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Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 01, 2016, 04:48:41 pm »Couldn't you create a stockpile that accepts nothing and link it to the workshop?
Well then the workshop wouldn't be good for anything?
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Couldn't you create a stockpile that accepts nothing and link it to the workshop?
I haven't seen this mentioned (did a quick keyword search through the thread) but a request for the autogem cutting plugin:I'll take a look. Meanwhile, it already respects stockpile links, in case that helps.
Have it respect new workshop profile setting.
My current understanding is that once the work order is accepted, 1 mason is designated (to 1 workshop) to make your 10x door task & they will continue to do that task until the order is satisfied. If, however, the total order number is /decreased/ (to eg 1), that will assign any available mason to any available 'shop to produce 1 door.. until the desired amount (10 doors) is reached. Sadly I haven't yet found a way to change the initial quantity order
OK, the assorted masons are only making 1 door per day, but they could be doing other things too (eg chairs, tables, coffins etc) when they've finished their door, once you set up the orders. Therefore, for a continuous stock of <item> it would seem to be best policy to set the appropriate work order to a low quantity (eg 1 or 2) daily, & adjust potential amounts (ie totals) later.
Ofc, if you want x amount of <item> created regularly by a specific worker, then use your method (possibly combined with workshop profiles)
I /think/ I've got that right; can anyone with more experience with the new management work orders correct me?
Idog, if you don't want a spare barrel in each foodpile, watch when you create the pile, there's an option to keep minimum a number of empty barrels (or bins), which you can set to 0. Cannot be changed after the pile is created. Good for food piles, bad for booze-only piles.
Bins basically never move any more, once they have stuff in them in the correct pile, especially if you set an empty bin for the pile, but you can also cut back the bin movement discounts in the init files in older versions, setting it to 0 stops them moving too. The new orders also greatly reduce cancel spam of all sorts, unless you want to see it to remind you to cut some more trees or dig out some more stone or whatever other little chain needs a new raw material introduced.
It seems like two rather different things are being confused here: thread resurrection and thread necromancy.
When you post a new message to a "dead" thread which contributes to or otherwise renews the discussion in a meaningful way, then the thread has been resurrected. For example, somebody might post a help request in the Modding forum and never get an answer, only for somebody years later to find the thread and have the answer to that question. Thread resurrection isn't an inherently bad thing - the only real problem is that newcomers might waste a bunch of time reading through old comments which are no longer relevant. Some forums encourage reviving threads, while others encourage starting new ones (and possibly linking to the old ones); I don't recall which is preferred on the Bay 12 forums.
On the other hand, when you post a message to a dead thread which does not contribute to the discussion in any meaningful way (e.g. "Me too!" or "Hey! Read this thread, it's awesome!"), then all you have accomplished is reanimating the thread like a zombie, just like what necromancers do to dead creatures. This act is never acceptable, and such posts should ideally be Reported as abusive behavior.
Abusive behavior?
See, I'm separating boxes and bags by game mechanics here, instead of by their 'realistic' categorical similarities. Boxes are never used as reagents, they're never carried around to pick up things, they never get put inside other things. Likewise (though I can't speak for all players, obviously), bags practically never get used as storage furniture because boxes are vastly easier to produce.
Gameplay-wise, they're very different things that shouldn't be lumped together. Also, as they are now, they're a serious pain in the ass in the new manager.
Your defenses are never good enough. Dwarf fortress is dark and full of terrors.
With sufficiently well-designed obsidianizers and squirt guns (and perhaps some of the more extreme cart grinders or live-ammo-shotguns), good enough is no longer the issue, as there is nothing in the game other than ghosts that can get past them. The more appropriate question becomes, are they awesome and dwarven enough.