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Author Topic: Small Interface Change : seperate building Coffers and Bags  (Read 1294 times)

JujuBubu

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Small Interface Change : seperate building Coffers and Bags
« on: December 07, 2010, 05:04:48 am »

In short words I  am tired of skipping through hundreds of bags full of sand, plaster, leaves and seeds just to find the
clear glass coffer my mayor demands for his private outhouse.
So please seperate the building of containers into coffers and bags.
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Tarran

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #1 on: December 07, 2010, 05:18:12 am »

I agree, bags need to be separated from coffers.
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Dutchling

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #2 on: December 07, 2010, 02:23:07 pm »

In short words I  am tired of skipping through hundreds of bags full of sand, plaster, leaves and seeds just to find the
clear glass coffer my mayor demands for his private outhouse.
So please seperate the building of containers into coffers and bags.

agree
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Hyndis

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #3 on: December 07, 2010, 03:51:07 pm »

I agree, it would be nice if bags and chests/coffers were separate. Just one of those little things that makes the interface easier to use.

Either that, or just disallow bags from being built. I can understand moving in a big honking stone chest into a room as a piece of furniture, but not a bag. For a bag I think of something like a bag you get groceries in. You can't really built it in a room. You can put it in a room but without stuff being in the bag it has no substance, and so just sort of sits there in a corner of the room like a piece of garbage. Its not really worthy of being considered a piece of furniture.

Big honking stone chest? Definitely furniture. A bag big enough to store a few dozen seeds or some flour in? Not furniture.
« Last Edit: December 07, 2010, 03:53:35 pm by Hyndis »
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tsen

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #4 on: December 07, 2010, 11:00:56 pm »

Fully agreed.
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Nelia Hawk

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #5 on: December 08, 2010, 12:53:22 am »

i guess the primary reason for bags to be buildable is the hospital.

but i agree that bags could be taken out from the build list and everything thats "needed" in a hospital (gypsium bags, soap bars, splints, thread, etc...) could be simply be stored in chests/coffers.

so you just build 5+ chests in your hospital and the dwarfs carry needed hospital equipment into these. (instead of coffers for splints,crutches... builded bags/stockpiles for gypsium, stockpiles for soap...)
and the "hospital zone manage itemlist thingy" could simply check all chests for the stuff...
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zwei

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #6 on: December 08, 2010, 07:28:08 am »

Better solution would be allow user to filter list:

's', type 'glass', enter. Now you have only items with 'glass' in the list.

As I am, too, tried of skipping tons of warious building components to find whatever I want to build with.

i guess the primary reason for bags to be buildable is the hospital.

but i agree that bags could be taken out from the build list and everything thats "needed" in a hospital (gypsium bags, soap bars, splints, thread, etc...) could be simply be stored in chests/coffers.

so you just build 5+ chests in your hospital and the dwarfs carry needed hospital equipment into these. (instead of coffers for splints,crutches... builded bags/stockpiles for gypsium, stockpiles for soap...)
and the "hospital zone manage itemlist thingy" could simply check all chests for the stuff...

I thought wooden chests work just fine in hospitals ...

Nelia Hawk

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #7 on: December 08, 2010, 09:16:28 am »

Better solution would be allow user to filter list:

's', type 'glass', enter. Now you have only items with 'glass' in the list.

As I am, too, tried of skipping tons of warious building components to find whatever I want to build with.

ohhh such a function would be nice in alot menus...

i guess the primary reason for bags to be buildable is the hospital.

but i agree that bags could be taken out from the build list and everything thats "needed" in a hospital (gypsium bags, soap bars, splints, thread, etc...) could be simply be stored in chests/coffers.

so you just build 5+ chests in your hospital and the dwarfs carry needed hospital equipment into these. (instead of coffers for splints,crutches... builded bags/stockpiles for gypsium, stockpiles for soap...)
and the "hospital zone manage itemlist thingy" could simply check all chests for the stuff...

I thought wooden chests work just fine in hospitals ...

oh... well i know they store most in hospital chests (splints, buckets, cloth etc).
 i just noticed often that the medics get gypsium bags and soap from far away stockpiles. so i thought we have to build stockpiles for these or build the gypsium bags in the hospital.
but i guess i might just use not enough chests (usually around 6) in the hospital and theres simply not enough space for soap and gypsium too and would need more?
well worth a try to throw more chests in there :D
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Starver

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #8 on: December 08, 2010, 11:52:34 am »

I was going to suggest filtering as the solution, also.  All over the place.  For keyword/quality or as a "description search" of some kind.

(Most recently, and ongoing, I would be really happy if trawling through the cloth and/or thread under the Z-Stocks menu I could easily tell which were the Emerald-dyed items and not Red Root or Midnight Blue or undyed, without either guessing from the item value (one level of detail burrowing, then back out) or description (two levels, and back) before (un-)designating as Forbidden or Dumpable accordingly...  But this isn't supposed to be the crux of my suggestion, just something currently on my mind. :) )
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Silverionmox

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #9 on: December 08, 2010, 01:34:05 pm »

I was going to suggest filtering as the solution, also.  All over the place.  For keyword/quality or as a "description search" of some kind.

