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Author Topic: Autobutcher doesn't claim items  (Read 455 times)

Derakon

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Autobutcher doesn't claim items
« on: April 04, 2008, 07:59:00 pm »

My ranger returns from hunting, and deposits his fresh kill (a groundhog corpse) at the butcher's shop. The shop auto-generates a "butcher corpse" task.

Then my ranger, rather than butchering the corpse, wanders off to harvest a plant. While he's gone, another dwarf comes by and takes the corpse to the outdoor refuse pile.

Once the ranger finishes harvesting, he goes outside, picks up the corpse again, and takes it back to the butcher's shop to butcher it.

If the shop had "claimed" the corpse for butchering, this wouldn't have happened.

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Exponent

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Re: Autobutcher doesn't claim items
« Reply #1 on: April 04, 2008, 08:39:00 pm »

Shops don't claim items.  Dwarves do.  When the Butcher Animal job is first listed is the butcher shop, it's just a queued job that isn't active.  No dwarf is associated with the dwarf yet, and neither is any item.  It is only when a dwarf takes a job that items get claimed (by the dwarf).  If the dwarf decided to go to sleep after taking the job but before actually making it to the shop, I suspect that the corpse would again become unclaimed and moved to the nearest appropriate stockpile whenever a random dwarf got the appropriate haul job.It sounds like you're asking more for a feature than a fix.  A useful suggestion, perhaps, but I don't think it classifies as a bug.
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Derakon

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Re: Autobutcher doesn't claim items
« Reply #2 on: April 04, 2008, 09:32:00 pm »

Ah, good point. Well, fair enough. It's still an annoying source of inefficiency.
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GreyMario

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Re: Autobutcher doesn't claim items
« Reply #3 on: April 04, 2008, 10:22:00 pm »

Not a bug, but would like this changed.
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FunnyMan

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Re: Autobutcher doesn't claim items
« Reply #4 on: April 05, 2008, 03:55:00 am »

Agreed.  On the same vein, it's disheartening to watch someone gather their materials from (possibly distant) stockpiles, only to go eat/drink/sleep/on break/partying and have the items get hauled right back to where they came from.  As long as we're making the workshop claim items, it should claim ones that were already gathered for its first task.
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numerobis

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Re: Autobutcher doesn't claim items
« Reply #5 on: April 05, 2008, 01:42:00 pm »

The butcher / hunter / stockpile thing is on the bugs list.

If a workshop job could be active without a dwarf working on it (i.e. it would put a TSK on things chosen for the job), and you ran out of materials, that would cause miasma in the kitchen.  It would also mean that you couldn't dump a stone that's halfway to the workshop and happens to be stuck in your front door, and you couldn't move a stone that's lying in the middle of where you'd like the trade depot to be.  Last thing, if you have two workshops competing for the same resources (two kitchens making meals, or two forges making multi-bar items), currently that creates a livelock when you have too few materials.  Making tasks remain active even if no dwarf is there would turn that into a deadlock.  This mostly matters for the kitchen: you'd have three stacks of meat in each kitchen and you'd end up with a giant cloud of miasma.

Aside from these issues, I like the idea.  Tangential fixes that would make me love the idea are to have TSKed food act like food on a stockpile (to avoid deadlock miasma), and the ability for the jobs system to deal with a job item moving, which would allow dwarves to move stuff out of their way even if it's TSKed.  Either that, or allowing haulers to haul TSKed items to a workshop.

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