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Author Topic: Workflow DFhack and how to make it work?  (Read 2932 times)

crekit

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Workflow DFhack and how to make it work?
« on: January 26, 2013, 09:04:15 pm »

So, basically, that. How do I do it? What if the item doesn't have a specific job tag? How DOES it work?

Specifically, I want to make my plant processing, dyeing, milling, and brewing tasks automated. Can I set it for particular workshops? Because I need to process a certain amount of my pig tails, mill a certain amount of sugar and flour, and brew the rest, etc etc.
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He likes gold, native gold, trees that are made of gold, and tungsten. He likes cats for their haunting meows. He needs dwarf fortress to get through the working day. When possible, prefers to consume Potatoes, cheese, cow milk. Absolutely detests elves. And spiders.

gestahl

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Re: Workflow DFhack and how to make it work?
« Reply #1 on: January 26, 2013, 09:38:32 pm »

I usually do brewing by 'brew until there are #X drinks'. The same method might work for sugar/flour, i know it works for sand and they are all powder.
The thread might need to be played with if you have more then one kind of plant thread. (rope reed)
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crekit

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Re: Workflow DFhack and how to make it work?
« Reply #2 on: January 26, 2013, 09:44:36 pm »

Well the problem is several fold, partially because 'process plant' is used for more than just pig tails. And i want it to process based on how much pig tail I have, not based on how much cloth I have.
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He likes gold, native gold, trees that are made of gold, and tungsten. He likes cats for their haunting meows. He needs dwarf fortress to get through the working day. When possible, prefers to consume Potatoes, cheese, cow milk. Absolutely detests elves. And spiders.

gestahl

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Re: Workflow DFhack and how to make it work?
« Reply #3 on: January 26, 2013, 09:52:50 pm »

If your not using any other kind of plant thread, then forget trying to keep track of pig tail thread and track it by plant thread instead. If not that, try playing with 'job item-material'.
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Merendel

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Re: Workflow DFhack and how to make it work?
« Reply #4 on: January 26, 2013, 10:08:46 pm »

you may also consider the extended workflow plugin found here.
http://www.bay12forums.com/smf/index.php?topic=118872.msg3773911#msg3773911

It in effect tweeks workflow in a few ways and gives you a gui interface to it from inside the game.   Its prety simple to use just start a job in a workshop set it to repeat and hit T to enable tracking.   You can change the limits and such through the same interface.  For example I told my mill plants to dye job to keep 20 dye in stock.  It will keep repeating the mill plants job running untill 20 dye are avalible and then suspend the job.  When the dye in your fort drops below 20 (- the gap seting) the job will be resumed.   Likewise if you run out of millable plants the job will suspend and restart when more become avalible.

The last version of the plugin I used didnt work for some jobs yet such as brewing/cooking and I think some smelting jobs but worked for most everything else.  The author may have updated it since I havent checked.

As for pig tails I'd say that unless you really want to make booze out of it just get that plugin and tell it to just go till you have a couple thousand units of thread.  thanks to auto loom it will probably run untill your out of pig tales.  if you do need some pigtales for brewing just muck aroudn with stockpile links and give some that only the brewery can access.
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crekit

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Re: Workflow DFhack and how to make it work?
« Reply #5 on: January 26, 2013, 10:26:07 pm »

Awesome, I'll try this out in a bit! Thank you!
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He likes gold, native gold, trees that are made of gold, and tungsten. He likes cats for their haunting meows. He needs dwarf fortress to get through the working day. When possible, prefers to consume Potatoes, cheese, cow milk. Absolutely detests elves. And spiders.