Dwarf Fortress > DF Dwarf Mode Discussion

About your automatic orders...

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snow dwarf:

--- Quote from: Bumber on January 21, 2019, 07:58:45 pm ---Spoiler (click to show/hide)
--- Code: (Legend) ---< is "Less than"
<= is "At most"
> is "Greater than"
>= is "At least"
# are comments
--- End code ---


--- Code: (Food and Drink) ---brew drink from plant (5) #Production falls behind in my fort at 1 per day
unrotten DRINK_MAT-producing plants > 5
empty food storage items > 5
drinks < 600 #My drink stockpile capacity
lavish meal (1)
unrotten cookable solid item > 10 #Keep extra for taming
unrotten cookable item > 10
unrotten prepared meal < 2500 #My prepared meal stockpile capacity
--- End code ---

--- Code: (Bones) ---totem (1)
unrotten totemable body part > 0
horn crafts (1)
unrotten horn body part > 0
ivory/tooth crafts (1)
unrotten ivory/tooth body part > 0
bone bolts (5) #A quiver's worth
unrotten bone body part > 5
bone bolts < 50 #Claimed bolts don't count
bone crafts (1)
unrotten bone body part > 0
bone bolts >= 50 #Only when I don't need more bolts
--- End code ---

--- Code: (Combat bolts) ---charcoal (1)
logs > 0
refined coal < 20
bronze bars (use bars) (1)
tin bars > 0
copper bars > 0
refined coal > 5 #Keep extra on hand for misc forging, ignore if magma forge
bronze bolts (1)
bronze bars > 10 #Keep extra on hand for misc forging
refined coal > 5 #Ignore if magma forge
metal bolts < 50 #Claimed bolts don't count
copper bolts (1) #Only when bronze runs out
copper bars > 10
refined coal > 5 #Ignore if magma forge
metal bolts < 50
bronze bars = 0 #Prefer bronze
tin bars = 0 #Potential bronze
--- End code ---

--- Code: (Plant Oil Soap) ---ash (1)
logs > 0
ash = 0 #Keep only 1 on hand, this is quick
lye (1)
ash > 0
empty buckets > 0
lye = 0 #You can't select "lye-containing items", not sure if this works
mill seeds to paste (1)
unrotten PRESS_LIQUID_MAT-producing seeds > 10 #Spares for planting
non-pressed PRESS_LIQUID_MAT-producing glob = 0 #This is slow. I should probably set it higher.
press liquid from paste (1)
non-pressed PRESS_LIQUID_MAT-producing glob > 0
liquid container > 0
SOAP_MAT-producing liquid = 0 #I should probably set this higher, too.
soap from oil (1)
lye-containing items > 0
SOAP_MAT-producing liquid > 0
soap bars = 0 #Hospital bars don't count
--- End code ---

--- Code: (Clothing) ---spin thread (1)
unrotten hair/wool > 0
process plants (1)
unrotten processable plants > 20 #Reserve booze
amount of plant cloth < 30 #Don't need too much on hand
collect webs (1) #Cavern can be sealed suddenly due to emergency, just 1 job at a time.
undisturbed thread > 200 #Account for unreachable webs, YMMV.
silk cloth < 30
cloth robe (1)
unused plant cloth > 4 #Need enough for each set
robes < 20 #Claimed items don't count
cloth trousers (1)
unused plant cloth > 4
trousers < 20
cloth shoes (1)
unused plant cloth > 4
shoes < 20
silk robe (1)
unused silk cloth > 4
robes < 20
silk trousers (1)
unused silk cloth > 4
trousers < 20
silk shoes (1)
unused silk cloth > 4
shoes < 20
--- End code ---

--- Code: (Misc) ---collect sand (1)
empty sewn-imageless boxes and bags > 0 #This should count only bags
sand-bearing items < 2 #I keep 2-3 bags on hand
melt a metal object (1) #Should be limited to a magma forge
melt-designated items > 0

--- End code ---

You might also want orders to keep quires and coffins on hand.
--- End quote ---
This is actually very useful knowledge, thank you for this.

mikekchar:
I try not to do anything by hand.  I'm not sure I *ever* get a "late stage" fortress by some people's definitions, but I often have pages and pages of orders.  So based on my font size, several hundred orders anyway.  On the other hand, I don't think I have any industries where I "forever forget about it".  Things always need tweaking.  I tend to play the game as a manufacturing simulator, though, and I enjoy the challenges that the system/bugs throw at me.  I don't mind partial solutions and hacks.  It took me a long time to realise why other people get so frustrated with the automation, while I love it -- you need to be OK with the idea that it's never going to work properly.  However, if you are, I think it is quite fun.

doublestrafe:
All this is why I use workflow in dfhack instead...all of these problems are handled. Separate orders for stone and leather "boxes", for example. An order for five masterful steel battle axes, plus a stockpile for non-masterful metal stuff that auto-melts. I haven't tweaked production in my megaproject fort in years.

Sil3nt:

Stigazustos, "ForumUsers", a ☼Masterful quality☼ discussion
This is a ☼Masterful quality☼ discussion. All craftdwarfship is of the highest quality.
The item is a masterfully designed image of Bumber and forum's users in hematite. Bumber is surrouded by the forum's users.


Ahahah just kidding a bit, i got so many good ideas from you guys, sometimes it just feel like i'm going to get crazy since i do every single task manually... my brain is getting close to legendary multitasker rank!
Ok maeby i'm playing too much DF

Sanctume:
From my current notes, I make specific cloths clothes, and cheeses for the honeymoon suites stockpiles.

`j -m-q` 
Process (Cotton) Plant 10 
> c Condition 
> + Frequency (daily) 
> a Add item condition 
> i Change item type 
> plant 
> m Change material 
> cotton plant plant 
> n Change number (available at least) 
> 10 

Weave (Cotton) Thread into (Cotton) Cloth 6 
> c Condition 
> + Frequency (daily) 
> r Add condition from reagents/materials 
(defaults to unused collected plant thread) 
> m Change material 
> cotton plant plant 
> n Change number 
> 10 
(available is at least 10) 

Make cloth dress (1) 
Restarts if completed, conditions checked daily 
Amount of cotton dress  Available is less than 6 
> q 
> make cloth dress 1 
> c Condition 
> + Frequency (daily) 
> a Add item condition 
> i Change item type   
> dresses 
> q change inequality “is less than” 
> n Change number 
> 5 
> m Change material 
> cotton 

Repeat the make cloth dress, replace with: 
1. Trousers 
2. Sock 
3. Mitten   
4. Cloak 
5. Hood




J-m-q
Milk animals 1
> c Condition
> + Frequency (daily)
> a add item condition
> i change item type
> buckets
> t change traits
> empty [esc]

Make cheese 1
> c Condition
> + Frequency (daily)
> r Add conditions from reagents/materials
> q “available is at least”
> n Change number
> 1

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