@getone script:
That's actually even more useful that the spareone, I think, as I imagine the spareone would make the orchard trees concentrated mostly in the upper left of biomes.
Didn't know that about said getplants problem.
@colored trees: Interesting modding idea for light woods or fruit/nonfruit trees, though you will ultimately still want to k if having multiple in same color.
With time, you'll be able to tell what tree something is by their growths, just like with stone tiles - there are some overlaps, but for starters majority of fruit trees blossom with some color of ♣ and %. Willow in particular is the only tree with
⁎, and is only found near water.
@multi-space view/Thorfinn:
TWBT - Text will be Text - DFHack plugin has that functionality in it's multilevel view (displaying multiple z-levels at once). It's a treat on sloped terrain, though when using it I'd check your download uses
October 20 builds or later - previous versions had stability issues due rendering a changed tile occassionally.
Not vanilla, though.
@manager/workflow/stockflow/auto-melt/etc. over just workshops:
The main advantage is that once you've set it up you don't need to give the order twice, and if you used it with macro/saved your workflow settings you can then apply them more easily to all future fortresses.
To take the kitting up the new military squad example, you would once save/setup the "keep 2-4 masterwork sets" on hand, and then have dwarves automatically* produce new suits as you add members to your military while melting down inferior produce.
Granted, for furniture ones to really work, you need to also combine it with buildingplan (another dfhack plugin) - allowing you to designate planned furniture (incl. by quality and material). Though on the bright side, that means you don't really need to haul furniture out of workshops anymore.
...Okay, yeah, for some things I frequently go into workshop and just order what I want right then if needed ^^;; Traction Benches and Soap, for instance, are things you may want to only produce one batch per fortress.
Depending on how much you've planned things out, in the same vein, if your number of masterwork beds matches the population cap you're not going to be hanker for more of them - though you may want to use a stockpile for them in that case, and your carpenter is locked down while they produce them.
* Some assembly required - workflow, stockflow and manager can all do this, but in in first case you're going to need to ensure the production of metal and set up the repeating orders in workshops in new fortresses or get the occasional cancellation and pause, in the second case you need to set up the stockpile in new fortresses and get cancel spam without materials and in the third case you're going to need to set up two stockpiles and a way to dispose of the inferior products, such as auto-melt, in new fortresses.