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Dijkstra's Algorithm for Automated Crafting
Posted: Mon Apr 15, 2013 8:01 pm
by PnzrNorm
For those not familiar, Dijkstra's Algorithm is literally "take the path that costs the least"
I've noticed that crafters will run clear across my town to obtain a single item from the output of a mine before they look in the storage box next to them.
Would it be possible to implement this algorithm for these automated material gathering jobs in order to obtain the materials from the closest building/storage available before going farther out?
Re: Dijkstra's Algorithm for Automated Crafting
Posted: Mon Apr 15, 2013 8:32 pm
by Tolwrath
Yeah to put that in metaphor, you wouldn't send someone from a pencil factory to the graphite processing plant to pick up the graphite for the pencils. It can be dangerous for people to walk into a factory they know nothing about, and the pencil maker could easily get in the way of the graphite processors, slowing down production. IMO a worker should only grab materials from a processor if there is no storage/deposit box to grab them out of. And they should never run between towns for supplies unless specifically told to do so. But in lieu of a system dictating what workers may grab materials from, we should at least grab them from the nearest location.
Re: Dijkstra's Algorithm for Automated Crafting
Posted: Mon Apr 15, 2013 8:35 pm
by Smiley
Haha i hate it when my chars do that running off to another outpost :-p
Re: Dijkstra's Algorithm for Automated Crafting
Posted: Mon Apr 29, 2013 9:51 pm
by Tolwrath
Hey look at the front page update. This FR just got put in!
Re: Dijkstra's Algorithm for Automated Crafting
Posted: Wed May 01, 2013 8:15 am
by PnzrNorm
Unfortunately it looks like they just prefer storage boxes over the OUTPUT slot of buildings.