Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: is there a reverse Workflow trigger?  (Read 1275 times)

Oni77

  • Escaped Lunatic
    • View Profile
is there a reverse Workflow trigger?
« on: November 29, 2013, 07:03:08 am »

Hi,

i do love the workflow plugin and use it all the time.

What i miss, is a constraint to trigger a job if an ingredient exceeds a certain amount. That would solve a lot managing problems and could be used to reduce clutter as well.

In the context of MDF there would be many uses to get rid of stuff or trigger certain jobs that otherwise may use up all your resources.
- polish wood logs only if there is >20 oil
- burn wood to coke if >50 logs available
- dispose of slag bars if >10 slag
- ...
- burn excess stuff to ash in crematory (perhaps add a real item-sink workshop for disposal)

any chance to get a tool for this?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: is there a reverse Workflow trigger?
« Reply #1 on: November 29, 2013, 10:48:08 am »

I dont know about the workshop, but what do you mean with:
Quote
(perhaps add a real item-sink workshop for disposal)
Just a workshop that accepts anything and destroys it, like atom smashing?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Oni77

  • Escaped Lunatic
    • View Profile
Re: is there a reverse Workflow trigger?
« Reply #2 on: November 29, 2013, 05:45:31 pm »

(Excuse my english - that's probably the reason why you got me wrong)

yup. by my guess that is possible and you already added that kind of workshop (e.g. slag pit). Worst case, there is a reaction needed for every type of item you want to smash i think.

that workshop is only one use of the workflow trigger i'm talking about. Take the slag pit for example. You can dispose of any number of slag bars there. I want to do that, but wish to keep 10 for concrete production.

If the workflow plugin would be able understand "enable job if available ingredient > 10", i would tie it to slag bars in "Throw slag in the slagpit".

As far as i understand, the whole workflow systems is product based and not ingedient/reagent based. I need it the other way around.

One part of it is solved by the seeds manager: it checks if seeds > n and then enables cooking. Like that, only with every reaction. Then you can get rid of any excess production of raw materials.



Logged