Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Logistic improvements and please fix exploding caravans  (Read 1359 times)

joaodosgrao

  • Bay Watcher
    • View Profile
Logistic improvements and please fix exploding caravans
« on: October 10, 2018, 11:52:00 pm »

My suggestions are the following:

-Please, PLEASE, fix horrified merchants having caravans explode and just disappear. This bug has been around, literally, for years. I usually settle in evil regions, so evil rain is pretty common. I usually build an underground tunnel as close to the edges of the map as possible, so I can force caravans to come through a specific spot, but I can't really build any cover for them on the 5 or so tiles they spawn to protect them from the environment. At least, the addition of some sort of "tent" building for map edges could help alleviate the issue. Also, sending actually capable enforcements with the caravans would be good. Please, make them stop exploding and being scared of everything. Please.

-Make stockpile options more user friendly. Split boxes and bags into different categories, Would be nice to have a containers stockpile, so the furniture stockpile could get a little less uncluttered. Also, stuff like large tools and other tools could be split into specific categories. I assume it would not be too complex or time consuming to implement this, and it would improve things considerably.

-I would love to see workshop zones. Using cabinets to store raw materials close to workshops, allowing to set desired material on cabinet X, and have the crafter prefer the stored materials to stop him from walking 100 floors to pick up a single stone. Allow haulers to bring heavy materials to the cabinets using wheelbarrows. That would work wonders and would make stockpile linking much less annoying. Regarding customization, having a workshop zone where, for example, you could encrust whatever came out of another shop in the same zone would make encrusting less of a hassle.

-Have a building for stockpiling finished goods/armor/weapons/trap comps/etc. Instead of making 9 bins for a 3x3 square, simply allow the building of some sort of big container. That would alleviate the bin bug issue too, since I believe it is a bit more complex of a bug. (using this building in tandem with workshop zones would be pretty neat too, instead of cabinets, for raw materials, depending on material size - cabinets for thread/clothes/small stuff, big 3x3 locker "workshop" for stone/bars/big stuff?) Please bear in mind that, imo, this locker should store more than a common stockpile, to incentivize its use, since if it stores only as much as a stockpile it doesnt really accomplish much.

Cheers! And sorry for the bad english.
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Logistic improvements and please fix exploding caravans
« Reply #1 on: October 10, 2018, 11:59:29 pm »

Workshop zones: try using linked stockpiles. They can do everything you described and more.
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

joaodosgrao

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #2 on: October 11, 2018, 05:04:04 am »

Workshop zones: try using linked stockpiles. They can do everything you described and more.

"...That would work wonders and would make stockpile linking much less annoying..."

Did you try reading?
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Logistic improvements and please fix exploding caravans
« Reply #3 on: October 12, 2018, 11:01:25 pm »

Workshop zones: try using linked stockpiles. They can do everything you described and more.

"...That would work wonders and would make stockpile linking much less annoying..."

Did you try reading?
I don't think you're using linked stockpiles to their full potential. Everything you suggested with workshop zones can already be done with linked stockpiles and without too much difficulty. This is true even if you used the term "linked stockpile" in your suggestion.

IIRC Toady is already planning on making workshops into zones. But setting linked cabinets doesn't seem to be substantially different from setting linked stockpiles.
« Last Edit: October 12, 2018, 11:03:25 pm by Dozebôm Lolumzalìs »
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

joaodosgrao

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #4 on: October 14, 2018, 10:39:47 pm »

I don't care about their potential, this is besides the topic.
Stockpile linking IS annoying, even moreso being unable to give and take to/from the same workshop.
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Logistic improvements and please fix exploding caravans
« Reply #5 on: October 15, 2018, 12:14:15 am »

I don't care about their potential, this is besides the topic.
Stockpile linking IS annoying, even moreso being unable to give and take to/from the same workshop.
Personally, I'd find zones that you need to designate over both stockpiles and workshops to be more annoying than setting a link.

If you're looking to have workshops only pull from stockpiles nearby, there's a burrow option that might do that. In fact, I think they do exactly what you want with zones.

I'm not saying your suggestion is necessarily bad. I'm not confrontational. I'm just sharing existing mechanics with similar possibilities.

(Also, I'm unsure what Toady intends a cabinet to be, but I suspect that they wouldn't be particularly good at holding boulders compared to a stockpile.)
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #6 on: October 15, 2018, 12:20:50 am »

Now would be a good time to discuss exactly what we'd want to see in the new workshop zones. There's a good chance that it'll be part of the Big Wait update (because it requires breaking saves which Toady only wants to do during major updates).

If they're as simple as taverns and hospitals (just add tools, boxes, stockpiles and furniture anywhere in the zone and let the dorfs figure out the rest - plus a menu to tweak as required) that would be a great start.
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Logistic improvements and please fix exploding caravans
« Reply #7 on: October 15, 2018, 12:26:48 am »

I don't think OP meant zones replacing workshops, but rather zones that defined extensions (such as stockpiles and other storage) to workshops.
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #8 on: October 15, 2018, 02:09:05 am »

I don't think OP meant zones replacing workshops, but rather zones that defined extensions (such as stockpiles and other storage) to workshops.
Well, yes, but since workshops will be zones by the time any workshop related suggestions come to be looked at, it only makes sense to talk about that. Well, perhaps in another thread.
Logged

joaodosgrao

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #9 on: October 18, 2018, 07:39:29 pm »

I don't think OP meant zones replacing workshops, but rather zones that defined extensions (such as stockpiles and other storage) to workshops.

I mean that, since quantum stockpiling already is a thing, it could be made prettier and require a little less dwarfpower for it to work.
In my vision, it would also facilitate encrusting industries, avoid bin interaction problems and help assuring the use of desired materials for some jobs like cooking.
It would also save *SPACE* and, if implemented correctly, improve a lot the fps problems (I think, not really an expert on coding)

If you reread what I said, I actually mentioned cabinets for small objects/materials (like a thread cabinet).

It would be nice if I could build cabinets in my tavern so I wouldnt need a stockpile for the goblets, and dwarves wouldnt get pissed that they couldnt use one because when they wanted to, another dwarf had already claimed the bin. But that is a little off-topic.

For stone, I kind of suggested a 3x3 building that would hold more than a 3x3 stockpile. Although stone might not be a great example, I think it could improve a lot regarding, say, bars/blocks stockpiling.

But explaining it in words would take too long and a lot of effort, with the added risk of diverging interpretations. So, I will actually buy some colored pencils - LOL - and make a few sketches and post here (I hate drawing on paint). Will do this weekend. IF Shonai is right about it being sort of intended for the next big update, I think we can agree it would be useful to brainstorm about this.

Also don't expect davinci level art. My drawing skills will generated a wellcrafted good at most.

Edit: should I open another thread when I post again? Maybe in DF discussion, or not? Suggestions please.
« Last Edit: October 18, 2018, 07:41:55 pm by joaodosgrao »
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Logistic improvements and please fix exploding caravans
« Reply #10 on: October 18, 2018, 08:02:10 pm »

You can already build boxes in your tavern to hold cups in, can’t you? Or is that just for instruments?
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

joaodosgrao

  • Bay Watcher
    • View Profile
Re: Logistic improvements and please fix exploding caravans
« Reply #11 on: October 18, 2018, 08:22:30 pm »

You can already build boxes in your tavern to hold cups in, can’t you? Or is that just for instruments?

You're right. Boxes do hold goblets. I thought they were just for instruments.
Logged