Making drinks works, but you should keep in mind that each drink brewed nets 5 drinks for each plant used (up to 25 for a job, since plants can come in 1-5). So if I have 400 drinks and I want 500 drinks, I shouldn't queue 100 drinks, I should queue at the most 20. Another problem I ran into was that if the drinks for some reason exceeded the quota, the task didn't disappear. This might be a "problem" if I buy drinks, or get very lucky with what plants are chosen by the brewer. Just a function to think about.
Thank you for your feed back
I was thinking about that too and they both seem part of the same solution. The fact that the amount of items produced isn't consistent irritates me, but culling excess jobs would deal with it. Another thing I was thinking about is culling any job with just 1 item remaining (and changing the target label to max) to remove the spam of jobs being completed.
I tried setting for more logs than I had, but nothing seemed to happen over a tick. (had 147, set to 200).
I tried cutting all trees, and it worked without any problem (and a lot faster). On the second tick, nothing in particular happened, except the slight slowdown. Maybe "cut all trees" should be "run once" instead of every tick?
Well, with cutting trees and nabbing vegetation.. it is always growing. The idea is to be as much efficient as possible in eradicating all of it. On my machine there isn't a slowdown at all on map with tons of vegetation and I set seconds to 0 so it is always running. I still plan on making it more efficient as time goes on, and by efficient I mean removing/caching calls to dfhack which seem to be slow for some reason...
I guess I'll max it so it respect the target/max, but I don't see why you would want to do anything but cut them all down.
Right now my specific problem is the mill, it is always a disaster for me in my fort. There are 8 different things that can be processed at a mill. You can't pick what gets processed directly. 4 of them are dyes and 4 of them are flour OR alcohol. Trying to process everything is a bad idea because you run out of bags and end up with retarded amounts of stuff you don't use.
The only solution I can see is to mark each of the 8 plants totally forbidden except the ones you want to be milled. This works great, EXCEPT for the fact you will never be able to brew dwarven beer, longland beer, dwarven rum, or whip wine because the ingredients will be forbidden. You would have to import those and by content with the 11 other types of alcohol that can be brewed
I think it is a fair compromise to get targeted milling.
Was curious if anyone had a better idea.
Edit: I just had an inspiration.. People create custom reactions all the time. I bet it would be possible to insert them via memory to do things like make specific dyes/flours. So rather than mill the plant, you can mill a specific plant that way.