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Author Topic: How do I pick the resource type when crafting rock table, wooden bed, etc... ?  (Read 1959 times)

Zpike

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I've been trying to figure out how to craft furniture all from the same resource.

Is there any way to pick the resource type when crafting items? I have a multi-colored dining hall and want it all one rock type. :)
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Eagleon

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Put a stockpile around the workshop permitting only that material ('q' over it, Change 's'ettings), and wait for it to be brought to list your jobs. Unfortunately short of modding, there's no other way for rock or wood.
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Bouchart

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There's also the option of going into the stocks menu and forbidding every type of stone or wood you don't want your dwarves to use.

It's a bit tedious for rock or wood, but it works well with clay and kaolinite for your kilns.

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cochramd

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There's also the option of going into the stocks menu and forbidding every type of stone or wood you don't want your dwarves to use.

It's a bit tedious for rock or wood, but it works well with clay and kaolinite for your kilns.
Seems like a lot of work for kilns. It's a simple job it set up a small stockpile and link all your kilns to it.
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Detros

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Put a stockpile around the workshop permitting only that material ('q' over it, Change 's'ettings), and wait for it to be brought to list your jobs. Unfortunately short of modding, there's no other way for rock or wood.
If you then like that stockpile with given workshop it will "g" its content to it. Note workshops don't show which stockpiles are linked to them and that stockpiles/workshops with IN/OUT links will only transfer/process items FROM/TO these links; so for brewing only pears into booze you need to link both pear stockpile and barrel stockpile to your still, only either is not enough.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Bouchart

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There's also the option of going into the stocks menu and forbidding every type of stone or wood you don't want your dwarves to use.

It's a bit tedious for rock or wood, but it works well with clay and kaolinite for your kilns.
Seems like a lot of work for kilns. It's a simple job it set up a small stockpile and link all your kilns to it.

I usually just forbid all the kaolinite when training my potters.  Simple enough.
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Zpike

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Thanks everyone.  Great advise.

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Niddhoger

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Again, you cannot manage links via workshops- you can only set up links from STOCKPILES.  Since workshops can tecnhnically hold infinite items in their own right, this mostly becomes an issue if you want to directly link the output of one workshop to the input of another.  To do this, you have to create an intermediary stockpile and link it to both workshops.  Don't forget to hit toggle "a'" to change the stockpile to "accept from links only."

You should also be careful doing this with multi-item jobs.  As mentioned, if you link a craftdwarfshop to a stone stockpile, but then want to make a bone/wood jo through it'll fail immediately.  It'll even fail if you want a job that requires stone+something else.  This is mostly a headache with the manager orders and the reasons I rarely ever use it.  It'll just spam orders evenly throughout your workshops.  It'll constantly put orders for bone crafts in my rock craft shop that is making pots on repeat (so the order never gets finished), or try and put the "mill plants to slurry" job into my flour-only mill and spam me with cancellation messages for grinding dimple dye.

The whole system needs a serious revamp, and is a rather large headache to do just simple things (like make all of my pots out of light-weight jet then make all my furniture out of the same color rock). Or not mill sweet pods but mill everything else.  Or not use my bloody steel that I have to import for bloody instrument pieces.  >.> A proper fort needs so many small little specialized stockpiles you cannot even use a filter/search function to limit the options for <.<
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Detros

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It'll constantly put orders for bone crafts in my rock craft shop that is making pots on repeat (so the order never gets finished), or try and put the "mill plants to slurry" job into my flour-only mill and spam me with cancellation messages for grinding dimple dye.
One can fill specialized workshops with 10 orders and either repeat or suspend them. That way there is no more room for manager to issue orders in this given workshop and R / S make sure it stays so.

The whole system needs a serious revamp, and is a rather large headache to do just simple things (like make all of my pots out of light-weight jet then make all my furniture out of the same color rock).
That may be simple orders from a customer perspective but not so from craftsmen side. What is light-weight enough? Which colour? Taking in note lucidity (or lack of it) of other DF game systems I think stockpiles-workshops work in fact quite well. Just workshops could maybe list their associated stockpiles.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

MobRules

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You should also be careful doing this with multi-item jobs.  As mentioned, if you link a craftdwarfshop to a stone stockpile, but then want to make a bone/wood jo through it'll fail immediately.  It'll even fail if you want a job that requires stone+something else.

