Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Underground plants and Manager...  (Read 126 times)

Chimerat

  • Bay Watcher
    • View Profile
Underground plants and Manager...
« on: November 26, 2024, 09:25:31 pm »

Hoping this makes sense since the Manger screen is confusing enough as it is...

Alright. So there are six underground plants and they all have special uses (other than Plump Helmets which are just staples for booze).

How on earth do I set up the Manager without accidentally using up the last seeds/plants?

If I set Plump Helmets just to brew in the Kitchen menu, they're cared for, but how do you make sure, say, you have enough Sweep Pods to plant between the barrel, bad and brew uses?

How do you even set up the manager to do those?

I know how to do a general "process X plants to barrels if you have at least X plants" rules, but I'd seen a video the other day that implied you might use up all your plants by accident and not have seeds?

Can you make so much paper from Pit tails that you have no more to brew or get thread from (which I believe both give you seeds)?

I've found a few places online that list the uses for the underground plants, but none that explain how they interact with the Manager.

Help is very much appreciated.
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Underground plants and Manager...
« Reply #1 on: November 26, 2024, 10:35:49 pm »

To ensure you have backup seeds, go into each of teh six seed bags and forbid a dozen of each seed type, or put them in a room and lock it. And you usually can get more seeds by gathering wild plants in the caverns or through trade.

Find what tasks produce seeds through the wiki.

After checking the wiki uses for pig tails and which produce seeds, you can roughly balance the jobs by having them trigger under the same conditions... so a Quern, a Still, and a Farmer's workshop that are linked to the pig tail stockpile can roughly balance the use of pig tails with three jobs:
- make 2 slurry when pig tails > 60
- brew 20 drink when pig tails > 60
- process 28 plants when pig tails > 60

There are other ways to do this sort of thing and the above example is not what I use, it is just an example isn't as balanced as it looks (some jobs will use one one pig tail from a pig tail[5] and other jobs will use the entire pig tail[5], and how much paper do you need?).

Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Tomsod

  • Bay Watcher
    • View Profile
Re: Underground plants and Manager...
« Reply #2 on: November 27, 2024, 05:37:29 am »

To ensure you have backup seeds, go into each of teh six seed bags and forbid a dozen of each seed type, or put them in a room and lock it.
This is only reliable if the global seed cap in d_init.txt is also disabled, otherwise they might disappear.
Logged