Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: How to choose a specific material at workshop  (Read 6730 times)

PatrikLundell

  • Bay Watcher
    • View Profile
Re: How to choose a specific material at workshop
« Reply #15 on: December 02, 2014, 12:36:53 pm »

Just tried it: Added ANDESITE as a new material to the list in dfhack.init and it works (andesite because I happen to have it, not because I have any actual reason to want to select it).
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: How to choose a specific material at workshop
« Reply #16 on: December 02, 2014, 10:31:15 pm »

I wonder if someone can write a dfhack script to forbid certain materials.
For example, forbid bars adamantine will forbide all adamantine wafers, but forbid bars metal not adamantine will forbid all metal bars except adamantine wafers.


Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Reelya

  • Bay Watcher
    • View Profile
Re: How to choose a specific material at workshop
« Reply #17 on: December 02, 2014, 10:36:57 pm »

As Dracko81 said, you can also exert material control by placing specified stockpiles for the desired materials and linking them to give to the workshop - that restricts the workshop to only use material from those piles.

I regularly use such setups to e.g. make magmaproof furniture, obsidian statues etc.
It's a bit of work, since each change in materials requires a proper stockpile and link changes, but it allows using broader material categories like "low-value not magmaproof stone", "low-value magmaproof stone", "stones with fancy colours", "black/grey stone" etc.

how often do you flood a chamber with magma wherein you need things like furniture there, and then also need them to survive the flood?

Floodgates and doors, hatches etc are classed as furniture i believe. basically anything which needs to control magma flow.

Thanks Mechanixm, I actually stumbled upon it when looking for something else. This presumably means you can add additional materials key bindings for additional kinds of non organic materials (for the people who want color matching, for instance).

If you want color-coding you're better off using a feeder stockpile and setting that stockpile to take whichever range of colors you want. If you then change the stockpile settings to another color, haulers will remove the stones and refill with a different color.
« Last Edit: December 02, 2014, 10:40:09 pm by Reelya »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: How to choose a specific material at workshop
« Reply #18 on: December 03, 2014, 03:14:55 am »

Well, if I wanted color coding using stockpiles, I'd probably have one pile per color. Also, the stockpile route is a bit crude, as I then cannot order the construction of three blue statues, 3 yellow ones, and 3 green ones, for instance. But the appropriate tools really depends on what you're trying to achieve.

One problem I've had is to protect materials from being stolen by other workshops. For stone you can forbid stone types, but as soon as you unforbid it every workshop will take it, and it's even worse with special materials such as e.g. nether-cap. As far as I know, the only way to protect materials is to ensure every workshop that might use that source material group is tied to a stockpile, and then store the special stuff in a stockpile that's only linked briefly for special purposes. That's rather tedious, however.
Logged
Pages: 1 [2]