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Author Topic: Intelligent room designations  (Read 2057 times)

Neowulf

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Intelligent room designations
« on: February 03, 2011, 10:54:30 am »

When designating a room from an object, if the area contains objects for other room types give the option to enable that room type as well on the same designation.

Say I've got a bed, a chair, and a table in one area. When I designate a bedroom from the bed, if I make the designation big enough to cover the table and chair it should give the option to enable the room as a dining room and office as well. Toss in a coffin and let it be a tomb too.
Multiple designations would count as overlapping rooms for value determinations. This would just streamline room ownership.

If a chain designated for justice has a bed, table, and/or chair adjacent to it, mark those objects as prison use automatically assigned to whoever gets chained up. Or if a different room contains a built chain, allow the room to be activated like a chain room too. If a dwarf runs afoul of the law and there is a chain in his/her room, prefer to chain them up in their own room (house arrest). When determining where to chain a prisoner, first check for chains owned by the suspect, then check for unowned chains, and lastly check owned chains.
Being able to build longer chains (taking extra chains to build) would be a plus.
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NW_Kohaku

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Re: Intelligent room designations
« Reply #1 on: February 03, 2011, 01:10:01 pm »

I think you already can just declare something a "bedroom", a "dining room" and whatever else all in the same area, it's just that the value of each room gets divided for overlapping.  (Hence, a royal bedroom needs to be several times as valuable if it is a combination bedroom and throne room and tomb and whatever.)
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Neowulf

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Re: Intelligent room designations
« Reply #2 on: February 03, 2011, 01:37:49 pm »

You can, and yes item values get lowered to compensate. I'm just asking for things to get streamlined a bit.
My current fortress design gives everyone their own "apartments", each with a bedroom, dining room, and study. Currently this requires creating 150 rooms instead of 50, and making sure the assignments are all correct.

Sure this may sound like a specific case, but individual dining rooms means no parties, and I'm pretty sure they get happy thoughts from owning nice rooms.
And maybe someday non-noble dwarves will find a use for a study area.
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Neowulf

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Re: Intelligent room designations
« Reply #3 on: February 08, 2011, 12:29:13 pm »

No one else has anything to say?
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Bohandas

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Re: Intelligent room designations
« Reply #4 on: February 08, 2011, 01:00:41 pm »

It sounds like a good idea to me.
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TolyK

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Re: Intelligent room designations
« Reply #5 on: February 08, 2011, 01:25:27 pm »

It sounds like a good idea to me.
Yeah, same here.

Or making separate templates that let you designate something from a building and assign it to a dwarf.

Also an option for removing already-assigned rooms from the list (temporarily) would be nice too.
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Qinetix

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Re: Intelligent room designations
« Reply #6 on: February 08, 2011, 01:37:07 pm »

Nice idea ... something was roaming my head... how about objects from a workshop in his room , ya know ... "homeworking"
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Silverionmox

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Re: Intelligent room designations
« Reply #7 on: February 08, 2011, 02:50:33 pm »

Designating from a piece of furniture should be done away with.
- it makes you wait until the furniture is installed before you can designate the room
- it's limited to one room type per type of furniture; this will only get more restricting as the room types increase in number
- it makes room function inflexible

Rather, designate rooms as normal from a location (an x,y,z-position). If you (q)uery the room you could get a list of possible tasks/jobs/actions that can be enabled there. The ones that are possible with the furniture present in the room could be indicated by colour. If you enable tasks for which the requisite furniture is not present (eg. an anvil for blacksmithing), the missing piece(s) are shown in red when you (q)uery the room. That way, you can easily see what furniture a room needs for particular tasks, or conversely, which tasks you can enable in a room that only need the present furniture or less.

This also has the advantage that you can eg. enable sleeping in bare bedrooms or training in bare barracks, if necessary, if the beds are a bit delayed for example.
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Neowulf

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Re: Intelligent room designations
« Reply #8 on: February 08, 2011, 03:46:07 pm »

Nice idea ... something was roaming my head... how about objects from a workshop in his room , ya know ... "homeworking"
Ooo, good idea once workshop rooms are implemented. Could also have idle dwarves with personal work spaces get little mini-strange moods, deciding they want to make some normal item you haven't queued up yourself (at a quality boost, though not artifact quality). Normally that may not sound great, but nobles have all the spare time in the world...
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Pilsu

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Re: Intelligent room designations
« Reply #9 on: February 11, 2011, 06:22:05 am »

Judging by their thoughts, conducting a meeting in a bedroom is humiliating. Should it really count as "proper" just because you plunked down a chair and a table in there?
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Silverionmox

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Re: Intelligent room designations
« Reply #10 on: February 11, 2011, 06:03:35 pm »

Judging by their thoughts, conducting a meeting in a bedroom is humiliating. Should it really count as "proper" just because you plunked down a chair and a table in there?
No, no, you look at it the wrong way... it's not a bedroom with an extra chair and table, it's a proper office with an extra bed ;)
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blizzerd

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Re: Intelligent room designations
« Reply #11 on: February 12, 2011, 03:55:17 am »

the chair and table is to negociate, the bed is to "seal the deal" so to speak
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Neowulf

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Re: Intelligent room designations
« Reply #12 on: February 12, 2011, 10:58:24 am »

Few negotiation tactics work better than the threat of an intimate night with a short bearded girl who can carry a caged elephant at a dead sprint.
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ZioAnthros

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Re: Intelligent room designations
« Reply #13 on: February 12, 2011, 04:53:14 pm »

the chair and table is to negociate, the bed is to "seal the deal" so to speak

That's hot.
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Waparius

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Re: Intelligent room designations
« Reply #14 on: February 12, 2011, 08:51:05 pm »

Designating from a piece of furniture should be done away with.

[...]
Rather, designate rooms as normal from a location (an x,y,z-position). If you (q)uery the room you could get a list of possible tasks/jobs/actions that can be enabled there. The ones that are possible with the furniture present in the room could be indicated by colour....

This also has the advantage that you can eg. enable sleeping in bare bedrooms or training in bare barracks, if necessary, if the beds are a bit delayed for example.

This exactly. Certain tasks should not require furniture at all, too, while others should be doable on "built" rocks and logs or on nothing at all. Workbenches and desks could be added, and things like Mechanisms and Pipe Sections would come into their own. (Though to make things sensible you should only need a still for special alcohols as discussed in the Cooking Megathread, since a proper still would require a pipe section, barrel, block and bucket or flask.)

Tools would be useful at some point in here as well. Not specialist tools (which if included at all would be built like furniture) but something generic that can be made from metal or stone, and is required in the construction of most workshops.

Quote
Judging by their thoughts, conducting a meeting in a bedroom is humiliating. Should it really count as "proper" just because you plunked down a chair and a table in there?

Maybe if the bed is screened off...?

[edit]
Quote
Ooo, good idea once workshop rooms are implemented. Could also have idle dwarves with personal work spaces get little mini-strange moods, deciding they want to make some normal item you haven't queued up yourself (at a quality boost, though not artifact quality).

Obviously if they can't fulfill this mood they should just get a morale drop, rather than going insane. Or even just have it be something they work on in their spare time, leaving it half-done and coming back later.
« Last Edit: February 12, 2011, 08:52:41 pm by Waparius »
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