Skip to content

Conversation

@myk002
Copy link
Member

@myk002 myk002 commented Aug 22, 2021

This PR is in progress while we hash things out on the forum: http://www.bay12forums.com/smf/index.php?topic=176889.msg8306523#msg8306523

I'm just putting it up early so we can use it for communication about proposed changes.

Depends on DFHack/scripts#327 for prioritize --haul-labor Food StoreItemInStockpile

Changes:

  • Food hauling and hide tanning is now automatically prioritized. Yay!
  • Fishcleaning is now automatically prioritized, allowing fisherdwarves to clean their own fish
  • Also now automatically prioritized: CleanSelf, TradeAtDepot, BringItemToDepot, CleanTrap, ManageWorkOrders since otherwise haulers might ignore them because of other prioritized job types
  • new orders collections for maintaining a small reserve stock of rock, glass, and wood items
  • modifications to the original bags and collect sand orders to support the greater potential sand usage in glassstock.json
  • add mechanisms and cages to the basic orders -- we always need more mechanisms and cages!
  • move the first apartments level up in the checklist. it's usually needed before some of the "frills" blueprints
  • remove unreliable addcloak alias from the /setup blueprint and replace it with a message that suggests manually adding leather cloaks to uniforms. We'll find a way to automate this someday.
  • add instructions for expanding the Inside burrow as the fort is built
  • remove blocks from starting misc pile
  • add three craftsdwarf's workshops to the industry level, for a total of four. add suggestions for setting their profiles to restrict them individually to wood, stone, and bones
  • rearrange workshops on the industry level a bit to make room for the new craftsdwarf's workshops
  • add suggestion for restricting the mechanic's workshop to only be used by skilled dwarves
  • I made the previous two items suggestions instead of blueprints since they would require a new /industry3 blueprint that is run after buildings are built. I am attempting to avoid those types of blueprints unless the benefit clearly outweighs the complexity cost. Building-modifying query blueprints are also inherently more brittle since they depend on the player not changing any state before they are run. I don't believe this crosses the threshold yet.
  • widen the 1-wide corridor in the apartments level to 2-wide. the blueprint still fits within the footprint of the suites level, so we still fit fine in a 1x1 embark.
  • remove blocks form the starting "misc" pile -- no need to haul blocks around. they'll be used to build things in short order
  • remove goblets from the "goods" quantum stockpile. they're needed in the booze stockpiles
  • added "goblets" alias (and "forbid" and "permit" versions) to aliases library
  • modify lye-related orders to count units of lye, not buckets/barrels of lye. this prevents massive overproduction of lye
  • restrict lye stockpile to 2 barrels/pots
  • move orders for /services2 down to where we run /services2
  • plan the roof over the surface barracks before the surface flooring to encourage the easily-missed-but-important-for-the-next-blueprint roof to get built first
  • add tip for how to configure mason's workshops
  • use dig priorities to get the guildhall tiles underneath the cistern tiles dug quickly before the cistern gets wet
  • allow empty cages and traps on the surface animal stockpile
  • remove animals from the industry quantum stockpile
  • split furniture from the goods feeder stockpile so it can have wheelbarrows assigned to it
  • rebalance the professions to more evenly distribute the labors across professions and to better align with guild memberships.
  • add note on autohauler and how it interacts with the professions definitions

TODO: update screenshots

myk002 added 14 commits August 25, 2021 06:39
also adjust bags and collect sand orders to support glasstock.json
- move the first apartments level up in the checklist. it's usually needed before some of the "frills" blueprints
- remove unreliable `addcloak` alias from the `/setup` blueprint and replace it with a message that suggests manually adding leather cloaks to uniforms. We'll find a way to automate this someday.
- add instructions for expanding the `Inside` burrow as the fort is built
- add two craftsdwarf's workshops to the industry level, for a total of three. add suggestions for setting their profiles to restrict them individually to wood, stone, and bones
- add suggestion for restricting the mechanic's workshop to only be used by skilled dwarves
- widen the 1-wide corridor in the apartments level to 2-wide. the blueprint still fits within the footprint of the suites level, so we still fit fine in a 1x1 embark.
- move orders for /services2 down to where we run /services2
- plan the roof over the surface barracks before the surface flooring to
  encourage the easily-missed-but-important-for-the-next-blueprint roof
  to get built first
- add a fourth craftsdwarf's workshop to the industry level, move some
  workshops around to compensate
- add tip for how to configure mason's workshops
- forbid goblets in the goods feeder stockpile
- use dig priorities to get the guildhall tiles underneath the cistern
  tiles dug quickly before the cistern gets wet
- allow empty cages and traps on the surface animal stockpile
- remove animals from the industry quantum stockpile
- split furniture from the goods feeder stockpile so it can have
  wheelbarrows assigned to it
@myk002 myk002 changed the title [WIP] dreamfort refinements dreamfort refinements Aug 31, 2021
@myk002 myk002 merged commit 3a8f815 into DFHack:develop Aug 31, 2021
@myk002 myk002 deleted the myk_dreamfort branch August 31, 2021 06:10
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant