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Author Topic: New Idea: Machinery that procudes items very, very fast.  (Read 5603 times)

silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #15 on: September 06, 2013, 01:25:11 pm »

Why don't you just use dwarf therapist optimizer?
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Apani

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #16 on: September 06, 2013, 02:03:09 pm »

I'm too stupid for it. How does it work? :-[
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Lottanubs

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #17 on: September 06, 2013, 03:10:28 pm »

You push a button and it assigns labors based off of how the dwarf is best suited for a labor (I assume by taking into account preferences and attributes, both physical and mental). I tend to do this right at the embark screen so I can be sure to put points into skills that dwarves are suited for.
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Apani

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #18 on: September 06, 2013, 03:20:09 pm »

Where's the button? :-[
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Lottanubs

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #19 on: September 06, 2013, 03:29:21 pm »

It's right in-between "roles" and "Windows" near the top-left. You have to make an "optimization plan." I've never used it so I can't explain wuht do, but this video explains it adequately. Even if it might be a little outdated.
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sir_schwick

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #20 on: September 06, 2013, 03:45:43 pm »

This has some similarity to the token concept.

Factories(building) are designed with spaces so a minecart can dump into a quantum stockpile(those are set separately) right next to the working square.

Spoiler (click to show/hide)

Craftsman would create casts/molds/etc. of the item that would be massed produced.  These would have quality levels and would be reagents in the reaction.  The other reagents would be whatever raw materials were needed.  Each reaction would create some number of the cast item with the same quality as the cast.  The number created would somehow be related to the amount of power the factory was receiving.

Two approaches to the power issues.  One is you create tiers of factory based on how much power is needed.  The other, more elegant option, is to simply see how much power is provided and vary output based on that.

An additional part of the cast system could be requiring a mechanic to then prepare the cast for integration into the machine.  If the maximum quality of the final cast could be limited by its current quality this makes sense.
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Billy Jack

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #21 on: September 06, 2013, 03:48:13 pm »

There's also a myriad of settings the game_data.ini file under the etc folder.  These would need to be edited by someone in order to determine who should do the job.  My understanding is that DT takes this into consideration when assigning the labors. And it also affects when you sort by role-rating for a particular labor.

Whether or not one considers that to be very important is up to the individual.
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silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #22 on: September 06, 2013, 04:05:09 pm »

I'm too stupid for it. How does it work? :-[

Click on the season 2 link for dwarf fortress below, there is a download link in the description of the video. Included in the file is a few optimizer plans you can import into therapist, it will give you a good starting point. They are in the dwarf therapist folder.
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Apani

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #23 on: September 06, 2013, 04:38:05 pm »

I'll try when I can. Anyway, judging on your accent... Are you British?
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Felius

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #24 on: September 06, 2013, 05:51:20 pm »

I tend to just go with DFHack Auto Labor for most stuff. Don't really care enough about most professions to optimize and keep them optimized. :P

On the factory, it might be feasible if it constructs in big batches, although the bottleneck still keeps being the hauling. Well, that and for a lot of items, you don't really need to build so many of them that it actually makes sense to ignore quality in exchange for speed, or even do something more complicated but faster. I guess, blocks, log and plant processing, maybe ammo, and that's about it. Perhaps booze, but it's not really problematic to keep supplied.
« Last Edit: September 06, 2013, 05:57:04 pm by Felius »
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silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #25 on: September 06, 2013, 06:58:52 pm »

I'll try when I can. Anyway, judging on your accent... Are you British?

Not even a little bit.
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BoffoDorf

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #26 on: September 06, 2013, 10:53:09 pm »

I'll try when I can. Anyway, judging on your accent... Are you British?

Not even a little bit.

This one made me smile, if only because of a certain A-10 that crashed into the side of a cliff. 

Anyway, I so want that crate packing workshop, but lets not have said crate be auto opened by expedition outfitters.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #27 on: September 06, 2013, 11:14:01 pm »

So... whats wrong with minecarts and wheelbarrows for packing stuff? ;)

The traded crates, I could make 1x1 unpacking stations insteaf of the "trade storehouse", so you just build a "unpacking station" next to you carpenter and unpack the traded crates of wood, and you build another one next to your smelter/forges and unpack crates of metal bars. But people would have to do it manually then, and not automated. (Or I include one manual and one automated version)

I was also thinking in the lines of factoy/assembly lines or metal-casting. The quality of casted metal items should only be affected by the worker who made the metal casts/dies, not by they guy pouring the metal into the caste. It could create batches of metal items, but again, this is industrial revolution.

I thought about making it high-tech, because the RL equivalent is advanced higher then the normal DF tech standard, thats all. Didnt think about any game balance, because I have no idea what the workshop will do in the end, how much input, output, and so on. ;)
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silentdeth

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #28 on: September 07, 2013, 12:01:09 am »

I was thinking unpack the crates in the actual workshop, I can already put a quantum stockpile right next to the workshop with minecarts. The problem is that putting items in a minecart is a low priority job. That and it is really hard to control the amount that way.
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Meph

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Re: New Idea: Machinery that procudes items very, very fast.
« Reply #29 on: September 07, 2013, 04:17:46 am »

Wouldnt that clutter up quite a lot of workshops? For example adding 10 reactions to unpack metal crates to all metalworking workshops... on the other hand they would be red/at the bottom of the list most of the time.
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