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Author Topic: How to choose a specific material at workshop  (Read 6736 times)

holiday_hawk

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How to choose a specific material at workshop
« on: November 25, 2014, 09:08:27 pm »

Is there a way to choose a specific material, when creating an item at a workshop? I don't want my dwarves to use microline to make mugs, is there a way to tell them to use something else?
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Dracko81

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Re: How to choose a specific material at workshop
« Reply #1 on: November 25, 2014, 09:12:47 pm »

Create a stockpile and link it to the workshop.  Setup the stockpile to only receive the stone you want them to use.

I create massive rooms for stone storage, the have small feeder stockpiles at my workshops.  The feeder stockpiles get adjusted whenever I want them to use something different.  Very useful for when you want to make specific items for a noble, or want to only make - or not make - items from obsidian.
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LordUbik

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Re: How to choose a specific material at workshop
« Reply #2 on: November 25, 2014, 09:21:55 pm »

Yep, stockpile selection is the only way at the moment.

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Mechanixm

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Re: How to choose a specific material at workshop
« Reply #3 on: November 26, 2014, 12:23:44 pm »

if you have DFHack, you can use the Materials Plug-in to select the stone to use:

# materials: q->workshop; b->select items
keybinding add Shift-A "job-material ALUNITE"
keybinding add Shift-M "job-material MICROCLINE"
keybinding add Shift-D "job-material DACITE"
keybinding add Shift-R "job-material RHYOLITE"
keybinding add Shift-I "job-material CINNABAR"
keybinding add Shift-B "job-material COBALTITE"
keybinding add Shift-O "job-material OBSIDIAN"
keybinding add Shift-T "job-material ORTHOCLASE"
keybinding add Shift-G "job-material GLASS_GREEN"

Here is me selecting Obsidian after I select to make Mugs. 

Also, I believe you have to have the type of stone available in your Fort in order for it to populate when you hit the appropriate shift command..


smeeprocket

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Re: How to choose a specific material at workshop
« Reply #4 on: November 26, 2014, 01:34:09 pm »

I didn't realize dfhack could do that. Nice!
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PatrikLundell

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Re: How to choose a specific material at workshop
« Reply #5 on: November 27, 2014, 01:01:43 am »

Nice indeed!
But where are the bindings documented/defined? I've tried looking at the Key Bindings/Workshop list, but can't find them there, but I could specify the material of an item to be Obsidian, so obviously it's set up somewhere (using PyLNP). DFHack help job-material just states that it's intended to be used with key bindings, but not where those bindings are to be specified.
What I'm looking for is where to look up the appropriate key for the material I want to use (shift-i for Cinnabar isn't exactly obvious, for example), and your list doesn't contain the complete list of materials, and if the set already set up is incomplete, I may want to add a binding for the material I want to use.
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Larix

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Re: How to choose a specific material at workshop
« Reply #6 on: November 27, 2014, 04:30:52 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.
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smeeprocket

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Re: How to choose a specific material at workshop
« Reply #7 on: November 27, 2014, 04:35:39 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?
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taptap

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Re: How to choose a specific material at workshop
« Reply #8 on: November 27, 2014, 04:57:34 pm »

Even if you use dfhack for material selection, you probably end up with sorting stockpiles anyway, at least I want to prevent my petrified wood (lovely bright red, great for color-coding) being used up for doors or the nethercaps I hoarded for years used randomly for bolts while I don't really intend to micromanage every wood and stone use.

@smeeprocket: It isn't about a magma submerged dining room. But you too would want doors, hatch covers, floodgates and the required mechanisms survive contact with magma, when this is what stands between the magma and your dwarves.

§k

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Re: How to choose a specific material at workshop
« Reply #9 on: November 27, 2014, 10:44:05 pm »


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?
[/quote]

When a dwarf walks into the bedroom, he triggeres a pressur plate. Water flows in and washes him when he is sleeping. Then he wakes up and goes to work, and magma flows in to clean contaminant and scattered XsockXs.i
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Mechanixm

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Re: How to choose a specific material at workshop
« Reply #10 on: November 30, 2014, 02:56:12 pm »

Nice indeed!
But where are the bindings documented/defined? I've tried looking at the Key Bindings/Workshop list, but can't find them there, but I could specify the material of an item to be Obsidian, so obviously it's set up somewhere (using PyLNP). DFHack help job-material just states that it's intended to be used with key bindings, but not where those bindings are to be specified.
What I'm looking for is where to look up the appropriate key for the material I want to use (shift-i for Cinnabar isn't exactly obvious, for example), and your list doesn't contain the complete list of materials, and if the set already set up is incomplete, I may want to add a binding for the material I want to use.

The Keybindings for DFHack are located in dfhack.init, which is located in the same directory as dwarffortress.exe.

I recommend you open that .init file with Notepad++ or something.

PatrikLundell

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Re: How to choose a specific material at workshop
« Reply #11 on: November 30, 2014, 03:38:40 pm »

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).
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Urist McPanzerbeard

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Re: How to choose a specific material at workshop
« Reply #12 on: December 01, 2014, 09:19:59 pm »

Quote
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?

When a dwarf walks into the bedroom, he triggeres a pressur plate. Water flows in and washes him when he is sleeping. Then he wakes up and goes to work, and magma flows in to clean contaminant and scattered XsockXs.i
Needlessy complicated, dangerous, and entirely unnecessary. I love it!
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Urist McPanzerbeard

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Re: How to choose a specific material at workshop
« Reply #13 on: December 01, 2014, 09:20:39 pm »

Quote
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?

When a dwarf walks into the bedroom, he triggeres a pressur plate. Water flows in and washes him when he is sleeping. Then he wakes up and goes to work, and magma flows in to clean contaminant and scattered XsockXs.i
Needlessly complicated, dangerous, and entirely unnecessary. I love it!
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Bumber

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Re: How to choose a specific material at workshop
« Reply #14 on: December 02, 2014, 07:52:15 am »

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).
You can use Alt-a then 'm' to choose from a searchable list of all materials in the game. It would definitely save time to be able to add additional bindings if that's possible.
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