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Author Topic: Cook - Brew - Mill  (Read 4107 times)

MenacesWithSpikes

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Cook - Brew - Mill
« on: August 06, 2012, 10:59:11 am »

I'm sure someone has suggested this before.  I would like to point out this specific idea because it is probably fairly easy to implement.

In the Z --> Kitchen menu, one can toggle whether a type of food should be cooked or brewed (or both, or neither).  Can we add "mill" to that list?

For example, if I wanted to brew all Longland grass into alcohol (for example), but not make any flour with it, I can't do that through this menu at this time.  If I use my quern at all to mill plants, it mills anything that can be milled, not what I specify.
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Helgoland

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Re: Cook - Brew - Mill
« Reply #1 on: August 06, 2012, 04:21:36 pm »

Scrap the z - Kitchen menu entirely and replace it with a per-workshop menu! Lets you set materials to be used for every workshop seperately.
Possibly even the z - Stone and z - Animals menus.
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Re: Cook - Brew - Mill
« Reply #2 on: August 06, 2012, 05:13:00 pm »

In the Z --> Kitchen menu, one can toggle whether a type of food should be cooked or brewed (or both, or neither).  Can we add "mill" to that list?
This would definitely be a good idea
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HoshiGiniro

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Re: Cook - Brew - Mill
« Reply #3 on: August 06, 2012, 09:30:51 pm »

this would also help people like me who wants to know exactly what my dwarfs are doing at all times and if i could control what they are milling through any menu it is worth being added in my opinion being able to tell them they can only mill cave wheat but not the longland grass would definitely be something any civilization would do

Phlum

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Re: Cook - Brew - Mill
« Reply #4 on: August 07, 2012, 11:02:31 am »

I belive workshop profiles are planed to include what types of stone/wood/plant/items, they use.
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jaxy15

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Re: Cook - Brew - Mill
« Reply #5 on: August 07, 2012, 12:39:05 pm »

That's a pretty good idea. When I want flour or sugar, I want flour or sugar, not dye, dammit!
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SuicideJunkie

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Re: Cook - Brew - Mill
« Reply #6 on: August 07, 2012, 01:52:32 pm »

One way to do it for now is to have a stockpile give to the mill workshop only the things you want to be milled.
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C27

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Re: Cook - Brew - Mill
« Reply #7 on: August 08, 2012, 04:37:37 am »

One way to do it for now is to have a stockpile give to the mill workshop only the things you want to be milled.

Dedicated stockpiles are actually a pretty powerful tool that it took me a long time to fully appreciate.
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HoshiGiniro

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Re: Cook - Brew - Mill
« Reply #8 on: August 08, 2012, 06:21:24 pm »

One way to do it for now is to have a stockpile give to the mill workshop only the things you want to be milled.
that is one way but once all the cave wheat is up if you have the mill command on repeat they will go for the other millable items

weenog

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Re: Cook - Brew - Mill
« Reply #9 on: August 08, 2012, 07:49:50 pm »

One way to do it for now is to have a stockpile give to the mill workshop only the things you want to be milled.
that is one way but once all the cave wheat is up if you have the mill command on repeat they will go for the other millable items

No, they won't.  If any stockpile gives to a workshop, that workshop can only take items from stockpiles that give to it.  If those stockpiles go empty, the workshop shuts down.
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HoshiGiniro

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Re: Cook - Brew - Mill
« Reply #10 on: August 09, 2012, 02:00:11 am »

One way to do it for now is to have a stockpile give to the mill workshop only the things you want to be milled.
that is one way but once all the cave wheat is up if you have the mill command on repeat they will go for the other millable items

No, they won't.  If any stockpile gives to a workshop, that workshop can only take items from stockpiles that give to it.  If those stockpiles go empty, the workshop shuts down.
i did not know that *runs to the wiki*
« Last Edit: August 09, 2012, 02:08:08 am by HoshiGiniro »
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lazygun

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Re: Cook - Brew - Mill
« Reply #11 on: August 09, 2012, 06:30:00 am »

Note that once a workshop takes from a stockpile, it ONLY takes from its dedicated stockpiles so EVERYTHING it uses needs to be in one.

If you have a dyeplants stockpile giving to your quern, you'll need to set up a boxes & bags furniture stockpile that only accepts leather/silk/cloth/yarn items and make that stockpile give to your quern too. Failure to do this results in job cancellation spam instead of dye.
« Last Edit: August 09, 2012, 06:34:01 am by lazygun »
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GreatWyrmGold

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Re: Cook - Brew - Mill
« Reply #12 on: August 09, 2012, 07:22:45 am »

Or, connect a second stockpile.

Good idea, OP. What else should be added?

Scrap the z - Kitchen menu entirely and replace it with a per-workshop menu! Lets you set materials to be used for every workshop seperately.
Possibly even the z - Stone and z - Animals menus.
No.
1. I like getting the menus set up so that I know plump helmets and other valuable plants, and well as alcohol of course, won't get cooked once I embark. If we did this, I'd have to wait until I built a kitchen, not find myself embroiled in a tantrum spiral or something at the time so I remembered, and redo it every time I added a kitchen. Moreover, if I got a new food to change the Cook status or wanted to change the Cook status on some item, I'd have to do it once for every kitchen.
2. What would you need this for that a few linked stockpiles can't solve?
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HoshiGiniro

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Re: Cook - Brew - Mill
« Reply #13 on: August 13, 2012, 03:31:37 pm »

i still agree that in the z- kitchen menu there should be a third option for mill for the mill-able items so you can turn it off or on like you can already do for cook and brew

Jheral

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Re: Cook - Brew - Mill
« Reply #14 on: August 14, 2012, 01:01:42 am »

I'd definately agree with that as well - the kitchen menu is a very handy tool to have, and lets you avoid a lot of annoying micromanagement.

I would also suggest a similar toggle for letting the dwarves eat something raw, as well.
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