My dying workshops used to always stop working after a while. Finally figured out why -- I had input links for cloth, thread, and dye; and output links for cloth, thread, and empty bags. Turns out that the dimple cup  spawn created when milling a bag of dye ends up in the bag of dye -- my dye workshops were grinding to a halt because their inventories had been cluttered full of dimple cup spawn. Created an output link for seeds, and things started working again.

This is mostly a headache with the manager orders and the reasons I rarely ever use it.  It'll just spam orders evenly throughout your workshops. 
Yup.
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Niddhoger

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It'll constantly put orders for bone crafts in my rock craft shop that is making pots on repeat (so the order never gets finished), or try and put the "mill plants to slurry" job into my flour-only mill and spam me with cancellation messages for grinding dimple dye.
One can fill specialized workshops with 10 orders and either repeat or suspend them. That way there is no more room for manager to issue orders in this given workshop and R / S make sure it stays so.

The whole system needs a serious revamp, and is a rather large headache to do just simple things (like make all of my pots out of light-weight jet then make all my furniture out of the same color rock).
That may be simple orders from a customer perspective but not so from craftsmen side. What is light-weight enough? Which colour? Taking in note lucidity (or lack of it) of other DF game systems I think stockpiles-workshops work in fact quite well. Just workshops could maybe list their associated stockpiles.

Dummy suspended jobs only solve part of the problem, and require micromanagement.  Every time I want to use the manager, I have to run through all the shops of a type and either clear out all the junk dummy jobs in one shop, or set up the other 5 with dummy jobs.  Its a ton of micro that requires constant supervision if I want to change orders and stop that repeat for blocks, then commission statues. It doesn't respect stockpile links either.  I have 5+ craftshops throughout my fort linked to various sources (wood, stone, bone, book/quire making, etc).  If I try to queue up any craft-related job from the manager (like 20 doohicky-silk instrument strings), I have to go to all the other ones and set up suspended jobs... but my craft shop is making 5 bookcases and I can't just add 5 suispended jobs (as while the others complete, it will create space), nor do I want ot set them on repeat (you really don't need that many bookcases).  So if I put hte order in, I'll start getting cancelation spam as the manager sees the open space in the other shop and puts string orders in it. 

The manager is supposed to SAVE us time.  Not require several times the oversight and keypresses of just ordering the jobs manually. 

Also, why can't workshops have material selection? We can hit "d" to change the details of armor we make (for different races AND it has a search function) and inherently select the specific  type of metal we want our arms and armor (or statues and bins) made out of.  I can specify bronze helms, silver hammers, and then order up brass tables and electrum statues.  All without fiddling with stockpiles and links.  But if I want to make marble tables, jet pots, or just keep (light-blue) microline out of my furniture/block production? Its a hassle.  We also cannot set up workshop links.  We set up STOCKPILE links, but orders cannot be directly given to a workshop itself.  So to link two workshops, you must first place an intermediary stockpile that takes from one and give sto the other (while only taking from links in the first place).  But even then, that linked workshop can now only take items from links, so if you want it to make other items or it requires additional materials outside of what hte input stockpile does, you have to set up another stockpile link for that. 

My point is that is a rather indirect and clumsy system that can be easily fixed by toggling material selections within a workshop itself.  Make table-d(etails)->(f)ilter->Obsidian->x10
Decorate furniture with moss agates->(d)etail->(f)ilter->brass... repeate.  There could even be a toggle (D for toggle details?) to automatically force all subsequent jobs into a specific material until its changed/canceled.  It'd be easier and more intuitive than saving room/setting up/clearing out stockpiles to force only specific items.

I would -not- say workshops are fine.  They are serviceable at best. 
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therahedwig

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Uhm, guys...

Quote from: From the dev page
Standing Production Orders

    Production triggers for new work orders
    Being able to link work orders and triggers to buildings

Workshop Material Use and Specific Object Construction

    Ability to specify material used in jobs
    Ability to order the construction of a specific item or decoration of item in complete detail

Let's not get too emotional over a system that is set up to change exactly as discussed.
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arbarbonif

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DFHack has a plugin for this.  Alt-a when selecting a job (with the default keybinds).  Assuming you are using a version with DFHack, of course.
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vidboi

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There's also the option of going into the stocks menu and forbidding every type of stone or wood you don't want your dwarves to use.

It's a bit tedious for rock or wood, but it works well with clay and kaolinite for your kilns.

For stone it's a lot easier than that. Use the z>stone menu to select which stone types your dwarves will use. This won't work for pottery though, as kaolinite is specifically put aside for that.
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