I have problems with setting some of my industries to work properly via manager orders. Would appreciate some advice.
1. Processing pig tails.
So, everything should be easy in theory. I have a separate stockpile for pig tails so that they don't get brewed. Then I give out two order via manger screen:
- If amount of unrotten processable plants is at least 100, process 50 plants, check seasonally, restart when completed;
- If amount of press_paper_mat-producing plants is at least 100, mash 50 plants into slurry, check seasonally, restart when completed.
Once the fortress harvests 100 pig tails, half of them is processed into thread, and another half into slurry. The problem is, pig tails are harvested and gathered into stacks of varying amounts, anywhere from 1 to 5. The manager counts the amount of pig tails, not the amount of stacks. Once the stock reaches 100 pig tails, he orders 100 jobs. Each job processes a single stack, not a single pig tail. This results in running out of pig tails way before the order is completed, following by job cancelation spam and the need to reset the order.
I've tried to mess with the numbers, setting the trigger to [at least 300 processable plants = process 50 plants], but that doesn't work. Sometimes we run out of pig tals regardless, and sometimes we get overflowed with unprocessed pig tails. Both scenarios require manual interruption and resetting orders, which annoys me somewhat. Same problems exists in milling jobs, pressing slurry into paper, processing quarry bushes into bags of leaves - basically anything involving stacks of varying amounts.
2. Working with bugged industries.
Gem setting and decorating with bone/shells/other body parts is currently bugged as most of you know - the manager can give out the order, but the job count never goes down. So if you have a stock of 100 sapphires and 100 shells and order to decorate with 10 shells and 10 sapphires, the order won't stop until you run out of both shells and sapphires. What makes it worse, there is no such thing as auto-gem-setting or auto-bodypart-decorating, so you have to do all that stuff manually each time. It's especially painful with gem setting due to horrendous interface of jeweler's shop. First you look up your stocks screen and find how many heliodors you have. It's fourteen. You highlight the workshop, select a specific gem, select an encrusting job (furniture, goods). Select a gem, select a job. Select a gem, select a job. Select a gem, select a job. Sel-- oh wait, can't have more than 10 jobs per workshop. You highlight the next jeweler's workshop, select a gem, select a job. Select a gem, select a job. Sel-- wait, how many heliodors I have again? Open up the stocks screen, find heliodors. It's 14. Okay. How many cutting jobs did I give out again?
There's gotta be an easier approach to all this.
3. Clothing and dyeing.
Since there is no option to set separate stockpiles for dyed/undyed cloth, my dyers and clothiers keep fighting between themselves for those cloth bins, resulting in job cancellation spam. At some point I tried playing with cloth QSP to keep cloth out of bins, but that was even worse. First, that's just too much hauling (dyers work extremely fast). Second, I can't import cloth (traders bring cloth in bins, and dwarves can't take cloth out of bins unless you order to dump it - it's the same as leather). Then I tried to sort of schedule these industries via manager (he made his order condition checks for dying and clothemaking yearly, so that dyeing happened during Summer-Autumn, and clothesmaking during Winter-Spring). That solved the problem somewhat, but not quite . Dyers fought between themselves, as well as clothiers.
Sorry for the text wall, but I don't know how to explain these nuances without delving deep into the details.
TL;DR: how do you automate plant processing, gem cutting, bone/shell decorating, clothesmaking, and dyeing?