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Author Topic: Clothes management  (Read 2746 times)

MaxZero

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Clothes management
« on: September 30, 2012, 06:28:40 am »

Within my fort, each type of clothing has its own stockpile. Within each stockpile, there are bins with items of varying states of wear so to find out how many new spares I have I have to look inside each bin individually.

I've been looking at the quality settings in the stockpile and wondered if there was a toggle to keep worn things out?

Dumping them doesn't appear to be very quick either - entering the bin, then the item description for each item to designate it to be dumped. A fiddley set of key combinations that I keep getting wrong and ending up somewhere else

Are there any better solutions out there? What does everyone else do?

Advance thanks for any responses
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darkgloomie

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Re: Clothes management
« Reply #1 on: September 30, 2012, 06:39:53 am »

As far as I know, people simply sell tattered clothes to caravans. There's no option to highlight worn out clothes, and as you said dumping is really boring.

Just take all your clothes bins to the trade depot and sort them out in the trade.
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AndreaReina

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Re: Clothes management
« Reply #2 on: September 30, 2012, 06:45:16 am »

Someone suggested a two-stockpile setup. One that takes only from links and takes from the clothier's shop(s). The settings ensure that only new clothes will be put in here. The second stockpile accepts from anywhere, this is where used clothes go. If you also enable refuse in this stockpile the clothes will decompose quickly, or if you place the stockpiles at different distances from the trade depot it becomes elementary to figure out if this bin of clothes is new or old.
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MaxZero

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Re: Clothes management
« Reply #3 on: September 30, 2012, 06:48:47 am »

Someone suggested a two-stockpile setup. One that takes only from links and takes from the clothier's shop(s). The settings ensure that only new clothes will be put in here. The second stockpile accepts from anywhere, this is where used clothes go. If you also enable refuse in this stockpile the clothes will decompose quickly, or if you place the stockpiles at different distances from the trade depot it becomes elementary to figure out if this bin of clothes is new or old.

Thats a fantastic solution, thanks ever so much
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hanni79

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Re: Clothes management
« Reply #4 on: September 30, 2012, 07:27:28 am »

This idea has a slightly advanced version, same setup, but you can add a minecart track to the old clothes stockpile and let all old clothes transfer into a quantum stockpile directly besides your Trade Depot. Not really necessary, but it obviously produces the smallest amount of way your dwarves have to walk to the Depot. On a side note, a Minecart can hold tremendous amounts of clothing, so you might want to do that only if you have hundreds of old cloth lying around.
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Oaktree

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Re: Clothes management
« Reply #5 on: September 30, 2012, 08:34:10 am »

I quantum stockpile all my clothes.  Location is close to my clothiers, and also close to the Trade Depot.  Worn clothes do work their way into there, and also get dropped around the fortress as well. (sigh)

I also simplify management by drafting all my dwarves into squads and issuing them a standard uniform (Metal cap, tunic, trousers, leather boots, cloak, hood, mittens) and also a shield and weapon that replaces their normal clothing.  The metal cap and leather boots are armor and don't degrade.*  And by settling on standard clothes and eventually producing it all yourself you can then trade off or dump everything else (dresses, robes, gloves, SOCKS, cloth caps) and have fewer clothing types to track.

And that makes using the Stocks screen (Z menu) easier to use for inventory as compared to working through the stockpiles and bins.

* - If you mod and are careful it's also possible to put ARMOR tags on some of the standard clothing items and make them stop degrading as well.  Be warned, however, that migrants will not arrive wearing these items.  So if the only leg covering item your civ has is "armor" then your migrants arrive half-naked and will rapidly start having very strong bad thoughts unless you draft and equip them very rapidly.
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hanni79

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Re: Clothes management
« Reply #6 on: September 30, 2012, 08:38:31 am »

@ Oaktree : What  AndreaReina posted works pretty good, you should try it. The important thing here is to set the clothiers stockpile to take it from the clothiers shop and then set it to "Accept only form links".
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Oaktree

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Re: Clothes management
« Reply #7 on: September 30, 2012, 09:37:52 am »

@ Oaktree : What  AndreaReina posted works pretty good, you should try it. The important thing here is to set the clothiers stockpile to take it from the clothiers shop and then set it to "Accept only form links".

Doesn't bother me that they all end up in a place like that.  My goblinite clothing ends up there as well for the most part.  Close enough to the clothier's shops to be grabbed and upgraded with a sewn on cloth item without worrying about setting up a separate stockpile to support that activity.  And a lot of the produced clothing is being picked up and worn by the residents in any case.
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Akura

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Re: Clothes management
« Reply #8 on: September 30, 2012, 01:03:30 pm »

Note for selling worn-out clothing to traders: Press "e"(I think it's "e") to start filtering items by name, then type "x". Every item that doesn't have "x" in the name is filtered out, and for the most part, it will be all those x-pig tail fiber socks-x that are left. This also includes capitals, so "X"-, "xX"-, and "XX"-grade items will be left. Thankfully, items at "XXX"-condition don't exist because our sanity needs to remain intact.
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Kazang

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Re: Clothes management
« Reply #9 on: October 01, 2012, 11:30:14 am »

Someone suggested a two-stockpile setup. One that takes only from links and takes from the clothier's shop(s). The settings ensure that only new clothes will be put in here. The second stockpile accepts from anywhere, this is where used clothes go. If you also enable refuse in this stockpile the clothes will decompose quickly, or if you place the stockpiles at different distances from the trade depot it becomes elementary to figure out if this bin of clothes is new or old.

Fantastic simple solution!

I had tried lots of complicated solutions like the OP but this is so simple it just hadn't occurred to me.  Huge thanks.
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thiosk

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Re: Clothes management
« Reply #10 on: October 01, 2012, 01:00:00 pm »

Now that I have an armorer who turns out masterworks most of the time, I'm starting to wonder-- perhaps I'll equip the entire fort in masterwork copper armor.  Tough enough to make them survivable, but not so tough that a berserk dwarf is impossible to put down.
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Telgin

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Re: Clothes management
« Reply #11 on: October 01, 2012, 01:09:54 pm »

That would work fine and may well be a superior solution, aside from the fact that you can't use this method with any semblance of reliability with woodcutters, hunters and miners.

It also will slow the dwarves down because copper armor is heavy, but that may be acceptable.

I'm going to try the two stockpile method suggested in here, that's a fantastic solution to the problem of tattered clothing.  Much better than dumping them all through the stocks screen like I've been doing.
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Sutremaine

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Re: Clothes management
« Reply #12 on: October 01, 2012, 01:41:19 pm »

If they don't have decent Armour User skill they're going to be pretty slow if you put them in torso and leg armour. Helms, gauntlets, and high boots are lighter bits of equipment. Masterwork leather for the leggings and armour will be light but able to deflect animal and terrain attacks.
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PaleBlueHammer

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Re: Clothes management
« Reply #13 on: October 01, 2012, 01:42:35 pm »

That would work fine and may well be a superior solution, aside from the fact that you can't use this method with any semblance of reliability with woodcutters, hunters and miners.

Just leave off the weapon from the uniform, no?
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krisslanza

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Re: Clothes management
« Reply #14 on: October 01, 2012, 01:47:18 pm »

That would work fine and may well be a superior solution, aside from the fact that you can't use this method with any semblance of reliability with woodcutters, hunters and miners.

Just leave off the weapon from the uniform, no?

I think the problem is those professions basically are their own, non-alterable uniform. If you want a miner to mine, he can't be in the military even if his weapon is a pick or something. It's weird. They must be in a union.
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