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Dwelvers Journal 2014.02.20 - The imp priority system
#1
Newsletter - 20 Feb 2014 - The imp priority system


Hi everyone, it has been a while since the last update, and that is because I have been working on the imp priority system. This is a pretty big gamechanger that affects the whole production chain, therefore I have been forced to change and update a lot of code.

Instead of my just showing pictures and description on how it all works I have also prepared a little video that can be seen here Smile


Room Linking
As seen in the video the player are able to link and unlink rooms together or apart by dragging the chain between them. The storage rooms can be connected to a unlimited amount of storage rooms and ordinary rooms. But the ordinary rooms can only be connected to one storage room. In the future some rooms like the bedroom and the training room that don't need workers at all will not be a part of the room linking.

Storage room workers
The storage room workers job are to fetch items from other rooms they are linked to. They can only fetch items from other storage rooms, but from ordinary rooms like the farm room the workers can both fetch and deliver items. The main reason for this is that I want the items to be pulled towards their destination, not pushed. Buildings that gives items but aren't assigned to any room (like the well) are worked by the workers in the storage room closest to it.

Ordinary room workers
Workers in ordinary rooms like the farm room can only do jobs that are in the same room. They both fetch and deliver items to the room flag in their own room, and from there it is the storage room workers job to fetch and deliver item to this flag.

Assigning workers to room
There are only two categories of workers, those that are assigned to a room and those that aren't. For every worker assigned to a room there is one less worker that are assigned to miscellaneous jobs.

Workers that aren't assigned to a room
Those workers that aren't assigned to a room do all the miscellaneous jobs that don't count as room jobs. This includes:
- Digging.
- Building.
- Transporting wounded allies to the bedrooms.
- Transporting wounded enemies to the prison.
- Feeding the Dark Mother.
- Fetching items that aren't dropped in rooms and delivering them to the closest storage room.

Limiting production of a certain item
Ordinary rooms like farm rooms and cookery rooms will only produce items if the storage room they are connected to have storage space available. So if the player wants a limited amount of beer for example, he can connect the cookery room to a storage room that only have a storage space for 50 items, thereby limiting the number of beer being produced by the cookery room to max 50. Having a full storage room will not stop the deliveries between the storage rooms as the deliveries are done between the room flags.

Ordinary room flag item limit
To avoid problems like only having items being delivered in one direction to the farm room for example, the room flag has a max limit of 3 items per item type. Which mean that no more than 3 water buckets can be stored in the farm room at once, and no more than 3 antroots can be stored either, if the antroots exceeds this limit the workers will not harvest the antroots.


This is all for now, I will return with more news shortly Smile
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#2
Awesome!

The only question I think most of us have is.... when?!
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#3
That are awesome news!. Thanks for this.

I hope we can test it soon:-)
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#4
It's nice to see this in action instead of some screenshots. This should really improve performance, but I'm curious if you have a bunch of items that were dug up in a mass excavation of an area if there still won't be a bit of a lag. I agree with what you said about not being able to reproduce humans from the Dark Mother, those guys should come through some rigorous persuasion. Creatures like the Impanzee and Fishman fit this method though, but since the amount of creatures available is still low I see why this is allowed at the moment.

I see there were the new icons for the Overworld and Mailbox...I'm guessing we'll see another update soon to follow up before .6g is released?
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#5
Great changes! The blue lines for rooms and routes make it very easy to get an overview. Also, love the chain you can pull!

(20-02-2014, 06:20 PM)Mello Tonin Wrote: I agree with what you said about not being able to reproduce humans from the Dark Mother, those guys should come through some rigorous persuasion. Creatures like the Impanzee and Fishman fit this method though, but since the amount of creatures available is still low I see why this is allowed at the moment.
I agree with this. Humans should be converted or something. But I'm quite sure this has been discussed in different threads.

A question, do rooms work if they have no imps assigned? Because I didn't see you assign imps to the brewery and there were 2/3 imps fetching and brewing.
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#6
I love this new system, it definitely looks more user - and CPU - friendly.
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#7
(20-02-2014, 05:01 PM)damiant Wrote: Awesome!

The only question I think most of us have is.... when?!

Soon, well, a month maybe, I really don't like setting definite dates, I have so hard to keep them, there is always something extra to add that I haven't counted on Tongue

(20-02-2014, 06:09 PM)TopperHarley Wrote: That are awesome news!. Thanks for this.

I hope we can test it soon:-)

Thanks Smile Yeah, soon.

(20-02-2014, 06:20 PM)Mello Tonin Wrote: It's nice to see this in action instead of some screenshots. This should really improve performance, but I'm curious if you have a bunch of items that were dug up in a mass excavation of an area if there still won't be a bit of a lag. I agree with what you said about not being able to reproduce humans from the Dark Mother, those guys should come through some rigorous persuasion. Creatures like the Impanzee and Fishman fit this method though, but since the amount of creatures available is still low I see why this is allowed at the moment.

I see there were the new icons for the Overworld and Mailbox...I'm guessing we'll see another update soon to follow up before .6g is released?

The imps will always pick up the items and transport them to the closest storage room flag, then after that the items will be confined to the rooms and therefore lower the cpu cost. Yeah, I will probably not have it possible to reproduce humans, maybe a twisted version of them, but being able to make pure humans is somewhat wrong and goes against the theme of the game. There will be more updates, the imp prio system took me almost 2 - 3 weeks to get functional, the prison, 4 hours, so I will start adding a lot of features soon Smile

(20-02-2014, 07:22 PM)Mastergoose Wrote: Great changes! The blue lines for rooms and routes make it very easy to get an overview. Also, love the chain you can pull!

A question, do rooms work if they have no imps assigned? Because I didn't see you assign imps to the brewery and there were 2/3 imps fetching and brewing.

The chain idea was actually BurningPets idea, first I had it so that the player link the rooms together through the room info menu, but this way was much more simpler, I would like to avoid menus as much as possible because I think they can really interrupt the gameplay. The rooms don't work if no imps are assigned to them, but when building a new room one imp automatically gets assigned to it. Also, as the imps are all wearing the same clothes it can be really hard seeing what imp is working in the room and what is not.

(21-02-2014, 01:54 AM)Seriously Unserious Wrote: I love this new system, it definitely looks more user - and CPU - friendly.

It sure is Wink
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#8
The efficiency with which the imps act will be greatly increased and can fluctuate based on need. I really like the way the system is set up to encompass this in a simple manner.
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#9
IMO that's what makes this solution truly great, it's simplicity to use.
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