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Author Topic: Fort Automation  (Read 1019 times)

Beez

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Fort Automation
« on: June 13, 2013, 09:11:03 am »

Is there any way to set certain orders to make things when there are enough materials, such as booze when there's plants and barrels?  And on that line of thinking, if you have your ethics set to what is basically "eat what you kill", is there a way to make them bring back the corpses of kills for butchering, regardless of if it's a hunt or not?
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Di

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Re: Fort Automation
« Reply #1 on: June 13, 2013, 09:39:15 am »

For the first part see dfhack features, there was something like that.
As for the second they butcher non-domestic animals regardless of the death cause, it's just butchery is somewhat wonky and sometimes they never get the job scheduled. If you want to eat goblins then try changing [EAT_SAPIENT:UNACCEPTABLE] to ACCEPTABLE in raws (civ_default.txt I guess). THough this change would require generating new world.
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Button

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Re: Fort Automation
« Reply #2 on: June 13, 2013, 09:44:05 am »

If they're not bringing corpses in from outdoors, you can go to set orders - I believe the menu shortcut is 'o' - and set "collect refuse from outside" to true. They don't always bring it in fast enough to butcher, but once it's in if it hasn't rotted yet they'll butcher it if their ethics allow.
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evictedSaint

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Re: Fort Automation
« Reply #3 on: June 13, 2013, 12:54:57 pm »

If an animal starves to death, dwarves won't eat it, regardless of the creatures status.

Girlinhat

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Re: Fort Automation
« Reply #4 on: June 13, 2013, 01:05:19 pm »

DFHack is what you want - namely the Workflow plugin.

Set the still to brew drinks on repeat.
Open DFHack and type "workflow enable" followed by "workflow count DRINK 500".
The still will now keep producing up to 500, and when it hits that amount the job will suspend.  If the job cannot be completed, then it will also suspend until the next time Workflow makes a job check.

You can then set it to keep 10 empty barrels, so the carpenter will stay busy, or set it to produce meals...  Combined with stockpile tricks, you can very quickly get some highly specialized meals.  Do 4 stockpiles, 1x1 with no barrels, one holds booze, the second holds meat, third holds dwarven syrup, third holds quarry bush leaves.  Set all of them "give to workshop" and watch the cook prepare meals with these specific ingredients.

DFHack also has a tool to prevent pauses, which I've never tried to use myself...

Raw editing will change your culture to eat goblins - you don't even have to specify eating.  If they 'make trophy sentient' they'll butcher them for the bones and skull to use for decorations, but butchering also produces meat and they have no problem eating any meat they find.

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Re: Fort Automation
« Reply #5 on: June 13, 2013, 02:43:31 pm »

butchering also produces meat and they have no problem eating any meat they find.

This hasn't been my experience. I butchered a sentient pet with the default ethics (apparently the thing appearing on the Pets screen overrode their ethics?), and they took all of the body parts and put them in the Refuse stockpile until they rotted - including perfectly good meat.
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darkflagrance

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Re: Fort Automation
« Reply #6 on: June 14, 2013, 09:21:03 am »

The old fix was removing the "intelligent" tag (which implies both "can speak" and "can learn" and replacing it with "can learn", because player controlled races cannot eat things with the "can speak" tag. That allowed me to eat pets with names and captured enemies in Fortress Defense Mod and other custom mods I made. I don't know if Toady changed this since though.
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