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Author Topic: Flexible workshops & room definition  (Read 6170 times)

Impaler[WrG]

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Re: Flexible workshops & room definition
« Reply #15 on: October 30, 2008, 08:52:15 am »

An earlier iteration of the same suggestion here

http://www.bay12games.com/forum/index.php?topic=22288.0

Though I understand its been suggested before, I think a summary should be made and added to the ESL

How dose this sound...

"Workshops defined from placed furniture in a free-form manner similar to bedrooms.  With sufficient space and furniture a workshop can support multiple workers simultaneously.  In addition to furniture 'lose' tools might also be part of the workshop either as required components or as upgrades, exp hammer for a forge, saw for a carpenters shop.  Lastly any unused open floor space on a workshop would determine the clutter limit for the workshop.  This space would be able to hold Bins and act as an internal-stockpile for raw materials and finished goods to greatly simplify supply chain management. "
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Silverionmox

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Re: Flexible workshops & room definition
« Reply #16 on: October 30, 2008, 09:14:45 am »

Go ahead. The requirement for the initial piece of furniture could even be waived, so as to replace it more easily without removing the workshop. Of course, if it is necessary to do the job, the dwarf will just mill about, but at least the jobs aren't canceled and fey dwarves can continue to collect materials. Any other furniture and loose items can be used as usual.
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Impaler[WrG]

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Re: Flexible workshops & room definition
« Reply #17 on: October 31, 2008, 05:07:25 am »

I've added this to the ESL under the name "Room system defined Workshops", currently ranked #117 with zero votes, anyone wish to throw some love at it?
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MagicJuggler

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Re: Flexible workshops & room definition
« Reply #18 on: October 31, 2008, 12:01:23 pm »

Flexible rooms could be an extension of zones...e.g. a place is both a bedroom and prison, prison and dining room, etc. So one can build actual prisons for Dwarves that they could continue to work even when incarcerated.
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Dakira

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Re: Flexible workshops & room definition
« Reply #19 on: November 25, 2008, 10:08:56 pm »

As much as I like the idea of prisoner workers, I'm also going to throw out the potential for dwarven factories ...mmmmmmm... But I feel that might be taking the origonal suggestion a bit too far.

Overall I'm a big fan of this idea to have workshops that aren't 3x3 and having dwarves use actual tools to produce with. I feel that there should be one definitive item that classifies what workshop is which. For example, the anvil goes with a forge. The more tools or whatnot you place in the room could make dwarves produce faster and even to a higher quality. You can only get so far with an anvil, but along with a vice, grinder (of some kind), and other tools you can produce some high quality stuff.
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Impaler[WrG]

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Re: Flexible workshops & room definition
« Reply #20 on: November 26, 2008, 01:09:09 am »

Actually the forge is the defining item of a forge, by which I mean the fire-pit in which the blacksmith heats the metal in, if the metal isn't heated nothing is going to happen.  Metal that been melted in a crucible can be cast into molds without using a hammer and anvil (which is in fact the earliest metal working method).  Your generally right that a system of 'bare minimum' allowing basic work and then 'extra tools' adding better quality and more sophisticated operations is the way to go but your particular scenario is a bit backwards.
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Random832

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Re: Flexible workshops & room definition
« Reply #21 on: November 26, 2008, 01:16:30 am »

There should also be an allowance for cold-working of some metals.
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Shinsetsu777

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Re: Flexible workshops & room definition
« Reply #22 on: April 13, 2009, 06:18:20 pm »

I'd just like to add my whole hearted support to this idea. It conjures images of huge kitchens with loads of cooks and what-not. I always felt that the WS system was a bit Command and Conquer-ish but then again it probably was something of a place-holder.
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Sowelu

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Re: Flexible workshops & room definition
« Reply #23 on: April 13, 2009, 06:50:07 pm »

Ack!  Necro-post!  This idea is already in the queue, actually.  It's going in...it's just not a top priority.
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Re: Flexible workshops & room definition
« Reply #24 on: January 17, 2011, 08:53:30 pm »

I really like this idea, was gonna post my own thread, but decided i should use the search function, and necro. also we should put this up on the eternal voting suggestion( edit, found it).
« Last Edit: January 18, 2011, 08:13:34 am by tHe_silent_H »
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Re: Flexible workshops & room definition
« Reply #25 on: January 17, 2011, 11:34:15 pm »

I saw this thread before, but now it's been revived, I want to say I really like this suggestion and think it would be a huge improvement to the realism of the game, the sensibility of the fortresses and the UI itself.

Two suggestions:
1) The system should be similar to the burrow system in terms of UI and the hospital system in terms of use. Right now the zoning system is a bit of a pain to implement in irregular rooms due only being able to put down one square once and having to substract the irregular parts. Furthermore, having it similar to the hospital system wouldn't end us up with 20+ items to define the 20+ workshops.
1b) In general replace the room-from furniture system with this. We should be able to point our dwarves to a hole in the ground, with or without beds. This would help with a wood-shortage and dwarves who like to spend alone time.
2) Let the game store some precalculated paths for each workshop. We wouldn't want having a complex workshop influence our FPS negatively, especcially when there's only a few set paths neccesary.
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Deimos56

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Re: Flexible workshops & room definition
« Reply #26 on: January 18, 2011, 12:59:22 am »

Old threads have been popping out of the woodwork lately. Or, considering they are threads, out of the... tapestry... or something. ???

The 2009 posts in here suggest that the idea will... eventually... go in. Hope that's accurate.
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Uristocrat

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Re: Flexible workshops & room definition
« Reply #27 on: January 18, 2011, 02:00:26 am »

I think this idea has a lot of promise.  It would turn workshops into something more closely resembling the way hospitals work right now, which is pretty cool, actually.
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Silverionmox

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Re: Flexible workshops & room definition
« Reply #28 on: January 18, 2011, 06:16:41 pm »

Theradwig:

Potentially we could just assign rooms to dwarves, and let them furnish and decorate them themselves with goods they buy. The restrictions: no mining and don't block any entrances. It won't pose any particularly hard AI problems. Many players would appreciate to be able to leave the furnishing of 100 rooms to someone else, while still getting a result that pleases the dwarves ànd is affordable for them. There would just be a simple flag: 0: player-managed 1:owner-managed. Public rooms and workshops themselves have productivity importance so players will want to manage those themselves anyway.

I suppose that as you start a fortress, you can designate your first big room and allow all jobs in it (a kind of communal great hall, like the early medieval keeps), and split off functions into specialized rooms as you expand.
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Deimos56

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Re: Flexible workshops & room definition
« Reply #29 on: January 18, 2011, 06:53:15 pm »

It would turn workshops into something more closely resembling the way hospitals work right now, which is pretty cool, actually.

Oh hell, I didn't think of it that way.

Maybe we should wait on encouraging this suggestion until Toady convinces the hospital system to work the way it should.
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