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I know what any items in stock counts, including scattered, other race's items, large versions of items
Make 10 cloth gloves if non-scattered non-x-X-XX usable plant gloves less than 100
I found only plant condition
I am not sure about owned items ... testing ... owned items are not counted by the manager.
Basically, set up your manager to on average produce more clothing per year than your your dwarves will wear out. My assumption that seems to work is that it on average takes between 2 and 3 years for a dwarf to wear out a piece of clothing. In other words I assume wasted clothing in the fort should approximate population/8 of each slot assuming it gets cleared out every season, so I set orders to keep a total of population/4 pieces of each slot in stock. that should make sure I am producing at least as much as is being used up.
I assume the system works because I trade a lot of xclothingx, very little XclothingX, and essentially no XXclothingXX Implying that all my dwarves can discard things before they get too tattered.
The other half of this is that Refuse items, i/e Refuse enabled Stockpiles that include Items (Armor/Legwear/Headwear etc) and Save Refuse items is enabled in Standing Orders/Refuse and Dumping (Save Other Items) won't pick up items that are only x, only X and XX items. And they won't pick them up if they are owned.
That could have been said easier.. here. Refuse Stockpiles will only take X and XX clothing/armor items. There.
To make Owned/non weared (I used that term deliberately because Worn means something different here, should have said Equipped, but hey) last longer, i/e not gain Worn status (x, X, XX) give your dorfs cabinets in their Bedrooms. They will put their non equipped Owned items into it and they will not gain/increase Worn status. This will decrease your overall clothing industry logistics chain.
My suggestion is to setup a Master Clothing stockpile for all your clothing/Armor in the entire base, no Bins. Then from the Master clothing, start to pare out your individual categories with linkages and minecart stockpiles. If any clothing/armor items is grabbable (Available) they will take it to the Master Clothing stockpile.
From the Master Clothing stockpile you can then seperate your Masterwork items, your plant cloth items, your metal smeltable items, and your other items to sell to non Elves (leather for example) to either/and/or Bin Equipped stockpiles/quantum stockpiles.
What I would SERIOUSLY suggest you NOT do, is setup a auto dump sequence (minecart dump into Magma) from this Master Clothing stockpile and it's subordinate piles. Stockpiles have a tendancy to introduce errors the more you link in sequence, the only true item gates are the minecarts, as they will ONLY take items on their list, whereas stockpile have .. they take any item that falls or is dropped into them. An item existing in the physical location of the stockpile is IN the stockpile. the linkages/settings only apply for items being moved either TO the stockpile or from one stockpile to another. This is why they don't move stones out of stockpiles unless you have another stockpile taking the stone. Or bins.. They won't move bins out of stockpiles either, AND a bin is sort of it's own stockpile. Bins are bad, throw rocks at them.
Answer, SELL EVERYTHING... Seriously.. Sell it all, everything..
Any item that is available in the "Move to Trade Depot" sections is both Not Owned and Available. which means no dorf currently wants them, And generally they will NEVER want them because they are too low quality. Dorfs don't cycle down on quality. They would rather wear an X Masterpiece X than a brand new -item-. So, just select everything and get rid of it.. ALL of it. The only exceptions are wearable metal items (armor) that you set to smelt. And this is WHY you use the Master Clothing as a Feeder for both Masterpiece and Metal items. Once all your metal armor items that the dorfs don't want or have gathered are all in one quantum 1x1 you only need to click that one single 1x1 with the smelt icon and bingo.. ONLY those items will get smelted.. i/e your dorfs wont' go haranguing off to the corners of the map looking for that ONE item you smelted from Stocks that you couldn't be bothered to actually check their physical location AND those items are items that your dorfs CAN physically (digitally?.. meh.. whatever I suppose) get to w/o urist mcdumbface running into an Aggressive Newt.
The new dwarven university design where you get legendary by locking dwarves in a guildhall for a year is sounding more and more useful by the day.
Those worn out bits will keep the total above 0, won't they?
Yes they will. Sadly a bit of micro is needed since not all things from stockpile and clothing management are implemented yet. What you can do to make it easier. Mostly after a year or so (the spring cleanup as we call it), for the cleanup you link the clothierleather workshop to deliver at a clothing stockpile and select to take from linked only (select finished goods footwear/handwear/headwear/legwear and remember to select material and quality) then make a new one thats free to take from everywhere. What happens is that new clothing goes to the clothier linked stockpile and "un-owned" clothes (turns "un-owned" within a season or so after last interaction with owner or forbidden manually for the same time while not in a cabinet) goes to this new not linked to the workshop stockpile. From there you can select them for dumping/selling/atom smashing/dropping in lava or my favorite and more automated, make a Refuse Stockpile (better ouside because of miasma) that not only takes Refuse but also clothing, (you must have the linked clothier/leather workshop stockpile otherwise you will be destroying good and fresh clothing). This will make so that every yearish some clothes get placed toguether with some Refuse and will rot into nothing after some time. Or if you are making Masterwork Giant Cave Spider Silk and Candy dyed clothing and wants to make a few urist bucks with it by selling. make a third stockpile for clothing again, but this time only take from the other "used clothes" (i would bother with only masterwork) stockpile and nowhere else. Make it close to the trade depot. This will make so that at the trade depot menu, selected by distance, all the used clothes will be the first ones in the list. Hope it all makes sense.