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Author Topic: Room-Based Workshops  (Read 7724 times)

Dwaref

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Re: Room-Based Workshops
« Reply #15 on: June 11, 2009, 08:13:02 pm »

Lovely idea, definitly something to keep tabs on. It'd be so great to design a huge megaforge, with magma moats covered by grates, and a big anvil in the center with magical runes carved on it, only for legendary black/metal/armor/weapon smiths.
... Composed out of Shad bone!
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He is somewhat reserved. He prefers to be alone. He doesn't need thrills or risks in life. He is never optimistic or enthusiastic about anything. He has a fertile imagination. He is open-minded to new ideas. He is put off by authority and tradition. He is very straightforward with others. He is very disorganized. He thinks it is incredibly important to strive for excellence. He has very little self-discipline. He takes time when making decisions. He doesn't really care about anything anymore.

SirHoneyBadger

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Re: Room-Based Workshops
« Reply #16 on: June 13, 2009, 09:53:19 am »

I love this idea with thrusting passion.

I think basic/starting workshop designation could-and perhaps should-be kept as simple as it is now. You tell your dwarfs to build a kitchen or a mechanic's shop, and they do just that. Once they've "created" the basic space, you'd be able to stock it with tools, larger pieces of equipment, shelves, chairs, workbenches, whatever you'd like.

It wouldn't have to be a matter of looking up in the DF guide what tools you need to build, say, a carpenter's shop. You could just build one, and then progressively make it more and more sophisticated, over time. That'd also give you the advantage of "fine-tuning" the basic shops into ones that fulfill different purposes: One carpenter's shop might be all about fine musical instruments, while another might be a boat-builder's workshop.

Each could still perform the same basic tasks that you would most use in your Fortress, but for the least-used and most specialized tasks, you could outfit a very advanced--and very expensive--shop, once, instead of paying to equip 3 dozen shops.

To remove the need to hunt for your specialty shops, the game could employ a simple search engine, where you'd input the task you wanted performed, and then the engine would locate each shop that can perform that task, from nearest to farthest away.
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jaked122

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Re: Room-Based Workshops
« Reply #17 on: June 13, 2009, 01:35:31 pm »

Raw based workshop room layouts?? what are the thoughts on this?

Silverionmox

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Re: Room-Based Workshops
« Reply #18 on: June 13, 2009, 02:01:51 pm »

Raw based workshop room layouts?? what are the thoughts on this?
The layouts themselves would be based on the particular form of the rooms, so that would be hard to predict in the raws. As long as the furniture is in the room, and it remains accessible, the dwarves should be able to figure it out themselves. It's the charm of the idea that you can use an irregular room, and still put all the space to good use instead of being forced to use just a square or rectangle.
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Emperor Iones

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Re: Room-Based Workshops
« Reply #19 on: June 13, 2009, 10:11:02 pm »

The larger the room, the more dwarves can work at the same time in it.
The more tables/chests/weapon or armor racks/bins...etc would allow more items to be stored before reaching cluttered status.
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SirHoneyBadger

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Re: Room-Based Workshops
« Reply #20 on: June 14, 2009, 12:07:33 am »

Emperor Iones: Not just storage, but also the ability to work on more than a single product at a time, so that a large workshop might produce 2 or 3 beds at once, instead of just one.

That's not bad...
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chucks

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Re: Room-Based Workshops
« Reply #21 on: June 14, 2009, 12:59:48 am »

Also, you should have the choice to have a small group of dwarfs work as a team to perform one job.  With the burrows arc coming up sometime in the future, you could have a more experienced worker perform jobs with a team.

To have training of subordinates in place, they would craft the item at the quality and speed of the master, but each worker could give a speed and possibly quality boost.  However, this would have an optimal team size where the bonus increase gradually drops off.  Also, having too many dwarfs tied up on a single project wouldn't make sense, either.  Training a dabbler and a novice up to a competent worker could slow down jobs and potentially lower the quality, encouraging players not to try to train up too many people cold too quickly in a group with a legendary workers.

However, having multiworker shops of high experience dwarfs would also be preferrable in other cases.  More items, faster, of a higher quality than the training shop.  The more masters that start getting there, the more master workshops you can create.  Once you get a legendary, putting them in charge of a training shop would probably be their optimal use to get other dwarves up to masters.
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SirHoneyBadger

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Re: Room-Based Workshops
« Reply #22 on: June 14, 2009, 01:52:42 am »

Having a dwarf run the bellows in a smithy, and similar jobs for other workshops, would be a nice way of lowering unemployment.

For that matter, if we ever get fishing nets, we might need a slew of dwarfs to keep them in repair.
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Deimos56

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Re: Room-Based Workshops
« Reply #23 on: June 14, 2009, 01:54:12 pm »

Perhaps a workshop-room could be assigned to a dwarf as his/her own personal workspace, and could double as a completely different variety of room (bedroom, office, etc) if it had the right furniture.
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