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Author Topic: v50.11 - How do YOU manage Dwarven labor settings?  (Read 1786 times)

Mohreb el Yasim

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Re: v50.11 - How do YOU manage Dwarven labor settings?
« Reply #15 on: May 06, 2024, 02:44:02 pm »

I see no one said "with Dwarf Therapist" ;-))
Does it work for .50?
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Mohreb el Yasim


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aSpatula66

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Re: v50.11 - How do YOU manage Dwarven labor settings?
« Reply #16 on: May 06, 2024, 02:53:46 pm »

It does. I'm not sure it's that needed though
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Grax

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Re: v50.11 - How do YOU manage Dwarven labor settings?
« Reply #17 on: May 07, 2024, 05:02:49 am »

I see no one said "with Dwarf Therapist" ;-))
Does it work for .50?
Yep. Perfectly.
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Mungrul

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Re: v50.11 - How do YOU manage Dwarven labor settings?
« Reply #18 on: May 07, 2024, 05:19:34 am »

I try to avoid futzing with the labour settings now, but occasionally find I have to in order to kickstart things that may have ground to a halt. At times like that, I wish there was a way to reset everything to default after you've managed to unbung whatever stoppage you were having.

I've also learned the hard way to stop using "takes from" and "delivers to" for a lot of stockpiles now, instead saving those commands for quantum stockpile trackstops and gem setting.

If I want to make sure something is made by a specific dwarf, I control that through workshop-specific orders and assigning said dwarf to that workshop.

But that's still the exception rather than the rule. I control quality through quantum stockpile delivery, with a generic source feeding two stockpiles, one for general quaity, the other for masterwork or artifact. For metal items, anything in the general quality stockpile gets melted in order for the dwarves to keep trying until they make a masterwork.
Sure, it takes a bit longer, but it guarantees that key skills are spread out among the population rather than focussed on one or two specialists.

I just wish the automelt function of DFHack was currently working :(
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callisto8413

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Re: v50.11 - How do YOU manage Dwarven labor settings?
« Reply #19 on: May 07, 2024, 04:53:50 pm »

I like everybody to have many skills.  So it is less about making great goods and mostly getting everybody to craft something, gain military skills, so on.  On the other hand there is only so many picks, axes, and workshops.  So not everybody can cook or brew or work with stone.  It kind of levels out....
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