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Author Topic: Resources workshop  (Read 913 times)

Neowulf

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Resources workshop
« on: April 27, 2011, 08:02:11 pm »

Pretty simple suggestion that  should clean up some manager job annoyances.
Create a new building, a Resource Workshop, and move the Collect Sand and Collect Clay jobs to it. Maybe toss in Gather Plants and Chop Wood(surface and subterranean for both).
The chop wood/gather plants tasks would cause a dwarf to patch to the nearest tree/plant and chop it down/gather it. Designations would still work as they do now, this just gives an alternate method of tasking the gathering of wood and plants.


No collection tasks in the furnaces/kilns means you can have the tasks set on repeat without slowing down your main furnaces, or keeping an extra set of furnaces up dedicated to the task. And the manager jobs would go to the right one.
And the wood/plant gathering tasks would let you automate those tasks to a certain degree, and in the case of wood gather the exact amount you needed for your other tasks.
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IT 000

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Re: Resources workshop
« Reply #1 on: April 27, 2011, 08:35:44 pm »

Wow I haven't seen a new suggestion in a while!

I suppose I could throw my hat in this ring. In my Corrosion mod fireproof stone is hard to come by, being able to collect clay by a separate workshop that doesn't need fireproof stone would be nice.
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blizzerd

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Re: Resources workshop
« Reply #2 on: April 27, 2011, 10:46:48 pm »

gathering sand etc is annoying atm, id be for this

possibly call it a depod? and make dwarves just store it temporarily there or something? cause no real work is done there so its not a "work"shop
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zwei

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Re: Resources workshop
« Reply #3 on: April 28, 2011, 02:54:50 am »

This is ... so natural.

Yeah, i would love to queue "cut down 100 trees" job in manager or just put "gather plants" job on repeat. (also, web gathering moved there)

I am all for 5x5 "resource depot" (used as drop-off point for resulting stuff)

tHe_silent_H

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Re: Resources workshop
« Reply #4 on: April 28, 2011, 08:35:50 am »

/signed
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NW_Kohaku

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Re: Resources workshop
« Reply #5 on: April 28, 2011, 11:46:50 am »

Actually, on the topic of gathering plants and cutting down trees, I've seen other suggestions on the topic, such as having an expanded version of a burrow where any tree that grows in that designated area is automatically slated for cutting down (useful for controlled tower cap farms).

That way "nearest" doesn't involve dwarves going outside the fort into the caverns, or something suicidal.

I also put something like this in as a suggestion in Improved Farming, since we are going to eventually have the ability to grow trees in actual farms, and potentially have the ability to manage "wild" shrubs and trees.  I suggest it as part of a farming scheduler, where different forested areas can be slated for clear-cutting or wild areas can have their wild plants harvested on scheduled periods.
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Demonic Gophers

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Re: Resources workshop
« Reply #6 on: April 28, 2011, 01:39:43 pm »

How much easier would it really be to build resource workshops instead of furnaces?  You'll need the same number of buildings either way, for gathering of resources to keep up with production.

I like being able to alternate gathering and use of resources at my furnaces.  Sure, it slows the production rate at a given furnace, but it easily guarantees a stable resource supply.  If things aren't being produced fast enough for my taste, I can always add more furnaces to keep my potters and glassmakers busy.  I'm opposed to removing the resource gathering orders from the furnaces, though I have no objection to adding an additional workshop devoted to gathering resources.
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NW_Kohaku

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Re: Resources workshop
« Reply #7 on: April 28, 2011, 01:53:57 pm »

The problem is that clay gathering is a furniture hauling task - something you might not want on in your potters.  Sand can be problematic, as it takes up bags, but clay is not so much a problem, unless you honestly have 1000 units of unused clay lying around.
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Neowulf

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Re: Resources workshop
« Reply #8 on: April 28, 2011, 02:24:29 pm »

How much easier would it really be to build resource workshops instead of furnaces?  You'll need the same number of buildings either way, for gathering of resources to keep up with production.

I like being able to alternate gathering and use of resources at my furnaces.  Sure, it slows the production rate at a given furnace, but it easily guarantees a stable resource supply.  If things aren't being produced fast enough for my taste, I can always add more furnaces to keep my potters and glassmakers busy.  I'm opposed to removing the resource gathering orders from the furnaces, though I have no objection to adding an additional workshop devoted to gathering resources.
Easier? Much easier at the start. Dunno about you but I tend to get a lot of wood cut before I even try cutting into the first stone layer.
Plus, unless people really want it used as a storage depot building, no dwarf will be working at it so it could be a 1x1 walkable building, with no material cost even. 9 of these could take as much space as a single furnace, without blocking a single tile.

It's really a trade off, if the collection jobs are in a separate building then manager jobs for collecting materials won't clog production buildings, and production tasks won't go to the wrong buildings (like making 600 clay bricks going to your non-magma kiln). Workshop (P)rofiles can really screw with your production too if you don't micromanage it all.


The best solution would involve this plus the ability to turn on/off manager control of a workshop's tasks. Turn off clay collection on your magma kilns and all manager jobs on your master potter's kiln (so he's free to keep making/glazing statues while your trainees work on the bricks), build a couple resource workshops, then queue up 600 clay bricks and 600 collect clay tasks.
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zwei

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Re: Resources workshop
« Reply #9 on: April 29, 2011, 01:18:07 am »

How much easier would it really be to build resource workshops instead of furnaces?  You'll need the same number of buildings either way, for gathering of resources to keep up with production.

But you can organize them better: different locations, no manager qeueues cloging either production or gathering.

Also, killer feature here is ability to say "cut down exactly 100 trees" or "cut down all trees".

Blade Master Model 42

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Re: Resources workshop
« Reply #10 on: April 30, 2011, 06:15:46 pm »

I like the idea of a seperate building for stockpiling materials.

Dutchling

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Re: Resources workshop
« Reply #11 on: May 01, 2011, 11:32:22 am »

[signed]I think it's a great idea[/signed]
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