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Does it enough good?

Yes, nice.
- 1 (100%)
Huh, no need in this.
- 0 (0%)
No, it's useless.
- 0 (0%)

Total Members Voted: 1


Author Topic: Stock management (DF mode)  (Read 382 times)

Genybr

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Stock management (DF mode)
« on: January 24, 2012, 07:22:43 am »

Goal of this - is quite adequate stock management and micromanagement improve.
By the way, it can make kinda better burrows and hospitals.
Excuse me for my meager linguistic ability.

Changes:
Step 1
In p-s (stock settings)
- add "min/max limits" for each position.
"min limit" forbids goods export (if q'ty of goods lesser than it).
"max limit" forbids goods import (if q'ty of goods higher than it).
Notice: "limits" can be partly reused from "set Hospital information"
Notice: export and import is an internal fortress goods movement, not an external economic activity!
- add "associated import/export rooms"
This one associates any rooms, which be allowed/restricted for goods movement. Rooms is: stockpiles, dining/bedrooms, cabinets, workshops, etc.
Allowance - marking selected tile as "preferred" for goods movement, but it makes no restriction.
Restriction - marking selected tile as "restricted" for goods movement, but only for direct transactions.
Notice: "restriction" can be partly reused from "burrows".
- add "auto dump".
If item will arrive on stock with this setting - it will be automatically marked as "for dump". Useful for nervous tissues, rotten items, silver etc.

Step 2
In bookkeeper's list
- Add "force" flag.
This flag makes no need to manual reclaiming of dumped wood/ore/stone, or autodump unnecessary stone/ore/plants/etc. Force flag is primary (no exception for step 1 settings)
- Add "reclaim" flag.
Service for "force" flag.
- Add "mine/harvest" flag.*
All items/tiles under this flag will became automatically ordered.
This flags make at least one good thing: you can automatically mine veins, smelt objects, etc.
Notice: with Step 1 expansion you can smelt all not-enough-good-goods
* - Yep, I know about doubling this in new release

Step 3
New skill: "Packing"
This skill allows dwarf to make stacks of same goods. So, 5x1 bolt >> bolts[5] after dwarf gains all 5 bolts one-by-one or partially stacked (requires next release of DF dwarven AI). So, novice will make small stacks, proficient - full-size stacks. However, legendary packer can pack unpackable (50 beer in single barrel) and stack unstackable (tables[3]), but it's speed will be so slow as land mail.
Useful for Adventurer too.
In p-s (stock settings) (uses Step 1!).
- "Allowed personal" option.
Limits list of units, which can move goods at this stock (import and export). Mainly roleplay function, but can be usable for cave/military transactions.
Notice: can be reused from "burrows".

Step 4
Operation schedule/reports.
- Operation Schedule
Reused from "military-alerts". Uses stock settings for each month/alert.
Usable at military operations (ammo movement), farming (seeds movement), seasonal works.
- Operation reports (probably unnecessary).
Dump of schedule result: in-out coming transactions, limits completion (complete/ended from all unreported up to the scheduled month). Can be cleaned up automatically after n years, default - 5.

Step 5
Roleplaying: Local caravans
New building
- Wagon (also requires 2 animal, 1+ crew, uses Step 3).
Wagon is movable stock. After using 2 chains (for chaining animals) and at least one unit to crew it can move on as hauler from point to point. Payload limited by: it's stock limits, max weight.
Usable for multi-parted fortresses roleplay.

I hope that shall improve micromanagement and gives player more time for make something Great.

It also can be very useful if game became to operate not a fixed area, but 3D clusters and it's areas.
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