Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Work orders per X  (Read 770 times)

A_Curious_Cat

  • Bay Watcher
    • View Profile
Work orders per X
« on: January 08, 2021, 03:42:44 am »

After doing a few quick searches and finding nothing similar, I’ve decided to put forth the following suggestion:

Work order multipliers.

I propose that certain item conditions and order conditions should be changed to allow the specification of a multiplier and a “unit” such that the value of a condition would be equal to the product of the multiplier and the number of “units” in the fortress.  Examples of “units” could be “citizens”, “citizens and long-term residents”, “visitors”, etc.

I believe this would go a long way to making life easier for the overseer.

Thank you.
Logged
Really hoping somebody puts this in their signature.

Uthimienure

  • Bay Watcher
  • O frabjous day!!
    • View Profile
Re: Work orders per X
« Reply #1 on: January 08, 2021, 07:36:18 am »


+1
Logged
FPS in Gravearmor (925+ dwarves) is 2-5 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Work orders per X
« Reply #2 on: January 08, 2021, 09:44:19 am »

I'm wondering, what would be the main use of this? Using auto-orders, production tends to be slowed mostly by lack of available dwarves and/or workshops, not how many units of the items are being ordered.

Honestly, I'm having a hard time parsing your sentence due to being tired. I might be missing something.

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Work orders per X
« Reply #3 on: January 08, 2021, 12:10:22 pm »

I'm wondering, what would be the main use of this? Using auto-orders, production tends to be slowed mostly by lack of available dwarves and/or workshops, not how many units of the items are being ordered.

Honestly, I'm having a hard time parsing your sentence due to being tired. I might be missing something.

The main use is to automatically adjust the number of items ordered based on the size of your population (or a subset thereof or) or some other (countable) thing,  thereby freeing the overseer from having to guess (or calculate) how many of a particular item to order.  It also automatically adjusts the order for changes in population (or other “units”) so that the overseer doesn’t need to do it manually.  For example, you can set it up to produce 5 units of drink per citizen, long-time resident, and visitor, per season, and have it automatically produce the required number of drinks even as those numbers change.  No more having to manually adjust your work orders every time a migrant wave arrives.

Hope that helps.
Logged
Really hoping somebody puts this in their signature.

Azerty

  • Bay Watcher
    • View Profile
Re: Work orders per X
« Reply #4 on: January 08, 2021, 05:52:44 pm »

I'm wondering, what would be the main use of this? Using auto-orders, production tends to be slowed mostly by lack of available dwarves and/or workshops, not how many units of the items are being ordered.

Honestly, I'm having a hard time parsing your sentence due to being tired. I might be missing something.

The main use is to automatically adjust the number of items ordered based on the size of your population (or a subset thereof or) or some other (countable) thing,  thereby freeing the overseer from having to guess (or calculate) how many of a particular item to order.  It also automatically adjusts the order for changes in population (or other “units”) so that the overseer doesn’t need to do it manually.  For example, you can set it up to produce 5 units of drink per citizen, long-time resident, and visitor, per season, and have it automatically produce the required number of drinks even as those numbers change.  No more having to manually adjust your work orders every time a migrant wave arrives.

Hope that helps.

To expand on your idea, maybe, for advanced players, we might use scripting languages for management to implement your ideas.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Work orders per X
« Reply #5 on: January 08, 2021, 11:40:31 pm »

I'm wondering, what would be the main use of this? Using auto-orders, production tends to be slowed mostly by lack of available dwarves and/or workshops, not how many units of the items are being ordered.

Honestly, I'm having a hard time parsing your sentence due to being tired. I might be missing something.

The main use is to automatically adjust the number of items ordered based on the size of your population (or a subset thereof or) or some other (countable) thing,  thereby freeing the overseer from having to guess (or calculate) how many of a particular item to order.  It also automatically adjusts the order for changes in population (or other “units”) so that the overseer doesn’t need to do it manually.  For example, you can set it up to produce 5 units of drink per citizen, long-time resident, and visitor, per season, and have it automatically produce the required number of drinks even as those numbers change.  No more having to manually adjust your work orders every time a migrant wave arrives.

Hope that helps.

To expand on your idea, maybe, for advanced players, we might use scripting languages for management to implement your ideas.

Of course, having actual vanilla scripting support (complete with event hooks) would be a god-send...

However, what I’m looking for in this suggestion is something that can fit into the current work orders system.

Edit:

Also, while I’m at it, I might as well rant about my two other pet peeves about the work orders system:  The inability to automatically check whether an animal is ready to be milked or sheared, and the proliferation of cryptic strings (raw identifiers) in the work orders interface.  The first will take Toady One actually coding in support for it and has (iirc) already been suggested elsewhere.  The second occurs because the game resorts to using raw identifiers for materials that don’t have NAME tags.  The solution here is obvious.[/rant]
« Last Edit: January 08, 2021, 11:54:24 pm by A_Curious_Cat »
Logged
Really hoping somebody puts this in their signature.