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Author Topic: [SOLVED]Restricting workshops to only 1 dwarf specialist  (Read 5491 times)

GreatWyrmGold

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #15 on: June 29, 2012, 07:18:47 pm »

You just need a manager to make profiles. Make a small office, throw a random Urist in there, and you'll be able to use them.
You don't even need the office!
Until you hit 20 dwarves, at least.
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Rafe

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #16 on: June 29, 2012, 07:23:15 pm »

The burrows idea can work. Designate a multi-level burrow across your whole map and assign everyone to it. Cut a hole in your mason's workshop and create a new burrow just for him (or simply leave him unassigned).

But the skill thing is preferable unless you want one particular dwarf who, other than being a different dwarf, is indistinguishable from the rest of them.

I'm actually thinking about doing exactly what you recomend not to control dorfs from using a unsanctioned workshops but from hauler dorfs screwing up my jewel productio orders by grabbing bins full of rough gems that are in a queue to be cut. My diggers are exploring and channeling around the deep caverns and periodically run into gem stone clusters. The immediate response by haulers is to take all the rough bins and descend into the mines to collect the recently liberated ones, this result in the rough's being unavailable for cutting. If i assign everybody to the fortress proper except miners then i think this should do it. Then when i want to collect i just remove some from the burrows.
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wuphonsreach

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #17 on: June 29, 2012, 09:43:14 pm »

The solution for that in the current DF2012 is to have (2) stockpiles for rough gems.

a) A stockpile that is about 5-15 tiles, which does not use bins and accepts rough gems from everywhere.
b) A 2nd stockpile that uses bins, only takes from links, and pulls from the first stockpile, then gives to the workshop.

If you setup a 2-step stockpile like that, you can even allow the first stockpile to use bins.  Because the first pile gives to the 2nd pile and the 2nd pile only pulls from links then you should never see haulers take bins out of the 2nd pile and go down into the mines with the bin.

Basically, workshops should always have a 1x3 to 3x5 stockpile which feeds the workshop and only accepts inputs from links.

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Rafe

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #18 on: June 29, 2012, 10:41:38 pm »



I'm gonna try this again. The first time i did it i still got interruptions because the workshop tethered rough gem stockpile was being lifted and brought to the anywhere tethered stockpile.

I think it has to do with Take from and Give to distinctions.
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Garath

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #19 on: June 30, 2012, 02:50:14 am »

The burrows idea can work. Designate a multi-level burrow across your whole map and assign everyone to it. Cut a hole in your mason's workshop and create a new burrow just for him (or simply leave him unassigned).

But the skill thing is preferable unless you want one particular dwarf who, other than being a different dwarf, is indistinguishable from the rest of them.

there was also the option of selecting specific dwarfs to be allowed in a workshop instead of setting by skill level. That might be easier than the burrows thing.
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Snaake

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #20 on: June 30, 2012, 10:46:07 am »

You can use a burrow to force the legendary mason to only work at his own workshop. Instead/in addition to this, you can use the workshop profile to either only allow him there, or restrict by skill.

Just to rephrase/clarify what's been said earlier.
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Garath

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Re: Restricting workshops to only 1 dwarf specialist
« Reply #21 on: June 30, 2012, 10:48:33 am »

You can use a burrow to force the legendary mason to only work at his own workshop. Instead/in addition to this, you can use the workshop profile to either only allow him there, or restrict by skill.

Just to rephrase/clarify what's been said earlier.

great summary, though you forgot to mention that the burrow doesn't prevent others working at his workshop.
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Rafe

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[SOLVED] Restricting workshops to only 1 dwarf specialist
« Reply #22 on: June 30, 2012, 09:07:04 pm »

holy crap i think i got it.

I use the management properties on the jeweler to restrict the workshop to the worker in question. I then have about 7 small stockpiles. 

The main stockpile brings in rough gems from the caves below or any mining operations anywhere this pile is linked to another rough pile that gives to the jeweler, the jeweler then outputs to a 3rd pile that takes cut gems. Since the 3rd pile cannot give and take from the same place the 3rd pile transfers to a 4th pile which is just  another cut gem pile. The 4th cut gem pile then feeds back into the workshop to facilitate engraving on furnature from a nearby mason or a pile outputted from a craftdrawfs workshop filled with rock crafts. Any finished good that comes out from the jeweler after the 4th pile provided cut gems goes into a 5th pile of finished goods seperate from the craftdrawfs and masons.

That isn't where it ends either. I have a good portion of my fortress designated with burrows that most of my dorfs are assigned to however only a 2 or 3 can enter teh jewlers work area and tamper with his piles(him included). The initial pile that feeds rough gems is fair game for any dwarf to take and fill with gems but the 2nd rough gem pile he take from rarely get's picked up as only 1 or two dorfs can take it, and only for a few feet where they then dump a rough bin into another rough bin.

Everythign is done using bins other then furniture(statues or hatchcovers or tables).

as of now the system is so well automated i can totally ignore the jeweler and am now making him make bone bolts in addition. The one drawf always drove me mad because he was so frequently idle is NEVER idle now, he's actually my most reliable dorf !

Anyway i'm sure it's not foolproof as there can be miraculous timing exchanges btween pile 1 and 2 that lead to order cancellations but other then that it's pretty damn satisfying sitting back and watching my wealth go up while i try to grapple with the military system.
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