Dwarf Fortress

Dwarf Fortress

Advanced Milling
17 Comments
Karmasu 17 Dec, 2024 @ 2:22am 
The workorder checks for "unrotten dye item". The standard condition you can choose at the bottom when you make a condition for dying thread or cloth.
Tried with "unrotten dye power" and "dye powder", but nothing works.

I'm now setting single work orders to each dye 100 cloth and 100 thread. And when they run out I do it again. Still better than having the dye in seperate bags, and still worlds better than using the mill without this mod.
Droseran  [author] 16 Dec, 2024 @ 10:18am 
It sounds like the work order is counting the number of containers of dye, not the actual dye units. Change it to keep track specifically of the dye items (powder).
Karmasu 15 Dec, 2024 @ 6:32pm 
I have a work order to dye thread if there's more than 25 dye.
Since i switched to the bulk milling that condition always it's not satified, even though I have multiple bag with 30 dye each. The work order doesn't seen to recognise that.
Dyes created with single milling tasks do fulfill the condition.
When I manually start the task the bag with the bulk dye do get used.
It's just the condition in the work order that doesn't like the bulk dye apparently.
Droseran  [author] 19 Nov, 2024 @ 11:34am 
Sadly, it's not possible to do that with raw mods. That might even be impossible for DFHack.
Karmasu 19 Nov, 2024 @ 9:41am 
Would it be possible to handle this the same way brewing and cooking ingredients are handled?
With a third collum in the kitchen tab that lets you toggle which ingredients can be used in the mill/quern.
Droseran  [author] 14 Aug, 2024 @ 11:45am 
It doesn't, so I've uploaded a mod for that here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309133203
annaflyte 14 Aug, 2024 @ 8:12am 
Does this include the ability to press specific ingredients too?
Droseran  [author] 19 Aug, 2023 @ 9:19am 
I should add, entities can't have reactions added to them after world creation, so you will have to generate a new world if you add a new entity section.
Droseran  [author] 19 Aug, 2023 @ 9:18am 
It is possible to let modded races use it. In the mod's folder, there's an entity file. Just copy the section for 'MOUNTAIN', paste it at the bottom, and replace 'MOUNTAIN' with the ID of the entity you want to add it to. That ID can be found in the civ's entity file.
Zyalyum 18 Aug, 2023 @ 10:44am 
Amazing Mod, really love it.
It also seems that dyes and dyed cloth appear much more than in the inventory of traders.
Is it possible to make it also work with modded races? Only Dwarfs can use it right now...
Droseran  [author] 14 Feb, 2023 @ 10:19am 
I'll admit, I haven't been able to play the game enough to thoroughly test this mod with workorders. I can go through and hardcode things, no problem. I have noticed the weird "requires unrotten " messages and I wasn't sure what was causing them, but my workorder conditions for brewing seemed to ignore the problem so I hadn't investigated further. If it's due to the GET_MATERIAL_FROM_REAGENT tag, then I'll probably be updating all of my mods to fix that. I've been working on a python script to generate reactions like these from the raws, so this will be a good chance to test it.
Trabber Shir 14 Feb, 2023 @ 9:59am 
Arguably quite a minor nuance, but the suggested conditions on workorders don't seem to resolve the GET_MATERIAL_FROM_REAGENT tag. The ones where you had to specify the seed type explicitly have correct suggestions and all the others suggest just a filter for all seeds.

For the slurries, both outputs are similarly vague. Because you have a different reaction for every input, there is no need for the lookup, but hard coding everything could be a bit tedious. I'd be willing to help out with that if you would like.
LuthiX 3 Feb, 2023 @ 1:29am 
Updated to 1.3, confirmed working! Thank you!
Droseran  [author] 2 Feb, 2023 @ 5:07pm 
Thanks for finding that, for some reason blade weed doesn't have the [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] token, so I'm going to have to change that reaction. Looks like it's the same for a few other plants. I can update this in a way that is compatible with existing saves, so that fix will be going out soon.
LuthiX 2 Feb, 2023 @ 9:21am 
I tried out your mod but I wasn't getting seeds from blade weed when I tried the emerald dye mill.
Droseran  [author] 26 Jan, 2023 @ 8:37am 
Thanks for pointing that out! I must have mistyped that on the first one and ended up copying it through the whole file without noticing. Thankfully that can be updated without needing new world generation.
mohard 26 Jan, 2023 @ 2:59am 
LOL, I was just starting to work on pretty much exactly the same mod, but decided to do a workshop search to see if maybe I missed something like this. And here it is... Good job, you were first!

BTW. you may have an error in the reactions - isn't there an opening bracket missing from `BUILDING:MILLSTONE:NONE]` everywhere?