Dwarf Fortress

Dwarf Fortress

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Advanced Milling
   
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25 Jan, 2023 @ 6:38pm
22 Jul @ 5:19pm
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Advanced Milling

In 1 collection by Droseran
(Mostly) Vanilla Farming
18 items
Description
I recommend instead using Advanced Agriculture.
Advanced Agriculture combines the effects of most of my previous farming mods, making installation much easier. It also fixes several bugs relating to plants and their processing present in vanilla Dwarf Fortress.

This mod adds recipes to the mill and quern that allow for grinding specific plants into desired products. Flour and paste are made in batches of five instead of one, to lower the number of bags and jugs needed and make stacks of food more manageable. This mod should be compatible with any other mod unless it removes the vanilla mill and quern or affects these recipes or plants. Make sure to place this mod after any mods which change the vanilla civilizations.

This mod uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!


Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.
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...