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Author Topic: If dwarf cannot do repeating craft job, suspend job rather than delete it.  (Read 1206 times)

WertyMiniBot

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It's annoying to have to reset your repeating orders if, for example, you run out of wood and you have many repeating jobs for your carpenter. I already manually suspend my jobs when I'm running out, so why cant that be done automatically. (Correct me if this was already implemented.)
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NW_Kohaku

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While I fully agree it should be part of the base game, this is a feature of DF Hack, should you want to use it.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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breadman

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Suspending a currently impossible workshop job would be a good first step, but it would be even nicer if it could be placed in a state where it gets completed once the materials are available again.  See also:
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Sirbug

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It should be switchable, in case someone uses repeat for "process the all" order.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

NW_Kohaku

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It should be switchable, in case someone uses repeat for "process the all" order.

Standing Orders should take care of that, once Toady gets around to it.  In fact, Standing Orders should take care of all the things mentioned. 
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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breadman

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It should be switchable, in case someone uses repeat for "process the all" order.

True.  In the first thread listed above, a case was made for a three-way toggle between single, repeat, and auto.

It should be switchable, in case someone uses repeat for "process the all" order.

Standing Orders should take care of that, once Toady gets around to it.  In fact, Standing Orders should take care of all the things mentioned. 

This just happens to be a very convenient way to implement at least half of what Standing Orders needs.  In fact, working on this first will make Standing Orders more convenient, by reducing cancellation spam.
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Quote from: Kevin Wayne, in r.g.r.n
Is a "diety" the being pictured by one of those extremely skinny aboriginal statues?

NW_Kohaku

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This just happens to be a very convenient way to implement at least half of what Standing Orders needs.  In fact, working on this first will make Standing Orders more convenient, by reducing cancellation spam.

Suggesting something that has already been suggested for years, and which Toady already intends to do, however, is not exactly helping speed anything along, unless you have some insight into the implementation that has not yet been shared.  And frankly, if that's the route you want to go, working on DF Hack is probably better, since that's not only a practical demonstration of how it can be implemented, but as an open source code, it already demonstrates how to overcome any limitations or bugs.

DF Hack already does all the things you linked.
« Last Edit: April 01, 2016, 12:21:12 pm by NW_Kohaku »
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

breadman

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This just happens to be a very convenient way to implement at least half of what Standing Orders needs.  In fact, working on this first will make Standing Orders more convenient, by reducing cancellation spam.

Suggesting something that has already been suggested for years, and which Toady already intends to do, however, is not exactly helping speed anything along, unless you have some insight into the implementation that has not yet been shared.  And frankly, if that's the route you want to go, working on DF Hack is probably better, since that's not only a practical demonstration of how it can be implemented, but as an open source code, it already demonstrates how to overcome any limitations or bugs.
As the implementer and maintainer of one of those DFHack standing orders plugins, my main insight is that this (preventing repeated workshop jobs from getting cancelled by the dwarves), now that stockpiles can be linked to give to workshops, is the absolute easiest way to implement standing orders based on inputs.  (Standing orders based on outputs is somewhat trickier, though even that can largely re-use an interface that already exists.  A single system that combines both types of standing orders is trickier still, though mostly on the interface side.)  My secondary insight concerns when to emit an announcement that a job can't be completed.  Tertiary, I've noticed that it can replace a couple of existing features, allowing those to be phased out sometime.

But true, those points were made in the first thread listed above.  That's why I linked to them when a subset of the original suggestion was suggested yet again, hoping that they'll be noticed when Toady searches to decide how to implement standing orders.

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DF Hack already does all the things you linked.
Sort of.  It does have functionality to re-add repeated jobs when they get cancelled, but a) it sometimes re-adds jobs that the player explicitly cancels, b) it can't re-add a non-repeating job that hasn't yet been fulfilled, c) it doesn't allow you to specify jobs that should get removed when they run out of inputs, d) it doesn't reduce cancellation spam, and e) reduces FPS slightly.
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Quote from: Kevin Wayne, in r.g.r.n
Is a "diety" the being pictured by one of those extremely skinny aboriginal statues?

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Meh, just learn to press r-c instead of c to cancel repeating jobs.
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