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Author Topic: Is there a way to influence ingredient selection in the kitchen?  (Read 1549 times)

McCautious

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #15 on: January 20, 2014, 01:13:23 pm »

Couldn't you just set up 4 stockpiles somewhere and set them to "give to ... Kitchen"? :

1. Meat type 1
2. Something
3. Booze type 1
4. Booze type 2

Of course if one stockpile runs out of stock you get a cancellation but then you could simply switch over to stockpile 5, 6, 7 ... which are holding other ingredients ... ?

EDIT: Sorry, nevermind. Should have probably read the abovementioned kitchen-thread first. Although it doesn't mention a kitchen bug, I am assuming there must be one if there is a need for elaborate kitchen-design.
But why? Only why? A kitchen is just a workshop ... all other workshops seem to be doing fine getting their stuff from assigned "give to"-stockpiles.  ???
« Last Edit: January 20, 2014, 01:37:55 pm by McCautious »
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Sutremaine

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #16 on: January 20, 2014, 03:05:39 pm »

The OP needs a more elaborate design because the fortress's inhabitants (kobolds) are carnivores -- they need to have meat in their food to be able to eat it. What the OP wants is to have every roast be three parts non-meat to one part meat, stretching the meat as far as possible.

The playable kobolds also have a reaction to alcohol, though I'm not sure if ingested syndromes can be transmitted through roasts.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Chimerat

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #17 on: January 20, 2014, 03:36:32 pm »

The playable kobolds also have a reaction to alcohol, though I'm not sure if ingested syndromes can be transmitted through roasts.
Yes, I'm not sure about that either, and I don't really want to risk it, if it can be helped.

I pretty much got most of my pets slaughtered by wild animals a few minutes into my first few attempts with the Kobolds restarting, so I'm going in to try again and see if I can even last long enough to fill up the stockpiles...
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Sutremaine

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #18 on: January 20, 2014, 04:32:21 pm »

How bad is the reaction, anyway?
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

greycat

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #19 on: January 20, 2014, 04:37:50 pm »

If the stockpiles are arranged close enough to the kitchen in the right order, they will work most the time without a need for a burrow. However depending on your fort layout, there may be times when the cook initiates the cooking job while not in the kitchen, like immediately after waking up for example. He will then path to the closest stockpile to his bed to get the first ingredient. Using a burrow simple insures that only those specific stockpiles can be used.

If the stockpiles are actually linked to the kitchen, then the kitchen must take from those stockpiles and no others, regardless of where the dwarf kobold is standing when he takes the job.  In that case, a burrow would not be needed.
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Bumber

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #20 on: January 20, 2014, 06:20:30 pm »

The playable kobolds also have a reaction to alcohol, though I'm not sure if ingested syndromes can be transmitted through roasts.
You'd think the alcohol would be cooked off, at least IRL.
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McCautious

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #21 on: January 20, 2014, 06:44:39 pm »

If the stockpiles are actually linked to the kitchen, then the kitchen must take from those stockpiles and no others, regardless of where the dwarf kobold is standing when he takes the job.  In that case, a burrow would not be needed.
If it's really that easy, then what is the whole idea behind the kitchen design topic? Does Blue_Dwarf just not want to manually manage some workshop-links ...?
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greycat

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #22 on: January 20, 2014, 06:56:08 pm »

Well, it's not "easy" to get the dwarves to cook in a specific ratio.  All I was saying is that a burrow is unnecessary.

It looks like Blue_Dwarf has essentially the same goal that you have, just for different reasons.  So, whatever he comes up with ought to work pretty well for you, or vice versa.

The first thing that comes to mind for me is to make four 1x1 food stockpiles, no barrels allowed, take from links only, give to the kitchen.  When each of the four stockpiles has a bit of food in it, then you can order a roast, and the chef should be forced to take the four items.  Each stockpile should be set to take from a larger stockpile that contains a specific kind of food.  So, if you want your roasts to have a ratio of 1 meat to 3 bags-of-leaves, set up 1 meat stockpile and 3 bags-of-leaves stockpiles.

I haven't tested it.  It's just the first design that comes to mind.
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Sutremaine

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #23 on: January 20, 2014, 07:04:20 pm »

If booze is out of the question, syrup is another liquid option. You get as much of it per plant as you do booze, so it makes good filler. Milk you buy from traders comes in stacks of 10, so that's alright. Milk you produce yourself comes in stacks of 1, as does honey or royal jelly. That's not so alright.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Chimerat

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #24 on: January 20, 2014, 10:30:53 pm »

If booze is out of the question, syrup is another liquid option. You get as much of it per plant as you do booze, so it makes good filler.
Which building makes syrup, and does it comes from all plants?
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Sutremaine

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Re: Is there a way to influence ingredient selection in the kitchen?
« Reply #25 on: January 21, 2014, 03:43:11 am »

In vanilla, dwarven syrup is made at the Farmer's Workshop and comes from sweet pods, an underground crop. Don't know about kobolds, you'd have to check the workshop options.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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