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Author Topic: Workshops can have a wheelbarrow  (Read 3280 times)

ptb_ptb

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Workshops can have a wheelbarrow
« on: August 27, 2014, 08:56:58 am »

Simple idea: Workshops can have one wheelbarrow assigned to them. When not in use it will be left inside the workshop or in an adjacent space. When workshop dwarf is going to get a heavy material he will take the wheelbarrow with him to get it.
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BesorgterZwerg

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Re: Workshops can have a wheelbarrow
« Reply #1 on: August 27, 2014, 10:34:27 am »

I really like this idea  :)
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Dorf and Dumb

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Re: Workshops can have a wheelbarrow
« Reply #2 on: August 27, 2014, 11:47:34 am »

I went a step further and said workshops should actually *be* a stockpile, with all the usual settings and the ability to give and take, etc.
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milo christiansen

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Re: Workshops can have a wheelbarrow
« Reply #3 on: August 27, 2014, 03:04:22 pm »

This would solve the biggest issue I have with masons shops, eg they are very slow unless you stockpile stone right next to them.
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shadus

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Re: Workshops can have a wheelbarrow
« Reply #4 on: August 27, 2014, 07:23:11 pm »

This is already accomplishable using stockpiles around a shop (make shop areas 5x5 vs 3x3) and using burrows... that said, this would simplify things massively.  I really like the idea.
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Dorf and Dumb

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Re: Workshops can have a wheelbarrow
« Reply #5 on: August 28, 2014, 11:48:27 am »

It doesn't make any sense to stockpile stone around a mason shop.  Those things you build on the spot with the stone.  Then you designate the area all around them as a custom stockpile, g)ive to the shop, and have it run nonstop until it runs out, at which point you de-designate the stockpile and deconstruct the shop.
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Bumber

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Re: Workshops can have a wheelbarrow
« Reply #6 on: August 29, 2014, 05:13:59 am »

It doesn't make any sense to stockpile stone around a mason shop.  Those things you build on the spot with the stone.  Then you designate the area all around them as a custom stockpile, g)ive to the shop, and have it run nonstop until it runs out, at which point you de-designate the stockpile and deconstruct the shop.
That's not really an option if you make use of profiles and burrows (which, I might add, can be very handy given the inseparable nature of construction jobs.)
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MDFification

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Re: Workshops can have a wheelbarrow
« Reply #7 on: August 31, 2014, 02:32:14 pm »

This would solve the biggest issue I have with masons shops, eg they are very slow unless you stockpile stone right next to them.
If you don't get the settings right they're very slow anyway; for example, forgetting to make the workshop only take from a stockpile leaves your masons free to decide that boulder 2 tiles away is farther away than a boulder 1 tile but 47 z-levels away.
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TBeholder

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Re: Workshops can have a wheelbarrow
« Reply #8 on: November 02, 2014, 09:00:58 pm »

I went a step further and said workshops should actually *be* a stockpile, with all the usual settings and the ability to give and take, etc.
And have a reserve of material. And make workshops bigger for this purpose... But once a workshop have full stockpile functionality, why not to separate them into two specialized buildings, let this stockpile accept more material and customize, and set it up as a stockpile by pointing at it... wait.  ;)
This would solve the biggest issue I have with masons shops, eg they are very slow unless you stockpile stone right next to them.
This can't be as fast as a stockpile next to the workshop anyway. There are many, many reasons to set stockpiles there, such as fine profiling.

If you don't get the settings right they're very slow anyway; for example, forgetting to make the workshop only take from a stockpile leaves your masons free to decide that boulder 2 tiles away is farther away than a boulder 1 tile but 47 z-levels away.
True, but it's a path issue and appears only on setup mistake. Local material stockpiles solve many problems at once... and simply make sense.
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StagnantSoul

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Re: Workshops can have a wheelbarrow
« Reply #9 on: November 02, 2014, 09:07:22 pm »

YES!
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Archereon

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Re: Workshops can have a wheelbarrow
« Reply #10 on: December 09, 2014, 03:08:11 pm »

This would be so tremendously helpful for smelting, masonry, and certain construction jobs, And I suspect it wouldn't be nearly as complicated to implement as some suggestions for speeding up workflow.
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TBeholder

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Re: Workshops can have a wheelbarrow
« Reply #11 on: March 01, 2015, 07:06:44 pm »

This would solve the biggest issue I have with masons shops, eg they are very slow unless you stockpile stone right next to them.
I'm more like "wait, someone doesn't  stockpile materials right next to the workshop? Why?"

But yeah, setup unified for 'shops and 'piles is a good idea. Wheelbarrows and material control made easy.
Storage function glued to the workshop itself - bad idea: it would make control untidy, and may reduce flexibility.
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