Builder prioritization logic is suboptimal #25

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opened 2016-02-07 17:57:34 +00:00 by MegaBaconFamily · 3 comments
MegaBaconFamily commented 2016-02-07 17:57:34 +00:00 (Migrated from gitlab.com)

1st - Builder logic
If you’ve set a few items to build, then you set a few more, the builders tend to forget the 1st items. I think that the new items are being placed in front of the old items in the build queue for the builders. Instead, they should be placed behind the old items. That may prevent them from forgetting the 1st items.
When building rooms, any idiot would know that you should build the floor and enclosing walls to seal the atmosphere, then take care of the inner elements. I’d like to see the builders use some sort of logic of this nature when handling the larger-scale projects, so that all the changes can be queued at once. In other words, if I tell them to build a room around another room, then mark some walls for demolition, the builders should know to build the outer walls and floor tiles first, THEN tear down the inner walls. They should be mindful of maintaining atmospheric integrity, at least once their building skill has increased to a certain point. I shouldn’t have to hand-hold their progressions.

1st - Builder logic If you’ve set a few items to build, then you set a few more, the builders tend to forget the 1st items. I think that the new items are being placed in front of the old items in the build queue for the builders. Instead, they should be placed behind the old items. That may prevent them from forgetting the 1st items. When building rooms, any idiot would know that you should build the floor and enclosing walls to seal the atmosphere, then take care of the inner elements. I’d like to see the builders use some sort of logic of this nature when handling the larger-scale projects, so that all the changes can be queued at once. In other words, if I tell them to build a room around another room, then mark some walls for demolition, the builders should know to build the outer walls and floor tiles first, THEN tear down the inner walls. They should be mindful of maintaining atmospheric integrity, at least once their building skill has increased to a certain point. I shouldn’t have to hand-hold their progressions.
bryceharrington commented 2016-02-07 18:40:07 +00:00 (Migrated from gitlab.com)

Title changed from Another Logic problem to Builder prioritization logic is suboptimal

Title changed from **Another Logic problem** to **Builder prioritization logic is suboptimal**
bryceharrington commented 2016-02-07 18:47:47 +00:00 (Migrated from gitlab.com)

Three approaches for addressing this come to mind.

  1. In Dwarf Fortress each build/dig/destroy operation can be given a priority score from 1 to 9. The dwarfs will do all 1 priorities before doing any 2 priorities, etc.

  2. Define a default build priority for each construction, as suggested in the OP. Floors would get priority 1, walls 2, etc.

  3. Now that we have the concept of squads in the game for security, we could make this a more general mechanic. We'd allow the player to designate 'builder squads' each of which has their own queue of building orders.

Note these three ideas are not mutually exclusive, either.

Three approaches for addressing this come to mind. 1. In Dwarf Fortress each build/dig/destroy operation can be given a priority score from 1 to 9. The dwarfs will do all 1 priorities before doing any 2 priorities, etc. 2. Define a default build priority for each construction, as suggested in the OP. Floors would get priority 1, walls 2, etc. 3. Now that we have the concept of squads in the game for security, we could make this a more general mechanic. We'd allow the player to designate 'builder squads' each of which has their own queue of building orders. Note these three ideas are not mutually exclusive, either.
cxsquared commented 2016-02-13 16:26:28 +00:00 (Migrated from gitlab.com)

Added ~154860 label

Added ~154860 label
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ald_productions/spacebase-v2-updated-code#25
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