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Author Topic: Feeding work through a textile industry  (Read 784 times)

Garrie

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Feeding work through a textile industry
« on: January 01, 2017, 11:25:51 pm »

I'm trying to set up the following
a stockpile to take - undyed thread, undyed cloth, dye

a second stockpile to take dyed cloth
a third stockpile to take dyed thread

(other stockpiles elsewhere to take undyed thread - eg for the hospital etc)

Other than having the second stockpile be fed from the dyers workshop - how do I set this up so that both stockpiles can be "Take from anywhere"?
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Is there any way to remove mud outdoors?
Yea, use dirt roads to clear off the mud.
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Dainz

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Re: Feeding work through a textile industry
« Reply #1 on: January 02, 2017, 03:35:24 am »

AFAIK you can't sort your thread by dyed or undyed but you can set your dyed thread stockpile, to take from links only, and then link up your Dyers Shop to give to them. Set your other Thread Stockpile to take from everywhere, then you should have a stockpile, that collects the undyed items from everywhere, and a stockpile that takes the dyed thread from your workshop.
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anewaname

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Re: Feeding work through a textile industry
« Reply #2 on: January 02, 2017, 12:08:14 pm »

I'm trying to set up the following
a stockpile to take - undyed thread, undyed cloth, dye

a second stockpile to take dyed cloth
a third stockpile to take dyed thread

(other stockpiles elsewhere to take undyed thread - eg for the hospital etc)

Other than having the second stockpile be fed from the dyers workshop - how do I set this up so that both stockpiles can be "Take from anywhere"?
You can get something similar by restricting your Weaver and Clothier inputs (force them to some of the sorting):
set 'o'rders 'W' 'l' to No Auto Loom and 'd' Use Dyed Cloth
#1 stockpile (accepting all cloth, thread, and dye) (gives to Dyer's, Weavers, Clothiers)
#2 stockpile (only thread/links only) (takes from Dyer's) (gives to Weavers)
#3 stockpile (only cloth/links only)  (takes from Dyers, Weavers) (gives to Clothiers)
Dyer's: auto-jobs to dye each thread type based on available dye and 'dyeable thread'
Weaver's: auto-jobs to weave each thread type based on 'dyed thread'

The job triggers for the Dyers should require maybe three times the available dye than available thread (e.g 1 thread and 3 dye) If there is a dye shortage then undyed thread will end up in your Dyer's shop from a cancelled job and then move into #2 or #3 and jam it up. This increased Dye requirement is more important if you have multiple Dyer's pulling from the same stockpile and each triggering jobs during a dye shortage
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carnivorn

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Re: Feeding work through a textile industry
« Reply #3 on: January 02, 2017, 01:36:43 pm »

you may need to also set a stockpile to retrieve empty bags from your dyer's shops. last time I tried to set up a textile industry like this, I had a problem where all my bags piled up in my dyer's shops and I ran out elsewhere, I think because items could only leave said shops if they were going into linked stockpiles. granted, I might be misremembering, this was a couple years ago.
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anewaname

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Re: Feeding work through a textile industry
« Reply #4 on: January 02, 2017, 03:13:07 pm »

Right! the Dyer's shop needs to Give to a stockpile that accepts bags.
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Fleeting Frames

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Re: Feeding work through a textile industry
« Reply #5 on: January 02, 2017, 03:32:56 pm »

I suspect you want to buy dyed cloth/thread from caravans and use it to make clothes. Sadly, stockpiles can't distinguish between those, though as anewaname says you can adjust standing orders.


Now, worth mentioning regarding textile industry:

Thread is so light that you can stack 75 (the maximum) into a workshop before it gets cluttered.

This means that using stockpiles as in-between place usually just creates an extra hauling job and some stalling - though granted, you can stockpile the thread/cloth two tiles closer with proper planning if you don't mind pulling a hauler from tavern to move 1 item 2 tiles. 

In current case, to make workshop-workshop links, you need to make burrows restricted to the area only. A single workshop can take from every burrow it is restricted to, so it's up to you to make one or more.

However, should you have thread or cloth stockpiles elsewhere, mind that this doesn't stop those stockpiles from pulling from workshops - unless you link those workshops to give to, say, 1 tile coin stockpiles.

@carnivorn:
Well, dwarves definitely can use items from carpenter's workshop linked to stone stockpile right now, for instance.

Running out of bags is rather common affilition, however this is because dwarves compulsively store seeds in bags, and as you get several seeds from 1 plant unless cooking it the number of seeds tends to increase until you hit the cap.

Of course, even if they can use bags from dyer's workshop, if you keep making more bags and making them accumulate in Dyer's workshop it'll eventually get cluttered.

mikekchar

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Re: Feeding work through a textile industry
« Reply #6 on: January 03, 2017, 12:41:22 am »

I've been finding more and more that I use work flows and link-only stockpiles to achieve certain effects.  Another thing I've started trying lately is to run without bins/barrels and then having a few stockpiles accept bins/barrels.  The effect of this is that the items can never leave these stockpile except to be used in a shop. 

As a practical application, let's say I want to process pigtails for cloth, but I also want to create slurry for paper.  Cloth is my highest priority, so I create a 2 tile stockpile that accepts barrels and pigtails next to my farm workshop.  The quern can take pigtails from the barrel, but only one at a time, and the barrel can never move because there are no pigtail stockpiles that accept barrels.  You can adjust the rate at which pigtails can be taken for the quern by separating it from the farm workshop.  Since the quern can only get pigtails from that barrel you can rate limit it to the time it takes to move a pigtail from the barrel to the quern.

To make it even more interesting, you can put a pigtail stockpile (that doesn't accept barrels!) next to the quern.  Have that stockpile give to the barrel stockpile next to the farm workshop.  I've noticed that dwarfs will short-circuit double stockpile setups like this.  If there is room in the barrel, they will put the pigtail directly into the barrel.  If the barrel is full, they will put the pigtail in the stockpile next to the quern.  This allows you to remove the rate limit when you have excess pigtails.  And to make it super fancy, you can set up a manager job for the quern to only make slurry when you have more than a barrel's worth of pigtails.  In this case you are 100% certain that the stockpile near the quern will contain a pigtail and therefore there is a very high probability that you will make slurry from the pigtail, rather than something else.

Although this system is convoluted and full of bugs, I rather enjoy trying to hack it to do useful things :-)
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