DF Suggestions / Kitchen screen and auto tasks
« on: December 09, 2015, 08:43:09 pm »Also the biggest irritation in any fort is having to constantly watch the food production. A few small changes to kitchen screen and a little name change and it can become a screen that allows the user to set how they want plants handled automatically. The options should be cook, brew, process, extract, mash, and any other reaction the raws declare for handling of plants. The automation screen for skins would have options for tanning and parchment.
There have been many suggestions for automation in the past, but they were often complex. This only requires adding jobs to a workshop when an item is created (already done elsewhere), creating a list of reactions for use in the new screen or screens (new code), and leveraging an existing screen to connect the user with the task list (mixed bag). I think this would provide one of the simplest solutions for one of the bigger user time sinks in the game and could be a template for future automation screens.
Along with this I also think that the screen should list items in a slightly complex order. First all items that might be available to the user should be in the list, for example if there is or ever was a cow in the fortress (initial embark availability should count as available in the fortress) then cow skin is available to be set regardless of whether a cow skin currently exists. I think this same rule should be applied to the current kitchen screen; I can not count the number of times I have wanted to adjust cook settings to prevent something being used but can't because my dwarves just used the last of that item. Second alphabetical order makes it easier to find things and should be used almost everywhere that there is a lengthy list. The existing kitchen screens meats section can become a horrible mess because prepared llama brain is in the middle of turkey eggs and goose eggs.