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Author Topic: xXClothingXx Reaction Idea.  (Read 2781 times)

CaptApollo12

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Re: xXClothingXx Reaction Idea.
« Reply #15 on: January 05, 2013, 12:31:01 am »

The dwarves would still use the clothing item in their workshop until it is delivered into its output stockpile. I had this problem with using bones with [ANY_BONE_MATERIAL] to make bone blocks. The solution for me was to make a stone called packed bone. I suggest a 2 step process if anything to renew clothes.

Something like

xXpig tail cloakXx ---> soapy pig tail cloak (item that is not clothes) ---> pig tail cloak.
xXrope reed cloakXx ---> soapy roap reed cloak (item that is not clothes) ---> roap reed cloak.
xXleather cloakXx ---> soapy roap reed cloak (item that is not clothes) ---> leather cloak

In a cycle where all dwarves are always wearing only one material of garmet at a time. So when the leather is worn they switch to pig tail etc. This is for the sole reason that you cannot stockpile manage based on how worn a clothing item is.
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Meph

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Re: xXClothingXx Reaction Idea.
« Reply #16 on: January 05, 2013, 12:34:04 am »

It would be a lot easier if:
xXpig tail cloakXx --->  pig tail thread/cloth.

But this:
Quote
This is for the sole reason that you cannot stockpile manage based on how worn a clothing item is.
is exactly the problem we face with this. DFHACK can target them. Vanilla df, unfortunately not. There is no tag for [WORN]
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CaptApollo12

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Re: xXClothingXx Reaction Idea.
« Reply #17 on: January 05, 2013, 12:59:59 am »

hence why a rotational system may be of value. You still have the problem where masterworks give bad thoughts as well. As it is now whenever a caravan comes I just give them all the XxclothingxX. If you were to make a system of improvement it would need to take in consideration of masterwork items or it would be pretty useless.
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