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Dwarf fortress quantum stockpile fixed12/20/2023 These will count toward the available number of items, I think. The second caveat is that occasionally clothing items with some degree of wear will end up in the stockpile. You can work around this either by not using any bins, or by making a more complicated stockpile set-up with links, but that might not work reliably. The clothiers kept churning out socks ad nauseam, because dwarves were constantly tasking the bin that contained them. I ran into this problem when I first experimented with setting up clothing automation. Which means that it will create a job at the workshop, even if there would have been the right number of items in the bin. When a bin is tasked–for instance because someone wants to take a piece of clothing out of it–, its contents become unavailable as far as the manager order is concerned. One caveat is that you have to be careful with bins in clothing stockpiles. You can create similar orders for other types of clothing and for different materials (wool, silk, cloth). That will assign the relevant job to the clothier's shop when there are less than two shirts available in stockpiles. For instance, you can create an order to make a shirt, and then specify as an order condition that the number of available shirts is less than two. You can sort of automate the clothing industry with manager orders, although with some caveats. You don't necessarily have to calculate exact numbers for clothing items. On the other hand, I keep a tight control of immigration, so by year 2 I don't have a huge number of "new" citizens fighting for the clothing production that starts up (everything before that went into bags). Quote from: PatrikLundell on March 31, 2020, 07:33:35 am I'm not aware of any changes to clothing usage. Regardless, the current (long standing) implementation is far from a good one. by having a maximum number of slots per layer, and anything acquired beyond that pushing the "worst" one out (which might be the just claimed item for some super hoarders if the logic allows for acquisition of things worse than what's currently used). The excessive hoarding might be easier to deal with, by implementing a logic for releasing the ownership of "inferior" stuff, e.g. You'd basically need a heavy handed "no luxury claims while there's a single unsatisfied basic need outstanding" implementation, which will have its own issues. I don't think there is any reasonable possible solution to the problem, as the current system is to check regularly when there's some kind of need and claim when there's something matching the requirements available. I'm not aware of any changes to clothing usage. DFhack cleanowned helped, to some extent (usually causing a month long shutdown while we emptied the cabinets back into the common stockpile.)ĭid anyone ever find a fix for this? some way of prioritising the replacement of worn clothing over aquisitions? is it less of an issue in newer versions? I just had to hope that if enough clothing was created everyone would have enough for both replacing worn clothing and filling their cabinets with excess clothing. This is a problem i seem to remember facing before but never really dealing with. In practise though, i found that many dwarves were claiming new clothing regardless of whether their current clothing was worn or not (presumably satisfying aquisition needs) It wasn't till the 2nd year that a substantial amount of pigtail cloth was abundant, so i was expecting a big bottleneck, where some of the first fort members would be instantly claiming all new clothing. Old player, returning to the game after 42.05, I started a fortress and, as with all fortresses, immediately began setting up my pigtail powered clothing industry.
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