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Author Topic: converting workshops to actual workshops  (Read 5764 times)

antymattar

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converting workshops to actual workshops
« on: August 05, 2011, 04:04:25 pm »

The idea is verry basic. Instead of having workshops be sqares with weird stuff that just appears out of nowhere, they should be zones that have items in them so, for instance, a blacksmiths workshop will be bowth a kiln, a smelter and a forge, because it will contain an anvil, a forge(The actual thing not the building) and etc. What do you think?

peskyninja

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Re: converting workshops to actual workshops
« Reply #1 on: August 05, 2011, 05:06:32 pm »

this is planed,well kind of,it's planed to have multiple tile structures and traps (not only square ones).
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Silverionmox

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Re: converting workshops to actual workshops
« Reply #2 on: August 05, 2011, 06:59:52 pm »

Item in the eternal suggestions list, with accompanying thread (also this thread): Room system defined Workshops.
« Last Edit: August 08, 2011, 10:59:00 am by Silverionmox »
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sockless

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Re: converting workshops to actual workshops
« Reply #3 on: August 07, 2011, 12:59:01 am »

This suggestion has been around for a while.
And now that Kotaku has gone, we can elaborate on it as much as we want without him shooting down all our ideas! (I hope he's OK and has just got sick of DF)
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IT 000

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Re: converting workshops to actual workshops
« Reply #4 on: August 07, 2011, 01:23:25 am »

Not a big fan of this one. I like the current setup where the workshops need to build off of each other. Realistically you need to have a certain amount of space for them. With zones comes a 1x1 tile being every workshop under the sun. Even if you did make a minimum space for the workshop, what's preventing the player from just constructing the minimum required space and having every workshop take place there?

Furthermore I do not see a notable advantage. Workshops are pitifully easy to build right now, the only thing you lose is space and you only have 100+ z-levels of that. Even on my above ground forts I've had no troubles constructing enough buildings to house an entire metal working industry.
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antymattar

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Re: converting workshops to actual workshops
« Reply #5 on: August 08, 2011, 01:06:13 am »

Not a big fan of this one. I like the current setup where the workshops need to build off of each other. Realistically you need to have a certain amount of space for them. With zones comes a 1x1 tile being every workshop under the sun. Even if you did make a minimum space for the workshop, what's preventing the player from just constructing the minimum required space and having every workshop take place there?

Furthermore I do not see a notable advantage. Workshops are pitifully easy to build right now, the only thing you lose is space and you only have 100+ z-levels of that. Even on my above ground forts I've had no troubles constructing enough buildings to house an entire metal working industry.

What would make them better is that they WONT be 1x1 tiles because they would require some/a lot of stuff to be put in them. For instance, the loom would require a spinning wheel, a chest, a cabinet and a chair and table. If workshops wont have some of the needed items/buildings in them but will have others(for instance the forge has a furnace but doesn't have an anvil) then all it can do is the corresponding tasks (Ie, melt stuff). Also, it would be nice to see dwarfs be able to do multiple tasks in the workshop because they would be able to use the instruments at once(one uses the forge, the other uses the anvil and one uses the sharpener etc).

Also, I am sick and tired of the dumb old "It's in the devlog. FAIL!" answers. The fact that its in the devlog doesn't mean its not worth discussing.

IT 000

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Re: converting workshops to actual workshops
« Reply #6 on: August 08, 2011, 01:34:18 am »

Quote
What would make them better is that they WONT be 1x1 tiles because they would require some/a lot of stuff to be put in them. For instance, the loom would require a spinning wheel, a chest, a cabinet and a chair and table.

If Toady wanted to he could add such items into the workshop with his current setup. Furthermore these items seem superfluous. Why would you need a cabinet/chest/chair/table to make thread? All you really need is a spinning wheel. And yes, with zones one could make them be 1x1 tiles and have every workshop in there. You can already make 1x1 zones so there is no restriction.

Quote
If workshops wont have some of the needed items/buildings in them but will have others(for instance the forge has a furnace but doesn't have an anvil) then all it can do is the corresponding tasks (Ie, melt stuff).

It's the smelter that melts stuff, and it doesn't need an anvil.

Quote
Also, it would be nice to see dwarfs be able to do multiple tasks in the workshop because they would be able to use the instruments at once(one uses the forge, the other uses the anvil and one uses the sharpener etc).

As Urist said to Bomrek "Finally a gem in all this useless microline!" I would like to see this implemented, but Toady could probably do it without reworking every workshop.

Quote
Also, I am sick and tired of the dumb old "It's in the devlog. FAIL!" answers. The fact that its in the devlog doesn't mean its not worth discussing.

No one means it to be an insult, it's just an FYI. If you want to discuss it, you should discuss it on the General Discussions forum. The Suggestions forum is for suggestions.

