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Author Topic: Clear Area  (Read 682 times)

Clear Area
« on: July 18, 2008, 02:23:03 pm »

Hey all, long time no post, sorry if this has been suggested in my absence, Toady amazing as usual, yada yada.

I was thinking, rather than have to designate things for dumping, have a clear area command. Something like an anti-stockpile, that you'd designate an area and the dwarfs would remove all items from it, to the border of the designation.

I think it seems pretty simple and pretty useful, opinions?
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penguinofhonor

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Re: Clear Area
« Reply #1 on: July 18, 2008, 02:25:51 pm »

Yeah, this would be really useful. Dumping things to do this takes a little bit of micro-management (designating a garbage dump, sorting through all the things you don't want forbidden).
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Othob Rithol

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Re: Clear Area
« Reply #2 on: July 19, 2008, 11:32:56 am »

Seeing as the dwarves already know roughly how to do this (they clear our workshop construction sites) I can't imagine it being overly hard to implement.

Good Idea

Dame de la Licorne

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Re: Clear Area
« Reply #3 on: July 19, 2008, 11:41:44 am »

Currently, we can kind of do this by designing trade depots, and destroying them before they're actually built.  However, a simple "clear this area" designation would make things a lot easier.  This has my support.
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If software was real world, then it'd be something equivalent of hitting a nail with a hammer and having a building collapse on the other side of town.

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Draco18s

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Re: Clear Area
« Reply #4 on: July 19, 2008, 01:00:48 pm »

Farms work better.  Er, would...that whole stone thing.
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Dwarf Fanatic

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Re: Clear Area
« Reply #5 on: July 19, 2008, 03:40:32 pm »

Make it so that if you use it out side, all trees are cut all brushes are harvested and all boulders are smoothed for the caravan.
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h, Nessing is cool and all. And Civilization goes from stone to steam punk, but nothin'' beats a good dose of Fanaticialism to Dwarf Fortress and a load of Dwarfen Rum!

Exponent

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Re: Clear Area
« Reply #6 on: July 19, 2008, 05:21:32 pm »

A similar idea, inspired by the "anti-stockpile" phrase, would be to have an area marked as priority.  Any task looking for an object would first search all the anti-stockpiles for a suitable object.  If found, it would grab it.  (Probably pick the nearest object of all suitable objects that exist in anti-stockpiles.)  If not found in any anti-stockpile, then it would revert to its normal algorithm (usually the nearest object).

For rocks, this would mean that all rock stockpiles with available space, all mason's workshops with tasks, all rock-based constructions, et cetera, would grab from the areas you designate first, allowing you to specifically clear out certain areas and use the stone in the way that you want at the same time.  (It also avoids abusing the multiple-stones-in-one-square ability that tends to bug me, which is why the new dump designation feature isn't an option for me.)
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Othob Rithol

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Re: Clear Area
« Reply #7 on: July 20, 2008, 11:16:24 am »

While well developed the above idea seems a bit overly complex and somewhat unreliable just to avoid a conceptual exploit.

I'd go for a simpler, more direct solution.