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Author Topic: Stockpile list granularity  (Read 1186 times)

Veylon

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Stockpile list granularity
« on: June 13, 2013, 01:09:08 pm »

Right now, there appears to be a severe problem with having dozens of different animal parts along with the different clothing types. It makes the stockpile screen extremely cluttered and difficult to work with. To the point of having Veok aggregate all the furs into a few types.

So I suggest there being adjustable specificity when in the stockpile screens that can lump things together more effectively. So that you have different "views" set to show the items stacked in different ways.

So there could be something like this to show all the contents in their extended glory:
Code: [Select]
Material: Specific
Item Type: Specific
Quality: Specific

Bear Leather Slipper [4]
*Bear Leather Shoe* [2]
Weasel Leather Slipper [2]
*Cow Leather Shoe* [4]
Woodchuck Bone Earring [1]
Ash Ring[17]
-Ash Ring- [3]
+Ash Ring+ [5]
Rabbit Leather Hood[1]

A mode to aggregate types:
Code: [Select]
Material: Super
Item Type: Specific
Quality: Specific

Leather Slipper [6]
*Leather Shoe* [6]
Bone Earring [1]
Wood Ring[17]
-Wood Ring- [3]
+Wood Ring+ [5]
Leather Hood[1]

A mode to condense quality:
Code: [Select]
Material: Super
Item Type: Specific
Quality: Ignore

Leather Slipper [6]
Leather Shoe [6]
Bone Earring [1]
Wood Ring[25]
Leather Hood[1]

Another mode to ultra-condense things:
Code: [Select]
Material: Any
Item Type: Super
Quality: Ignore

Clothing [13]
Craft [26]

Each material can be represented as specific (goblin bone, poplar, granite), the super-type of the material (bone, wood, worthless stone), or ignored completely. It would also be possible to create groupings of materials. For instance, you could create a category of "grey stones" or "rare bone" and use it with stockpiles so that every individual type doesn't need to be set each time.

Similarly, the quality can either be shown, ignored, or split, putting items above a certain quality in one slot and the others in another.

The typing would, again, go specific (shirt, pants, piccolo, broadsword), super (clothing, instrument, weapon), general (craft, item).

The overall goal would be to make it possible to tell how much of one kind of thing there is without having to add up a dozen individual entries, regardless of whether one is looking for crafts made from bear parts, footwear, tallow, unprocessed inedible plants, or dark grey stones.
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Xolroc

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Re: Stockpile list granularity
« Reply #1 on: June 13, 2013, 06:35:13 pm »

I support this idea.  Might help with the lag when selecting "stone" as well.
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Veylon

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Re: Stockpile list granularity
« Reply #2 on: June 14, 2013, 05:04:43 pm »

I support this idea.  Might help with the lag when selecting "stone" as well.
I doubt it would help there as it would still need to parse every item to create these categories. Stone might be helped if it just kept track of how many of each rock there are as they are created/destroyed on the side instead of adding them up one-by-one every time you use the stockpile screen.
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Silverionmox

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Re: Stockpile list granularity
« Reply #3 on: June 15, 2013, 06:05:10 am »

I support this idea.  Might help with the lag when selecting "stone" as well.
I doubt it would help there as it would still need to parse every item to create these categories. Stone might be helped if it just kept track of how many of each rock there are as they are created/destroyed on the side instead of adding them up one-by-one every time you use the stockpile screen.
That would help the noticeable lag that happens when you push the cursor on the stone item in the stockpile list.

The utility of the list would certainly be increased when differences that don't usually matter are not usually displayed (eg. wood types). It depends on the situation which ones you need. I'd say there need to be different categorization levels. In the preferences you can then indicate which ones you like as a standard for different main categories. We should be able to define those categories too, hierarchical or with a tag system? A tag system would be useful for things like axes, that should obviously show up both under weapons and tools.

And of course, we need serious sorting and filtering options to pull the few items we need from the thousands of items in a fortress.
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