ALSO

Quote from: Suggestion Forum Guidelines
New posters will not always follow the guidelines above, but if you aren't making an honest effort to be helpful, do not post.  The best option is to ignore redundant threads entirely, especially if somebody helpful has already replied.

Granted no one listens to this. This is why we point it out, so that people can look back on those and make a contribution to the idea instead of rehashing the same old debates on the same old topics.
« Last Edit: August 08, 2011, 01:42:43 am by IT 000 »
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KillHour

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Re: converting workshops to actual workshops
« Reply #7 on: August 08, 2011, 08:33:30 am »

The suggestions forum is also for suggesting ways to implement features that are coming down the line.  This thread is just fine here.

As for the suggestion, it's already being planned, pretty much exactly how you imagined it.  Toady just needs to find time to implement it, along with everything else it will bring (tool usage other than picks, for example).
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dzha

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Re: converting workshops to actual workshops
« Reply #8 on: August 08, 2011, 08:48:55 am »

Would the games performance suffer from that? (like lower frame rates etc..)
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Silverionmox

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Re: converting workshops to actual workshops
« Reply #9 on: August 08, 2011, 11:11:40 am »

Right now it's kind of backwards: the repetitive rooms like bedrooms we have to assemble piece by piece, even though the placement doesn't really matter - the workshops, of which we normally have just one or two in a whole map, are only available in ready-made format.

Room-like workshops would also allow us to customize the size (eg. a butcher's room with four chopping blocks and four cleavers) and functions (eg. an anvil without furnace can be used for cold hammering (mint, metalcrafting), but not for smithing).

We'll also have the ability to improve our workshops later on if the need becomes clear, giving more room to evolve and build. For example, if we put lots of storage items in a room, that will reduce clutter. With some flexibility in the definition of the room, we could improve efficiency by careful placement (for example a great hall next to the pastures, with the butchery as a central point and all derived industries next to it - with only the tools they need to process that specific resource).

(On a slight tangent, that would imply that every room had a list of tasks. Green: tools present, task allowed. Gray: tools not present, task not allowed. Red: task allowed, tools not present. Blue: tools present, task not allowed. That way you could ensure that jobs weren't done at a random table in a random workshop, because many jobs would just require a table as essential furniture.)
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UberNube

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Re: converting workshops to actual workshops
« Reply #10 on: August 11, 2011, 09:00:00 am »

I think the basic code behind a workshop will always be needed, since even if you're splitting a forge down into a furnace and an anvil, then you still want each of those 'work-items' to be able to be used by a single dwarf to perform tasks. The only difference is I can imagine tasks being assigned at the 'work-room' level.

If you think about it like that, it actually wouldn't be too ridiculous to implement.
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Waparius

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Re: converting workshops to actual workshops
« Reply #11 on: August 11, 2011, 08:16:17 pm »

Another big advantage from all of this is that you can easily change the orientation of your workshops. Jewelers' and Bowyers' shops are a real pain at the moment.
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IT 000

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Re: converting workshops to actual workshops
« Reply #12 on: August 11, 2011, 08:37:40 pm »

This could be easily solved by allowing us to rotate workshops, no sense remaking the wheel when you just need a tire rotation.
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antymattar

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Re: converting workshops to actual workshops
« Reply #13 on: August 12, 2011, 01:54:31 am »

This could be easily solved by allowing us to rotate workshops, no sense remaking the wheel when you just need a tire rotation.

Oh I get this guys problem! He's just afraid that it will be too complicated! Thats why he wants to have stupid square workshops made out of a single block of stone.

IT 000

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Re: converting workshops to actual workshops
« Reply #14 on: August 12, 2011, 07:22:14 am »

No, your system is easily exploitable. Is full flawed, and would require an entire arc to complete. It's a workshop overhaul, zones cannot do that now and Toady would need to spend months on when the current system works fine. Your idea of additional misc tools could be implemented into the workshop easily. Simply put every idea you have pitched so far could be implemented into the current workshop system and could be implemented better.

Additionally there is nothing wrong with not being complicated. Personally I don't run dwarf therapist and I understand the military perfectly. But I'll admit that there are at least a dozen things that could be simplified to make it easier for the player. When you have to use third party applications something is wrong with the UI. And you know what? There's nothing wrong with a simple game. Take Portal, shoot portal at point a shoot portal at point b move through portal a come out portal b avoid baddies do puzzle get cake. It isn't a complicated, yet it's one of the best games ever made (IMO) simplicity =/= bad if anything the greater the complexity the more people are put off by the game.

Furthermore, cease and desist on this hostility, it is not impressing anyone. If you cannot conduct this debate in a civil tone, obviously your argument is beyond your ability to defend it.
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