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« on: October 20, 2013, 03:05:23 pm »
In my experience, autolabor is almost worthless if you want anything done in a timely fashion even when your fortress gets a population from 50 to 100. And the spinning task is ... difficult ... for workflow to handle, although you might be able to use 'job item-material' for the spinning task and make multiple tasks to handle different types of wool (ALPACA, LLAMA, SHEEP), but it would be painful to deal with the various "Got hair when I killed the animal so make some cheap hair thread for sutures in the hospital" such as horse, yak, and what not. You'll find 'job item-material' to be absolutely invaluable in conjunction with workflow when you start milling plants. Basically, set up multiple jobs at the quern or millstone with one job per plant type and use job item-material to specify exactly what material for each job. You could manually do such selectivity using multiple millstones and linked stockpiles, but it's a lot nicer to have a half dozen jobs on one millstone to mill cave grass, sweet pod, longland grass, dimple cups, etc. Besides, using multiple millstones and linked stockpiles still doesn't work with workflow. Haven't been able to find the material token type for rock nut paste to be able to use the screw press so haven't been able to make rock nut oil using workflow.