Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: selecting closest XXX non-food trees for cutting  (Read 870 times)

davidc

  • Bay Watcher
    • View Profile
selecting closest XXX non-food trees for cutting
« on: August 03, 2016, 08:03:31 am »

I would like an order:

"originating from the starting wagon, select the next X non fruit trees that are closest to the wagon for chopping"

Where X is maybe like 50 or whatever.

If this is a low priority, I get it, though.  :)
Logged

davidc

  • Bay Watcher
    • View Profile
Re: selecting closest XXX non-food trees for cutting
« Reply #1 on: August 03, 2016, 08:12:26 am »

oh oh oh!  This one's good.  :)

Ok, so if that suggestion is somewhat annoying, here's a better one.

When you are designating trees for chopping, why not display the look text when you hover over a tree in that mode? That way you don't need to switch between look and designate all the time and try to remember which tree you were previously looking at?  :)

If there already exists a simple way of doing this please let me know. I think this would be easier to implement though as it would likely reuse a lot of code.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: selecting closest XXX non-food trees for cutting
« Reply #2 on: August 03, 2016, 10:16:10 am »

Work order (via O) - Ignore trees with edible growths (therefore a tree gathering shutoff for gathering zones and totally ignoring fruit trees from cutting designations)
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: selecting closest XXX non-food trees for cutting
« Reply #3 on: August 03, 2016, 10:51:17 am »

Another alternative is to expand the current system by adding sub options to 'd'-'t' in the same vein as there are sub options to 'd'-'d'. Naturally, that would require an Eyeball Mk I estimate of the number of trees in the zone for the count purpose.

I'd probably use something like:
- Zone: Cut all/exclude edible/exclude brewable
- Area: -"-

Where the Zone would default to not cut anything edible, and the area painted would default to cut all (but I wouldn't be upset if the default maintained compatibility by being Cut All in both cases.

I also realize brewable isn't an inherent property of fruit, so I wouldn't be too upset if it was divided into Fruit and whatever the nuts/feather tree eggs/etc. category is called, but brewable is what I want to achieve, at least until dorfs are capable of locating favorite ingredients in meals.
Logged

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: selecting closest XXX non-food trees for cutting
« Reply #4 on: August 17, 2016, 03:28:23 pm »

The designation menu could work like Patrik says. That's one option.

I personally would like to also have the manager capable of assigning trees to feel. So you can order to always have wood on stock and which kind of tree the woodcutter should chop.

"If wood is less than X, cut down 3 trees"

"If pine wood is less than x, cut down 10 pine trees"

And so on. The manager assigning the trees to feel based on the closeness of a wood stockpile, the wagon, or whatever Toady feels like it. What the DFhack workflow does seems good enough.
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!