(Most recently, and ongoing, I would be really happy if trawling through the cloth and/or thread under the Z-Stocks menu I could easily tell which were the Emerald-dyed items and not Red Root or Midnight Blue or undyed, without either guessing from the item value (one level of detail burrowing, then back out) or description (two levels, and back) before (un-)designating as Forbidden or Dumpable accordingly...  But this isn't supposed to be the crux of my suggestion, just something currently on my mind. :) )

One simple way to do that would be to display the item without background next to its name. It's just one tile after all.
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JujuBubu

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #10 on: December 09, 2010, 09:18:38 am »

yeah I am all for searching and sorting options in all of the construction and stock screens, including the unit screen ( where is urist santiago )

but I thought it would be a nice and doable short term solution to make the game a bit more comfortable for long time players
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Uristocrat

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #11 on: December 14, 2010, 04:40:08 pm »

Yes, this would be so nice.  It doesn't seem like a big deal, until you try to build rooms for every dwarf and find that it's hard to get nothing but coffers when you're designating a few dozen of them....
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Starver

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Re: Small Interface Change : seperate building Coffers and Bags
« Reply #12 on: December 15, 2010, 07:08:05 am »

Yes, this would be so nice.  It doesn't seem like a big deal, until you try to build rooms for every dwarf and find that it's hard to get nothing but coffers when you're designating a few dozen of them....

I didn't really want to say this before, but it's equally hard to get coffers than to find all occupied cages, or all mechanisms of a given quality (according to need, that might be highest/lowest available) and/or base material (or at least colour).  Unless you're advocating the complete splitting of Coffer-Containers and Bag-Containers into separate sub-trees, I can't see there to be much reason to specifically target Coffers and Bags for special treatment for Toady.  Over and above the cage/mechanism subselections I've just mentioned, and certainly some others.  (Though even I'd admit that chair/throne sub-splitting would be of little practical use.)

So, the most useful approaches I can see being taken (possibly already being pursued, or awaiting code-tweaks to allow) are twofold.  Either:
  • String searching - versatile, would solve my current 'bugbear' about cloth, but might need to be implemented in different ways for different menus (building materials vs stocks screen, especially) if the background code isn't compatible enough
  • At building materials page, allow subselection by certain keys (e.g. quality level and material class[1] or actual type) or even just allow sub-sorting by those keys, rather than the default distance.  (Even just sorting by alphabetical order of the raw or quality-laden name might help out, actually, but not as useful when the game "understands" the objects better than the text abstraction does.)

An alternate alternative that sounds it might be useful to you is to extend the current "multi-build of construction" code[2] to multi-designate a contiguous rectangle of items.

If you weren't thinking of continuous rectangles, just placing them one by one in a given spot in each and every room or something similar, then obviously this wouldn't help, after all, and I can only suggest a kludgy workaround of somehow "freezing" the building menu to be able to move onto another spot while still at the previously chosen position and then choose the next available item on that line, or move down the list for the next valid equivalent type without having to remember how many 'page-down's you had to use this time round, and taking account of the possibility that the new location has shifted various components up and down in distance...


So, from the coding POV, there's a number of changes, some of which I would see (YMMV) as preferable to arbitrary, or even game-wide, separation of items that are functionally equivalent in a lot of ways, just not for a noble's arbitrary demands.  But in the event of such a demand could instead spark an awareness in a menu that certain valid items are 'special' and flagged up as such on the menu...  If that's not going too far towards "fire and forget" playing (...ultimately, it could turn into auto-placing the item in a valid ocation once it was created by the auto-JobChanged dwarf obeying an automatic Job Manager addition, etc, etc).


But from the playing POV, how about you set up a dedicated stockpile for the precise item you want at a handy point in the corridor outside the rooms you're looking for, configure otherwise compatible stockpiles to reject those items (might need you to separate out "no non-cloth furniture, allow bags" and "specifically allow non-cloth, but disallow bags" into two separate stockpiles to avoid orphaning certain items from any stockpile at all) at the distant end.  Hauling-to-stockpile and "not available, currently tasked for hauling" delays aside, when you're assigning (if this is what you're doing) each of the rooms along the corridor with coffers of a chosen/any type, to taste, they'll be at (or very near, if its not so clean cut) the top of your list anyway.  Problem solved.  If I understand your problem.  Which I may not have, which is why I've suggested so many different solutions to it, one or two of which may have some relevance to it if I'm lucky... :)


[1] Which would even split chairs(wood) from thrones(metal) and thrones(rock).  And, of course, thrones(wierd/macabre stuff like bones due to a particularly strange mood)...

[2]  e.g. a 10x10 block of floors, for which you can search for and then use the 100 units of stone/log/block/bar whose first available unit is at medium distance, and the rest can be at various odd further distances but you're already latched onto it.  (Causing problems only when you find out you really did only had the '99' units it stated, and that it wasn't an abbreviation, and you'd rather cancel the whole job and redesignate a 9x10 and a 1x9 of chosen_material (two further manual searches) than put in a substitute material in whatever spot can't currently be supplied with the correct one.  Or designate a 'hanging 10x1', remove the accessible one, then designate the 9x10s, and fill in the missing floor once you've made sure you now do have the 100th item.  Can you tell that I do this kind of mono-material building in such a compulsive manner quite a lot? :) )
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