Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Designation: Force-Clean  (Read 1757 times)

Shurikane

  • Bay Watcher
    • View Profile
    • http://www.shurikane.com
Designation: Force-Clean
« on: December 26, 2015, 10:20:42 am »

Since automatic cleaning has been iffy for a long time, I propose a manual variant.

The Clean designation applies to all surfaces with blood/vomit/etc, and dwarves treat those designations as they would digging, smoothing, and so on.  This allows to at least clean some specific parts of the fort that the player would want to pretty up.
Logged

Xazo-Tak

  • Bay Watcher
  • *Camping forever*
    • View Profile
Re: Designation: Force-Clean
« Reply #1 on: December 28, 2015, 10:16:26 pm »

This'd make a good stand-in until cleaning is fixed, unless cleaning is bugged for a reason that would affect manual cleaning too.
Logged
How to have recursive Fun:
Have Fun
Reclaim fort
Destroy your main graveyard with a cave-in

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Designation: Force-Clean
« Reply #2 on: January 14, 2016, 09:43:15 pm »

+1.

I would also go for "cleaning zones," for areas where if there's a mess you want someone to go clean it up automatically.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DeCervantes

  • Bay Watcher
    • View Profile
Re: Designation: Force-Clean
« Reply #3 on: May 23, 2016, 07:20:37 am »

Totally agree. I heard somewhere that all the stains tend to drag the FPS down so it would help the general gameplay.
« Last Edit: May 23, 2016, 07:22:22 am by DeCervantes »
Logged

conflictensues

  • Bay Watcher
    • View Profile
Re: Designation: Force-Clean
« Reply #4 on: May 28, 2016, 12:01:23 am »

An init option to turn off blood and vomit drops would also be nice to have.  While on the subject of 'cleaning,' DF-hack has a nifty tool that hides re-covered tiles that I'd like to see in vanilla.

*edit
also
OLD_TREES
TREE_COLLAPSE  (like cave-ins)
TREE_DROPS

« Last Edit: May 28, 2016, 12:05:14 am by conflictensues »
Logged

Witty

  • Bay Watcher
    • View Profile
Re: Designation: Force-Clean
« Reply #5 on: May 29, 2016, 09:42:00 am »

This'd make a good stand-in until cleaning is fixed, unless cleaning is bugged for a reason that would affect manual cleaning too.

If this were to be implemented, I don't see any reason to 'go back' to random whenever cleaning. That system is likely just an ancient placeholder from older versions. 
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Designation: Force-Clean
« Reply #6 on: May 29, 2016, 11:03:02 am »

This'd make a good stand-in until cleaning is fixed, unless cleaning is bugged for a reason that would affect manual cleaning too.

If this were to be implemented, I don't see any reason to 'go back' to random whenever cleaning. That system is likely just an ancient placeholder from older versions.
The reason being that not everybody wants to look over every tile of their fortress to find every mess that needs cleaning. You could simply have both systems at the same time.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

DeCervantes

  • Bay Watcher
    • View Profile
Re: Designation: Force-Clean
« Reply #7 on: June 02, 2016, 07:32:41 am »

If a designated cleaning system is implemented removing the old autocleaning should be considered IF it helps the performance of the game. Otherwise I would leave it. I think dwarfs preforming tasks on their own helps the feeling that dwarfs are just living their on lives and deciding their own jobs.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Designation: Force-Clean
« Reply #8 on: June 02, 2016, 07:30:45 pm »

This'd make a good stand-in until cleaning is fixed, unless cleaning is bugged for a reason that would affect manual cleaning too.

If this were to be implemented, I don't see any reason to 'go back' to random whenever cleaning. That system is likely just an ancient placeholder from older versions.
The reason being that not everybody wants to look over every tile of their fortress to find every mess that needs cleaning. You could simply have both systems at the same time.
I'm pretty sure they only do "random cleaning" after they've finished a nearby job. It's not great as-is.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Designation: Force-Clean
« Reply #9 on: June 03, 2016, 03:03:23 am »

If I recall, its a proximity issue. Dorf without jobs, that are "nearby" a dirty tile will go clean it. So designating a zone to be clean, probably wouldnt do much, because you would need to change how cleaning is done and if you're doing that then why opt for a bandaid when you can just redesign the system?
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#