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Author Topic: How do you get mead to show up in the kitchens menu  (Read 981 times)

dwarfish

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How do you get mead to show up in the kitchens menu
« on: April 13, 2021, 12:46:14 pm »

i want to stop dwarves from cooking with mead but it doesn't show up under drinks in my game's kitchen menu
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Bumber

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Re: How do you get mead to show up in the kitchens menu
« Reply #1 on: April 13, 2021, 02:06:02 pm »

Do you currently have any mead in your fort? Only stuff you have shows up.
« Last Edit: April 13, 2021, 02:09:37 pm by Bumber »
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Starver

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Re: How do you get mead to show up in the kitchens menu
« Reply #2 on: April 13, 2021, 02:51:52 pm »

If this isn't a Steam/non-Premium-Steam-equivalent update to the UI, it probably should be. By default show currently available 'cookables' for Cook/NoCook selection, but allow a 'defilter' to include previously seen items[1], a further level for an 'educated potential[2]' of items. Not sure how to break out into "absolutely every possible derivative!". Blue Whale lungs? <Divine|Demonic Being> fat? Some would be unlikely to be encountered (especially unique FBs, etc), others might even be Spoilers on top of that. But perhaps a sub-category and/or text-search. Maybe "generic seeds" can be set uncookable, but are overriden by "<specifically identified> seeds" being made cookable.

For the mead, may be trivial (non-spoiling) to display all possible alcohols (or all possible under this biome and/or from anything in stock or of things a logical progenitor seed is in stock (or the presence of bees on the map)), or do the Do Not Cook Generic Alcohols Unless Told Specifically Otherwise thing.


An alternative is an Announcement class, that can be made Pauseworthy, of newly 'discovered' cookables appearing. Letting you immediately go in and mark them otherwise before the game can send the nearest dwarf off to casually cook something you don't want them to.

(This could be useful in some other, non-cooking, circumstances. But I think this context is the big one.)


Not really helping OP, any more than the very likely correct Bumber has just done, but if it hasn't been mentioned already (I'm sure it has!) I thought I'd raise it while we're here.




[1] Which I'm sure is a current inclusion, but while discussing levels of filtering.

[2] If there's turkeys, as resident livestock/pets or even wildlife, maybe include all turkey 'meats' and the eggs. If there's just Turkey Corpses (as in dead, not undead... although..?) then just the butcherables?
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dwarfish

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Re: How do you get mead to show up in the kitchens menu
« Reply #3 on: April 13, 2021, 03:39:34 pm »



i cant bee-lieve it doesnt show up. also what is the right ratio for splitting hives? the wiki says it's a 40 max, i have 28 on harvest and 12 on split to try to prevent my dwarves from running outside to grab wild colonies. not afraid of the undead giant buzzards or anything but the humans sometimes ambush me
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DwarfStar

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Re: How do you get mead to show up in the kitchens menu
« Reply #4 on: April 13, 2021, 04:00:17 pm »

If this isn't a Steam/non-Premium-Steam-equivalent update to the UI, it probably should be.

Agreed! It's a micromanagement hassle to follow fat from the butcher shop to the kitchen, so you can mark the tallow before the cook grabs it. I missed out on making some dragon soap recently because of that, grr. I should just be able to cook with any tallow, without having to wait until a particular kind of tallow enters my stocks, or having to mark 1000 individual items.

This is really a problem with how the game never combines objects that are derived from different creature types, because if that was fixed, I also wouldn't have to scroll through seventeen pages of different kinds of bags to find the gabbro coffers. I guess keeping them separate allows the provenance of that item not to be lost as it is processed.

Some mods have even attempted to fix this without any code changes. You can combine vast swaths of creature materials together with different results. You can just combine all leather into one but that maybe loses too much. But there are in between options, for example you could combine all mammals, so you would have units of "mammal fat" or "mammal skin". Or differentiate them by value/quality in some cases if you want bigger mammals to give thicker skin so that it has more value or protective power, they generate "thick mammal skin" when butchered. Then I'd only have a couple dozen types to scroll through instead of however many hundred creature types there are.

UI code changes would solve the problem more cleanly, though, without losing any of the property information. Such as, being able to ignore the creature type and select all tallow in the kitchens screen, or any bag in the build menu.
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PatrikLundell

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Re: How do you get mead to show up in the kitchens menu
« Reply #5 on: April 13, 2021, 04:55:14 pm »

The reason mead doesn't show up in the cooking menu is that you can't actually cook with it...

I tried a lot, in vain, to get the dorfs to add mead to meals using a booze cooking script (and "direct" hacking using gui/gm-editor), until I checked the raws and found that it actually isn't marked as cookable.

Thus, I expect that mead would show up in the menu if you hacked the raws of it to be cookable. However, if all you want to do is to ensure dorfs don't cook with mead you don't have to do anything. Otherwise, booze cooking is a great way to increase the number of dorfs that get their preferred ingredient need fulfilled (but the latest release allows high quality meals to count as well, so the need/usefulness of booze cooking should have dropped significantly).
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dwarfish

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Re: How do you get mead to show up in the kitchens menu
« Reply #6 on: April 13, 2021, 11:47:33 pm »

i wish there was a like button for posts on this forum
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