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Author Topic: Stockpile Overhaul  (Read 2507 times)

sweitx

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Stockpile Overhaul
« on: April 23, 2009, 11:29:02 pm »

Got a few ideas for improving the current stockpile system.  Quite a few of these are also suggested before, but placed here to consolidate.

1. Re-designate Stockpile
Give stockpile a similar ability to a room to "resize" it.  So when used, the player can move a custom stockpile around, expand, or shrink it without having to go into the custom settings to set them up again.  The old stockpile will be deleted when it's redesignated.

2. Multiple Stockpile "take" destination
Suggested before, and not sure why the limitation is there, but a stock pile that can only have one other stockpile taking from it, this makes food/alcohol distribution in a fortress more difficult since one essentially have to daisy chain the stockpiles, creating un-necessary hauling.  Of course, having this ability lead to...

3. Maintain stock
Important for food, alcohol, and ammos.  This may require an interface change to allow maintaining a certain number of stock in a stockpile by taking from its source pile (the stockpile to take from).  It can be something like the number of allowed barrel setting, except in this case the stockpile tries to fill up a certain number squares in it.

4. Workshop Input/Output Stock
Ability for a workshop to designate one or more stockpile as its input.  And either as a global order or workshop specific orders, require the workshop to use available raw material from the stockpile first (except when the dwarf is in mood).  This will allow a better control of item creation and more efficiency.  Having output stockpile that is an input stockpile for another workshop will further improve it.  It will be a plus, but probably not by much.

5. "Carting" Stockpile
This could be a partial solution to post battle hauling.  Allow a stockpile to generate a sort of temporary extension out onto the battlefield.  If deemed closer, the dwarf will haul the items onto said stockpile, and once full (or ordered), a dwarf will bulk carry the item on the stockpile back to the original stockpile.

6. "Pitting" Stockpile
This could either be a pit designation with stockpile interface or a stockpile with a "pit all on stockpile" option.  Allow you to auto-pit specific items (goblin narrow clothes?  down the magma it goes).  Of course, a system to prevent quantum pitting should be in place to prevent abuse.

7. "One-way" Stockpile
Good for the legendary artifact and what not, a stockpile that auto-designate anything place in it as forbidden, until you un-forbid it (the designation is only given when it is placed on the stockpile).

8. "Immigration" Stockpile
Maybe works better as a zone, but an area to "store" immigrating dwarf and give you time before you "integrate" them into your society.  This is from a desire to create a genuine form of an "airlock" system to ensure the inner fortress never have a path to the outside world (all build job outside is completed by drafting a crap-load expendable dwarf, get them to haul building materials/food/alcohol to the airlock, cycle it, and commence building).
And that's what I have so far.
« Last Edit: April 24, 2009, 12:37:51 am by sweitx »
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Silverionmox

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Re: Stockpile Overhaul
« Reply #1 on: April 24, 2009, 06:16:37 am »

9. General stockpile commands
For example: Disallow legendary items in every stockpile. Disallow all seeds. Allow microcline in every stone stockpile. That would allow to gradually specialize your stockpiles, starting from a few generic ones in the beginning, when you have little space and goods.

10. Stockpile templates
At least, editing the default setting in the raws. Better, add several templates there for frequently used stockpiles that are labour-intensive to setup (eg. common stone, common metals, food but not seeds, etc.)
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Vattic

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Re: Stockpile Overhaul
« Reply #2 on: April 24, 2009, 10:49:16 am »

11. Nameable stockpiles
Instead of Food Stockpile #3 or some other arbitrary name you can have "brewers barrels", "Planter's stock", "Smelter stock", "kitten leather" etc.

1. Re-designate Stockpile
Give stockpile a similar ability to a room to "resize" it.  So when used, the player can move a custom stockpile around, expand, or shrink it without having to go into the custom settings to set them up again.  The old stockpile will be deleted when it's redesignated.
I'd like be able to place and remove tiles somewhat like when designating where to dig rather than like the room system works, just being able to make them grow and shrink stops us from having say the food stockpiles in the prisons all one stockpile.

10. Stockpile templates
At least, editing the default setting in the raws. Better, add several templates there for frequently used stockpiles that are labour-intensive to setup (eg. common stone, common metals, food but not seeds, etc.)
Why not have it so you can save custom stockpile settings like with embark profiles?
« Last Edit: April 24, 2009, 10:51:03 am by Vattic »
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Funk

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Re: Stockpile Overhaul
« Reply #3 on: April 24, 2009, 11:32:19 am »

maybe stock piles can get levels to let which one to fill first.
i.e. the small ammo pile next to the walls will be set to a high level (lets say 9 out of 1-10) this means that it will get filled first not the big pile in the main stocks)
if level 1 is if it must be put some where.
level 5 is if this one is the closeist.
level 10 is go out of the way to fill me.
maybe added Traffic points at the high end

dwarfs that have item moveing and no job will reogernse stocks.
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Randominality

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Re: Stockpile Overhaul
« Reply #4 on: April 24, 2009, 12:13:18 pm »

7. "One-way" Stockpile
Good for the legendary artifact and what not, a stockpile that auto-designate anything place in it as forbidden, until you un-forbid it (the designation is only given when it is placed on the stockpile).

Expanding on this: A stockpile that autodesignates the items moved in with whatever designation you want - e.g. melt or forbid or dump and perhaps even a "trade" designation that would then cause goods to be moved to the rade depot when a caravan arrives.
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Impaler[WrG]

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Re: Stockpile Overhaul
« Reply #5 on: April 24, 2009, 01:55:56 pm »

This thread is Brilliant, I endorse it all!  Add this to Eternal Suggestions!
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sweitx

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Re: Stockpile Overhaul
« Reply #6 on: April 24, 2009, 07:26:22 pm »

7. "One-way" Stockpile
Good for the legendary artifact and what not, a stockpile that auto-designate anything place in it as forbidden, until you un-forbid it (the designation is only given when it is placed on the stockpile).

Expanding on this: A stockpile that autodesignates the items moved in with whatever designation you want - e.g. melt or forbid or dump and perhaps even a "trade" designation that would then cause goods to be moved to the rade depot when a caravan arrives.
I like this idea.  Forgot about the melting stuff down. 
Maybe if pitting animals from cage is modified, to allow dwarf to auto-pit animals on a stockpile (hello goblins, say hi to our communal death pit)
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Silverionmox

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Re: Stockpile Overhaul
« Reply #7 on: April 30, 2009, 07:04:11 am »

Also useful: seeing the contents of one specific stockpile.
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Pilsu

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Re: Stockpile Overhaul
« Reply #8 on: April 30, 2009, 09:00:22 am »

Resetting the numbering for stockpiles and activity zones would be nice. Stockpile #63 gets annoying when you only have 4
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Randominality

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Re: Stockpile Overhaul
« Reply #9 on: April 30, 2009, 12:35:33 pm »

Resetting the numbering for stockpiles and activity zones would be nice. Stockpile #63 gets annoying when you only have 4

yeh I've often wondered how the numbers are chosen
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Derakon

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Re: Stockpile Overhaul
« Reply #10 on: April 30, 2009, 02:50:10 pm »

Very simple. The numbers are chosen sequentially, and numbers are never re-used. This is the dead-simple way to handle giving every X a unique ID for all X.
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