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I've never used the workflow plugin, what are you primarily using it to achieve?

Do note I am a slightly more impulsive player, so I tend to make massive stock piles of things so that I don't need to manage Just In Time systems.

DF conditions tend to be similar to Hard Core modes on games like D3/Torchlight, which in turn inherit from Roguelikes like Nethack, so there is an old tradition of hard choices that mean stupid death. (B/U/C identification How I hate thee)



Steady state things, mostly, like "ensure that there is always 30 bars of pig iron" or "ensure that ten quarry bush leaves always are available"; if there are too many objects it will stop making them (particularly useful with things like pig iron, which is worthless except in its role in the steel making process, so you need to have some but not lots), and as it dips below the threshold it will start making them again. This is really useful to ensure that e.g. there are always barrels available when needed, but you don't blow your entire wood harvest on barrels or bins or what have you; it can also be used to ensure that your idiot brewer does not brew everything leaving nothing to eat.

If you play one if the mods with multi-stage metal refining, it is even more useful to ensure that the pipeline does not go dry on the one hand but you don't get a glut of pig iron or whatever either.


Hmm. Maybe I should make an effort to pick it up, just to learn to think and operate like that.


It sounds like they have made an enterprise resource planning system for DF. That's very interesting.

That may also be why I never got into DF, it sounds like too much work. Like actual work.


Nah, thats just DF Hack, it adds lots of plugins and functionality that the more advanced DF player starts hankering for after a while.

The base game with a wiki, a tileset, and dwarf therapist, will be accessible and fun for the average HN visitor.

The ERP aspect of it is for people who just want to reach that level of gameplay. I don't. I just mass produce my stuff and never run out of goods.


I find that with large forts the "rolling resource shortage" problem is really obnoxious. Things like "oh, my idiots turned all the wood, the wood I needed for beds, into charcoal" get my goat. Actually solving the steel shortage problem is really difficult; ERP is not a bad comparison for that, which is made especially difficult because as your dorfs get better at tasks they get significantly faster. A master armorsmith can kill 100 bars of steel in very short order.

I will admit I have more sophisticated desires / needs, though.




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