Alright guys ... I am back and off are my Chéfs to create the "perfectest" meals ever created by Dwarvenkind:
Thanks to ...
I just use dfhack to make sure the meal names are appropriate. [...] If you wanted to go to the effort you can assign specific items for the other ingredients.
... I have found a workable solution here! Yaaaay! Presscake-Wheatflour-Quarryleaf-Pandatripe-Roasts ... here we come!
I am assuming, Pink Photon, that you mean the gui/workshop-job functionality of Dfhack?
INSTRUCTIONS:1. Select your kitchen
2. Start new job: Lavish meal ... and keep it highlighted (if you have several jobs listed)
3. Hit Alt+A (default Dfhack command, you may need to enter "gui/workshop-job" in DFhack-Box once before)
4. use up- and down keys (secondary menu selector) to pick ingredient slot
5. per slot hit "i" to choose item type (meat, cheese, plant, plant growth etc.)
6. per slot hit "m" to specify material
7. hit "Esc" to quit menu
8. hit "r" to queue up infinite amounts of your recipe
9. unpause by exiting kitchen workshop menu
Annotations:- the beauty of this technique is that using barrels isn't really a problem because the Chéf will get single stacks from respective barrels
- Meals will be named after the fourth ingredient, hence Pink Photon using the fourth ingredient slot I guess
- finding processed items/materials may be tricky and of course far from intuitive
- an item type has to be chosen, a material may be chosen ... material just specifies the item as known from e.g. military equipment
- Unused slots will be filled using the usual "whichever is closest"-routine for selection (for the most part)
-> hence a combination of the "close stockpile" and the Dfhack technique works very well
-> if you cannot get a certain item to be used, just set it in a stockpile next to the kitchen and leave an ingredient slot open
Some ingredients:Horse Tripeitem=meat
material=creature->horse->stomach tissue
-> if you put just "meat" as item type and leave the material to the Chéf, he will happily clear out your whole meat stockpile roast by roast no matter how far it is away. Talk about Kobolds requiring a single meat-item in their food in Masterworks.
Quarry Bush Leavesitem=plant growth
material=plant->QuarryBush->leaves
PressCakeitem=glob
material=plant->QuarryBush->rocknut
Potato Plantitem=plant
material=plant->potato plant plant
Peppers, Onions, Potatos ...item=plant growth
material=plant->pepper plant fruit/onion .../potato plant
Flouritem=bag
material= ?? either this is bugged or I just can't find it
-> typical candidate for a nearby stockpile
-> you can still "reserve" an ingredient slot for this by setting "bag" as item type, hence creating opportunity for a second nearby stockpile
This is a way better solution than all the stockpile micromanaging permissions, etc. All just one tool (traffic designator) and a few moments!
Wow. This is also pretty awesome. You mean you can guide your Chéfs by setting low traffic zones and simply changing them around a bit to change recipes eh?
I guess if you combine this with the Dfhack-method it could get as simple as having a couple rooms with various plants in specific stockpiles. Ingredients could be simply set to "plant" or "plant growth" item type and you just save the material-selection hassle by setting the passage to certain rooms on restricted.