Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Automated Herbalists  (Read 2235 times)

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Automated Herbalists
« on: August 20, 2007, 03:41:00 am »

Hi!

If they have nothing else to do, fisherdwarves go fishing and hunters go hunting. This could be extended to herbalists and plant gathering. After all, the bushes outside and inside the cave have no other game effect than providing plant gathering opportunities, so it wouldn't be a problem if they were automatically harvested, provided the dwarves aren't too busy.

This should probably come with a command option to disable automatic harvesting of indoor bushes (in order to protect decorative underground forests from harvesting).

Deathworks

Logged

Chaos

  • Bay Watcher
  • Mist Mage
    • View Profile
Re: Automated Herbalists
« Reply #1 on: August 20, 2007, 03:51:00 am »

Makes sense, after all - as you say - plants have no other function. They become usfull upon being gathered.
Logged
A lurker has sprung from ambush!

mickel

  • Bay Watcher
    • View Profile
Re: Automated Herbalists
« Reply #2 on: August 20, 2007, 03:55:00 am »

Great idea. Seconded.
Logged
I>What happens in Nefekvucar stays in Nefekvucar.

Kyselina

  • Bay Watcher
    • View Profile
Re: Automated Herbalists
« Reply #3 on: August 20, 2007, 08:50:00 am »

Great idea, but maybe it would be better to have more automated proffesions than just herbalists and the ones you named??

[ August 20, 2007: Message edited by: Kyselina ]

Logged
Tun Athelbuket, farmer cancels sleep: Caged.

Savok

  • Bay Watcher
    • View Profile
Re: Automated Herbalists
« Reply #4 on: August 20, 2007, 09:18:00 am »

Yes, but then they always gather from the far left of the screen.

Also, what if you want to get a certain plant removed?

Logged
So sayeth the Wiki Loremaster!

Chaos

  • Bay Watcher
  • Mist Mage
    • View Profile
Re: Automated Herbalists
« Reply #5 on: August 20, 2007, 09:57:00 am »

How about this: an automated herbalist will first check for plants designated for gatheing and then, if none are available, move on to the closest non-designated one.
Actually, one might not want dwarves to go to far away from the fortress so perhaps the gathering should only be done in "activity zones" or something (like what was in the mule video, with the water gathering (furthest down here)).
Logged
A lurker has sprung from ambush!

PTTG

  • Bay Watcher
    • View Profile
    • http://www.2funnyguys.com
Re: Automated Herbalists
« Reply #6 on: August 20, 2007, 11:12:00 am »

quote:
Originally posted by Chaos:
<STRONG>How about this: an automated herbalist will first check for plants designated for gatheing and then, if none are available, move on to the closest non-designated one.
Actually, one might not want dwarves to go to far away from the fortress so perhaps the gathering should only be done in "activity zones" or something (like what was in the mule video, with the water gathering (furthest down here)).</STRONG>

O.K., so we're saying that to save players designating plants for harvesting, we replace that with designating areas containing plants to have harvesters work on? Mmhhh... might need a little work.

Logged
A HREF="http://www.2funnyguys.com">www.2funnyguys.com

,".,''.,,''..,'',.'',,.''
.'',G''(Im in ur fotrez)
''.,.,(steln ur babyz:0)

nerdpride

  • Bay Watcher
    • View Profile
Re: Automated Herbalists
« Reply #7 on: August 20, 2007, 11:19:00 am »

Actually, I think I would prefer to designate hunting and fishing zones similar to the way herbalists work now.  Not that I'm trying to be argumentative or anything, I just don't like the lack of control I have over hunting and fishing.

I liked the "water source" zone from the mule video.  It would be kinda neat if it worked like that, instead of having to re-designate everything in a particular area.  If you've mined out a section of the cave river, then you could just have a plant gathering zone there and the herbalists would do it automatically, except only in a particular area.

Maybe all of the work has already been done.   :)

Logged

Chaos

  • Bay Watcher
  • Mist Mage
    • View Profile
Re: Automated Herbalists
« Reply #8 on: August 20, 2007, 11:57:00 am »

Yes, the idea that I was trying to get across was that you designate a large area and leave it at that, since the plants will eventually grow back. Though, if there is no designated area the gatherers should just gather the closest plants I suppose.

[ August 20, 2007: Message edited by: Chaos ]

Logged
A lurker has sprung from ambush!

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: Automated Herbalists
« Reply #9 on: August 20, 2007, 12:48:00 pm »

Hi!

Mmmmhhh, harvesting zones. If the new version already has such zoning routines, that would really be a neat option. After all, that could save the herbalists' lives on unicorn-infested maps...

I thought that zones were linked to the burrow bloat and not to be implemented yet, but if they are there, that would be a good idea. Player control without needing to check every day if a new plant has cropped up.

Deathworks

Logged

Jothki

  • Bay Watcher
    • View Profile
Re: Automated Herbalists
« Reply #10 on: August 20, 2007, 05:13:00 pm »

Maybe just a 'designate all herbs' or 'designate all trees' option, along with a way to remove all designations?
Logged