was tailord for Urist McUselessNoble by Urist McClothier.


And if you want some further use, the dwarfs discard their used clothes (assuming they can afford new ones), and the used clothes would then be used as secondhand clothes by poor dwarfs who can't afford to buy new clothes (after economy, obviously) if they are close fit.
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The_Kakaze

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Re: "Make plant fiber clothes" (generalized Clothier's Shop order)
« Reply #11 on: March 31, 2010, 01:36:23 pm »

How about a make outfit command.  It takes more cloth and time, but it produces everything a dwarf needs.  Then they just swap out clothes, since it all should wear out at the same time.
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