Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: PolarBair on July 11, 2020, 02:19:42 pm

Title: about cooking plump helmets
Post by: PolarBair on July 11, 2020, 02:19:42 pm
Is there a way to prevent my cook from using the plump helmets that won't also prevent the brewer from using them at the same time like simply forbidding them would?
Title: Re: about cooking plump helmets
Post by: Quarque on July 11, 2020, 03:20:03 pm
Yes.

Press 'z' to enter the Status menu.
Press tab once to enter the Kitchen submenu.
Find "Plump helmets" in the list of vegetables
Disable Cooking with 'c'
Title: Re: about cooking plump helmets
Post by: PolarBair on July 11, 2020, 06:22:40 pm
Thank you so much! Hated all those wasted seeds.
Title: Re: about cooking plump helmets
Post by: Stormfeather on July 14, 2020, 01:17:25 am
And when the inevitable happens... you can shift over a few screens to permit the plump helmet seeds (or other various seeds) for cooking. XD
Title: Re: about cooking plump helmets
Post by: Quarque on July 14, 2020, 05:44:53 am
yeah. It would be great if there is a way to manage your seed stocks.

The best way I know about is to let your seed supply explode, then turn on seed cooking through the kitchen menu, carefully watch the stock to prevent complete that every last seed is cooked, then turn it off again. A lot more micromanagement than I would like to do. One of the few micromanagement problems that I was not able to solve with conditional manager orders. If anyone knows a solution I am all ears.
Title: Re: about cooking plump helmets
Post by: PatrikLundell on July 14, 2020, 07:38:09 am
You can just ignore excess seeds. There are parameters for max number of seeds per type (I think it defaults to 200), and when that number is reached any additional ones just disappear.

Seed cooking in a controlled manner requires you to write a DFHack script to do it (and I doubt there's a ready made one available).
Title: Re: about cooking plump helmets
Post by: KevinM on July 14, 2020, 10:27:15 am
Seed cooking is rather annoying anyhow.  Really only necessary if there is a dwarf who eats the specific seed and it's not one that can be eaten raw.  (beans and legumes mostly and even that needs some modding to get seeds correctly).  Most other seeds are edible raw anyway and often doesn't come up in a dwarfs food preferences from what I've seen.  They'd prefer the fruit/vegetable/edible pod and will then leave a seed behind.
The only time I seed cook is for cooking training (got lots of tree nuts where it's 1 seed each, set a stockpile and point it to a kitchen with the biscuits on repeat).   

I just let my seed stocks explode (though I set a higher total maximum with the 200 per plant max still in place)
Title: Re: about cooking plump helmets
Post by: MaximumZero on July 14, 2020, 10:31:45 am
If it gets too out of control, you can always dump and atom smash them with a bridge.
Title: Re: about cooking plump helmets
Post by: Bumber on July 14, 2020, 01:39:38 pm
Seed cooking in a controlled manner requires you to write a DFHack script to do it (and I doubt there's a ready made one available).

https://docs.dfhack.org/en/stable/docs/Plugins.html#seedwatch