Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Replacing articles of clothing - should it be an automatic task?  (Read 3900 times)

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #15 on: June 06, 2012, 10:23:20 pm »

Am I the only one who simply does something like:

make cloth cloaks [R]
make cloth bags [R]
make cloth shirts [R]
make cloth socks [R]
make cloth shoes [R]
make cloth pants [R]
make cloth hoods [R]

And never worries about it again, unless we start running out of cloth?  Those jobs are all on repeat at the same workshop.  They will make one of each item before going on to the second one.  The only worry is job cancellation due to stocks running out.  You can also use the job manager to queue up X outfits at a time if you prefer it that way.  I have no idea how much I need, so I overproduce by a lot.  The farms have me covered.  If not, rob the elves.
This is what I do, with one addendum: I use DFHack's workflow plugin, which suspends and unsuspends these jobs as needed with a goal of keeping 25 each type of garment in stock at all times.  Once it's set up, in the early years of a fortress, this basically becomes "set and forget", especially once I get both domestic pig tail and rope reed production going well (and even better if I should happen to capture a GCS and set up a silk farm).
Logged

Rakushun

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #16 on: June 07, 2012, 01:58:33 pm »

Why is that people call units of value dwarfbucks? I think it's more fun to stick to the convention of calling units of everything Urists. This sock is worth X Urists. Also has the added value of implying that the worth of an individual dwarven life is considered to be a fraction of the worth of a sock.
Logged

Escapism

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #17 on: June 07, 2012, 02:13:20 pm »

Related: a setting which allows you to control when your dwarves are allowed to change their clothing.
Logged

Bulwersator

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #18 on: June 07, 2012, 02:23:59 pm »

Some micromanagement is fun...but clothing is turning out to be hugely burdensome for something that adds no value to the experience (IMNSHO). 

Couldn't clothier's shops have an automatic order to replace articles of clothing?  If a dwarf were suddenly without trousers and upset at being uncovered...couldn't that pop an automatic job on the clothier's shop to make him a pair of trousers?  I'd still be responsible for planning and executing the effort to make pig tails and rope reeds and shear creatures to make the raw materials...but why oh why do I have to constantly look through dwarves to see if their clothing is getting worn so I can set jobs for the clothier.



It seems that you want "Standing production orders" from http://www.bay12forums.com/smf/eternal_voting.php
Logged
The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

floundericiousWA

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #19 on: June 07, 2012, 03:32:36 pm »

I just went and voted for it!  had never seen the eternal poll before... much obliged! :-)
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #20 on: June 07, 2012, 04:07:13 pm »

Why is that people call units of value dwarfbucks? I think it's more fun to stick to the convention of calling units of everything Urists. This sock is worth X Urists. Also has the added value of implying that the worth of an individual dwarven life is considered to be a fraction of the worth of a sock.
It gets incomprehensible. Imagine trying to explain that, for a price of less than 50 urists per urist, you can raise the temperature of an area by ten urists for 1,200 urists. Sabe?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Rakushun

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #21 on: June 07, 2012, 07:45:22 pm »

Why is that people call units of value dwarfbucks? I think it's more fun to stick to the convention of calling units of everything Urists. This sock is worth X Urists. Also has the added value of implying that the worth of an individual dwarven life is considered to be a fraction of the worth of a sock.
It gets incomprehensible. Imagine trying to explain that, for a price of less than 50 urists per urist, you can raise the temperature of an area by ten urists for 1,200 urists. Sabe?

So what's the downside?
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #22 on: June 07, 2012, 08:39:46 pm »

...It's incomprehensible when everything's named the same, and generally better to have multiple discrete units so that you can understand things better?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

dizzyelk

  • Bay Watcher
  • Likes kittens for their delicious roasts.
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #23 on: June 07, 2012, 08:55:51 pm »

...It's incomprehensible when everything's named the same, and generally better to have multiple discrete units so that you can understand things better?
Not to mention it gives me flashbacks to smurfs.
Logged
Dwarf Fortress - Bringing out the evil in people since 2006.
Somehow, that fills me more with dread than anticipation.  It's like being told that someone's exhuming your favorite grandparent and they're going to try to make her into a cyborg stripper.

Rakushun

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #24 on: June 07, 2012, 09:12:05 pm »

So what's the downside?

^ Was a joke, but honestly, I can comprehend it, and it's arbitrary to say just the money in that sentence should be different but it's okay for everything else to be measured in Urists. Personally, I will continue to call units of currency Urists.
Logged

vertinox

  • Bay Watcher
    • View Profile
    • My Let's Play Dwarf Fortress (tutuorial) Videos
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #25 on: June 07, 2012, 09:24:54 pm »

Something needs to be done about the current clothing situation. What I would really like to see is a z + clothes screen to show you how many socks and other articles of clothing you have in a nice table format. Then it would be nice to have the ability to make orders to make up to say 200 socks or 200 trousers to keep the industry up and running. Currently its a guessing game and a hassle.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #26 on: June 07, 2012, 09:44:22 pm »

So what's the downside?

^ Was a joke, but honestly, I can comprehend it, and it's arbitrary to say just the money in that sentence should be different but it's okay for everything else to be measured in Urists. Personally, I will continue to call units of currency Urists.
Personally, I'd prefer if we had separate units for each commonly-used measurement. We've got tiles for distance, levels for height, dwarfbucks for value, and urists are fine for temperature. We really don't have any other important units...well, I guess weight, but I think that that's kilograms...

Something needs to be done about the current clothing situation. What I would really like to see is a z + clothes screen to show you how many socks and other articles of clothing you have in a nice table format. Then it would be nice to have the ability to make orders to make up to say 200 socks or 200 trousers to keep the industry up and running. Currently its a guessing game and a hassle.
Maybe, for a simpler situation, some kind of indication on the z-stocks screen about the ownership status of clothes and other items. And then being able to appoint sub-managers once your population reaches 20 or so that, among other benifets, increase the max size of the job manager orders.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Sabreur

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #27 on: June 08, 2012, 04:44:15 pm »

I would like some sort of "maintain stock" command. So you could use your manager to order a minimum of 20 trousers be available at all times. If you fell below this number, the manager would put in a work order for more. It could still go horribly wrong, like if your manager was eaten by a cave crocodile and you forgot to replace him, or you didn't keep enough cloth on hand.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #28 on: June 08, 2012, 06:54:31 pm »

Sensible. That's "at least 20 unowned pairs of trousers," right?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Bulwersator

  • Bay Watcher
    • View Profile
Re: Replacing articles of clothing - should it be an automatic task?
« Reply #29 on: June 09, 2012, 04:11:14 am »

Sensible. That's "at least 20 unowned pairs of trousers," right?

It seems that you want "Standing production orders" from http://www.bay12forums.com/smf/eternal_voting.php
Logged
The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.
Pages: 1 [2]