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Author Topic: Making stockpile a building like tradedepot  (Read 1846 times)

§k

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Making stockpile a building like tradedepot
« on: June 24, 2014, 12:52:21 am »

It can hold large number of items(100 items per tile, for example), but requires some blocks or logs, which makes the stockpile feature more realistic.
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Waparius

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Re: Making stockpile a building like tradedepot
« Reply #1 on: June 24, 2014, 02:09:54 am »

I don't really see how this would work better than the current system. It's versatile and already makes plenty of sense.

If anything making workshops, trade depots and similar fixed-structure buildings work more like stockpiles (or more properly, rooms and zones) would be better as far as realism's concerned.
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§k

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Re: Making stockpile a building like tradedepot
« Reply #2 on: June 24, 2014, 04:16:11 am »

If they work like rooms, that's even better. I think it might have been mentioned somewhere that workshop working like room is planned feature in the future.

A stockpile that requires no building material and begins to function instantly after designated should not, at least, prevent vegetation from growing, or change how the ground look when not highlighted. Moreover, food stockpile and refuse stockpile should at least involve some building or furniture, as they changes the speed of rotting.
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GavJ

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Re: Making stockpile a building like tradedepot
« Reply #3 on: June 24, 2014, 06:11:39 pm »

Quote
It's versatile and already makes plenty of sense.
As mentioned above, it's not realistic mostly for food items. Hunk of meat on a rock floor = rotting. Hunk of meat on a rock floor that the dwarves have deigned to label a "stockpile" = micro-organisms magically do not touch it.

However, I think a better fix to this would just be sort of the opposite solution: to make unpackaged food items on the floor rot, even in stockpiles. Because blocks and logs don't really make sense either, anyway, for explaining why it wouldn't rot. So the OP isn't really lending realism, unless I am misunderstanding what it's supposed to represent.

A different version of the OP would have been sort of cool: adding logs and blocks lets you packs stuff more efficiently, so you get like 4 stones or barrels or whatever per stockpile square if you've elected to build "shelving stockpiles." However, as of DF 2012 this is obsolete due to sanctioned minecart route quantum stockpiling.
« Last Edit: June 24, 2014, 06:14:09 pm by GavJ »
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§k

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Re: Making stockpile a building like tradedepot
« Reply #4 on: June 24, 2014, 08:05:38 pm »

However, I think a better fix to this would just be sort of the opposite solution: to make unpackaged food items on the floor rot, even in stockpiles.

That's very good solution. What I originally thought was something like a stockiple built from nethercap or silver that prevent raw food item from rotting, or a nethercap chest (refrigerator) as a furniture.
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Waparius

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Re: Making stockpile a building like tradedepot
« Reply #5 on: June 25, 2014, 05:22:56 am »

Quote
It's versatile and already makes plenty of sense.
As mentioned above, it's not realistic mostly for food items. Hunk of meat on a rock floor = rotting. Hunk of meat on a rock floor that the dwarves have deigned to label a "stockpile" = micro-organisms magically do not touch it.

However, I think a better fix to this would just be sort of the opposite solution: to make unpackaged food items on the floor rot, even in stockpiles. Because blocks and logs don't really make sense either, anyway, for explaining why it wouldn't rot. So the OP isn't really lending realism, unless I am misunderstanding what it's supposed to represent.

I do agree with this -  it's been mentioned in the food/cooking/farming threads quite often that the current models for agriculture, cookery and food storage aren't that great. Making most foods rot unless preserved, altering how kitchens work so that food's generally cooked just prior to consumption unless it's specifically meant for storage, maybe even making most preserved food less nutritious than the fresh stuff are all good things.
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AltF4

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Re: Making stockpile a building like tradedepot
« Reply #6 on: June 25, 2014, 08:23:05 pm »

I don't really see how this would work better than the current system. It's versatile and already makes plenty of sense.

If anything making workshops, trade depots and similar fixed-structure buildings work more like stockpiles (or more properly, rooms and zones) would be better as far as realism's concerned.

I agree, however, I would like there to be some fixed storage furniture i.e., shelves would be nice.
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christopher1006

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Re: Making stockpile a building like tradedepot
« Reply #7 on: June 26, 2014, 04:29:34 pm »

A building for a stockpile would make sense for certain items. You would need to build storehouses for many plants and preserved meats, the logs and such would recognize the construction of such a building. I don't know what you would construct to hold stones, it makes sense to me maybe if they were outside and were carved they could suffer quality degradation(this could apply to metal). Back to food, a building could serve to hold double what could be held per tile without a construction. Not only would you have barrels but it's not uncommon to hang carcasses, cheese, certain prepared meats and various plants from the ceiling. That would be another step closer to representing the preservation of your foodstuff.
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Waparius

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Re: Making stockpile a building like tradedepot
« Reply #8 on: June 28, 2014, 01:40:03 am »

A building for a stockpile would make sense for certain items. You would need to build storehouses for many plants and preserved meats, the logs and such would recognize the construction of such a building.[snip] Back to food, a building could serve to hold double what could be held per tile without a construction. Not only would you have barrels but it's not uncommon to hang carcasses, cheese, certain prepared meats and various plants from the ceiling. That would be another step closer to representing the preservation of your foodstuff.

Sort of. Having some food preservation options like salting, drying and smoking (maybe in the farmer's workshop until workrooms are implemented) would be good; having a "rack" furniture item wouldn't be bad either, if it let you double the storage capacity of each tile you build it on, via being able to place things "under" the racks.

I could see the Kitchen-as-it-is being replaced with some kind of food-preservation workshop as well, like a Smokehouse or what-have-you, requiring one or more racks and barrels and letting you smoke, salt, dry and pickle, and taking over tasks like Render Fat - kitchens should be turned into a more on-demand sort of workshop linked to dining rooms (ie, dwarf goes to the kitchen with a meal request, a cook prepares the meal from ingredients and then the dwarf takes it to the dining room). You could also have an Oven or Bakehouse-type workshop that produces more long-lasting foods for on-demand eating like bread or biscuits, and roasts for special occasions. (That's been gone over in more detail elsewhere though).


Quote
I don't know what you would construct to hold stones, it makes sense to me maybe if they were outside and were carved they could suffer quality degradation(this could apply to metal).

Doesn't really make sense to me at all. I don't think it's particularly necessary. What you could do is allow some items to be stacked or piled rather than binned - I'm thinking blocks, logs and full bags here. That might be best handled with the stacking fixes.
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