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Author Topic: Make whole outfits of clothing with one (q)uery -> (a)dd task order?  (Read 914 times)

floundericiousWA

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Could an option be added to the clothier's shop to "make an (O)utfit" which would include head, hands, upper body, lower body, and feet?

If I need to make 15 mittens because of a noble, that's fine...but having to figure out what pieces dwarves need is intensely annoying...I'd rather be able to task the clothier's/leatherworker's shop with "make an outfit" and let them make what a dwarf would consider a "complete outfit" from their respective materials.
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10ebbor10

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #1 on: June 04, 2012, 11:44:50 am »

That's actually quite an interesting idea. Another solution would be to divide the clothing in the clothiers shop and others in multiple categories:
-Armor
-Non armor

Both divided further into the different items that a dwarf needs. Which I suppose are head, upper body, lower body and feet. In that case you now you got everything covered when you order one of each.
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floundericiousWA

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #2 on: June 04, 2012, 12:13:40 pm »

I like the idea of simplifying the tasks into "make something for (upper body, lower body, hands, feet, head)"

Who cares if they make headscarves instead of caps or hats?  Who cares if they make mittens or gloves?  Who cares if it's a TUNIC or a SHIRT or a VEST.
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Itsdavyjones

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #3 on: June 04, 2012, 01:08:39 pm »

I like this idea, it would make clothing just so mush easier to get, it would ofcourse take just as long if it were separate jobs
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Uristocrat

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #4 on: June 04, 2012, 03:56:16 pm »

Just put each of the jobs you want on repeat.  They will cycle through all of the jobs, making this unnecessary.  You can have one workshop producing pretty much everything set to repeat.  And there are reasons to prefer, e.g. mittens, due the small armoring benefit those confer.

Personally, I have maybe two clothiers that churn out everything and I do no micromanagement, because we grow crops for cloth in abundance, in addition to the elven cloth imports.
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Jheral

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #5 on: June 05, 2012, 02:53:06 am »

Another thing that has been suggested before, which I'm very much in favour of, is the idea that as one defines uniforms, it would become possible to que up those uniforms for creation in this way.

Essentially, you define it, assigning clothing/armour items to it, and then go into the manager and que up "Make uniform X" and all the relevant items get added.

That seems like an even better alternative, given that you have control over what you get, as well.
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knutor

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Re: Make whole outfits of clothing with one (q)uery -> (a)dd task order?
« Reply #6 on: June 05, 2012, 03:33:00 am »

Clothemaker could be ordered to..

Make Surplus Apparel. /R

Generates naked thought twarting clothing, and only as much as is needed.  So the clothe and thread supply for the Hospital are not depleted.

Leathercrafter could be ordered to..

Make Surplus Fatigues. /R

Same, but with Leather as the material.
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