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« on: October 01, 2023, 09:35:07 am »
I don't have any trouble at all with the lye branch of the pipeline. I never have managed to get an oil branch to work out reliably, so we rely exclusively on tallow-based soap.
Ashery: make 4 lye when lye available (the default option) < 10.
The soap-maker's workshop has adjacent stockpiles for lye and tallow. Lye makes its way (slowly) into a large pot, which right now is holding 13 lye.
The soap-maker's order is: make 1x soap from tallow, when lye-containing items at least 1 and soap bars is less than 20. By fiddling with the manager's criteria, I can observe that the one pot of 13 lye counts as exactly one lye-containing item.
One job "make soap from tallow" consumes a stack of tallow and a lye-containing item, producing min(n_tallow, n_lye) from them, returning excess to their stockpiles.
We're currently sitting on 44 bars of soap, 6 of which are currently in the hospital. That's more over-production than I'd like. Based on fiddling with the quantity criteria, I'm quite certain that partial bars of soap are not being counted by the manager when figuring out how many bars of soap are in the fort: the manager only "sees" 25 bars. I'm pretty sure that this is the root cause of so many soap over-production issues, combined with the hospital's flow for partial items. When a caretaker checks out a bar of soap to clean a patient, the hospital goes out and fetches another fresh bar, returning the partial bar to the general stock. This leads to an accumulation of partial soap bars which are also not observed by the manager, which triggers the production of more fresh soap. Rinse and repeat. Thread and cloth have the same issue, leading to slow accumulation of partial spools of thread and bolts of cloth which cannot be turned into cloth/clothing.