I would like to specify that with the examples, plumpz just seems to be the easiest to follow. I appreciate all the help!! I will be messing around with all of your suggestions later tonight. THANK YOU
!!
Input-based start...This, add conditions from 'r'eagants:
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not what you want?
Also, to answer a more general question in the title and JSYK (though you probably do) you can save micro time by using labormanager or autolabor over assigning jobs manually.
Please correct me if I am wrong: based on the screen capture, that is saying to ensure that there is at least 10 of unrotten DRINK_MAT-producing plants(i.e. plumps) and at least 10 storage containers (i.e.) pots/barrels?? So once these got to 10 then they would stop no? Would that prevent harvest if the plants were more than 10? My fear is that due to providing a variety of alcoholic beverages the dwarven wine would not go below 10 quickly, and could intern cause some plumps to rot, therefor losing the spawn to start another harvest. This isn't a common occurrence but has happened to me in the past. But you seem to be saying that I can modify these conditions based on the (r)eagents? Or are you saying that I can set it to be atleast 10, so if there is say 100, it will produce until it gets to 10 and then stop, beginning again when it becomes greater than 10, Because in that case, yes that is what I was looking for(and based on my question is what you are probably saying haha). I will play around with work orders later, although I primarily use the workflow plugin.
Secondly YES! I always enable autolabor everytime I load up the game even if save & exit doesn't disable it, just to be safe. I have only dabbled in labormanager and Dwarf Therapist.
Loss of produce due to spoiling is generally caused by 3 things:
- Farm produce being left on the fields to wither because there's no stockpile room (or haulers haul more important stuff). I don't know if a lack of harvesters results in spoiling or just delayed replanting.
- Meat (etc.) spoiling at the butchery because the dorfs find it more important to haul other stuff (such as the bones and rotten meat caused by them not keeping up).
- Vermin. I've never positively seen them destroy food, but they're supposed to do so, but if they do the losses are small enough that I don't notice it.
Thus, you should be able to keep producing food, but keep track of the hauler bottlenecks.
It's true food ought to spoil with time, but that's currently not the case (at least not to any extent). That may well change when agriculture is targeted, but at the current DF development rate and with current general development sequence that ought to happen during the 30:ies, and so is nothing to bother about now.
Finally, while it was fine to work dorfs to the bone in earlier versions, the needs system require some socializing/praying/reading for most of them to stay sane, Their emergency Socialize! and Worship! outlets are generally don't satisfy needs to a sufficient level to keep them afloat.
-Lack of stockpile room is never really a serious issue for me because I set up all of my stockpiles as quantum stockpiles. It has to be one of my favorite exploits, and allows me to produce away without having to worry about constant expansion for stockpiles. However I have noticed on occasion my dwarves won't harvest Quarry bushes, this typically happens in later years with pop > 150 and I haven't been able to remedy it.
-I've never had an issue with meat spoils, as I tend to have most my meats fashioned into meals which increases their longevity, also with a tavern, alcohol and food are consumed in splendor. My biggest concern with spoiling is typically early fortress. Pig tails spoil, so no cloth --> No cloth no bags -->No bags can't mill dimples/cave wheat/process quarry leaves. Then while trying to procure bags the dimples,cave wheat, and quarries that were harvested spoil so no more seeds to plant/ no rock nuts for soap. This is remedied by collecting the wild grown from my underground farms after cavern discovery, it is just a thorn in my side. It is typically because I become focused on another task/ afk while unpaused. Or I get too big for my britches and assumed 7 dwarves can do the work of 25. My fault not my dwarves =(.
-Vermin are never really an issue thanks to my cats being pastured on the food supplies and in my farmplots.
AHH!! I have always just assumed that my dwarves would go to Temple/Library/Meeting halls to take care of their basic needs, similar to their hunger, on their own inclination. I figured that autolabor would help with this as well. Allowing me to work them as much as I'd like, and when it was time to pray they would simply pray and then return to what they were doing. But that would be the emergency need satisfaction you're talking about. This would explain the thoughts like "Has not done (such and such) in a while" or "Missing (insert relative)" that eventually lead to them slowly becoming more depressed. By year 7-10 I usually have a handful or two of dwarves who are on the verge of going mad/starving themselves to death
. I couldn't figure it out despite giving them lavish clothing/encrusted furniture. They have their own rooms, access to a large variety of food and drink. I shall be more kind to my work horses.
Since reducing micromanagement also includes reduces warning messages that request your attention, it is good to avoid having using job manager quantities near 0. Instead of "Plump helmets > 0 begin brewing dwarven wine until plump helmets < 1??", try "... until plump helmets < 30". Having an five hundred items in your fort will not hurt FPS, and you will get fewer shortage messages when a series of jobs trigger to make more soap or something.
Ahh I see, that way I won't be popping into the alerts every 5 seconds to see some mundane message that I already knew or assumed to be true. Is there any way, aside from just ignoring them, to rid myself of such simple messages. Resuming/stopping production messages are great in all, in theory, but I'm expecting the jobs to be done because I ordered them. I feel they are only necessary if materials run out completely.