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Difference between revisions of "v0.34:Quern"

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(Bug doesn't exist in 0.34.11.)
 
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{{Quality|Fine}}
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{{quality|Exceptional|03:08, 2 April 2013 (UTC)}}
{{buggy}}
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{{av}}  
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{{Workshop|name=Quern|key=q|job=[[Milling]]
 
{{Workshop|name=Quern|key=q|job=[[Milling]]
 
|construction=
 
|construction=
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* [[Sliver dye]]
 
* [[Sliver dye]]
 
}}
 
}}
{{av}}
 
  
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A '''quern''' is a single-square [[workshop]] used to grind certain [[plant]]s into [[flour]], [[sugar]] or [[dye]]. The process will also produce [[seeds]] from plants being milled. Unlike a [[millstone]], the quern is powered by the dwarf using it to perform the labor. A {{k|q}}uern must be created at a [[Mason's workshop]] before it can be built as a workshop.
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The quern may also be used to mill seeds/nuts to [[Quarry bush|paste]].
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Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is quite cumbersome. It requires a stockpile that only allows these plants and setting it to {{K|q}}-'{{K|g}}ive To A Pile/Workshop', as the quern provides no menu to specify what to mill. If you don't set a custom stockpile, the miller will pick the closest random plant, with the usual, occasionally surprising, definition of closest. You also need something like a furniture stockpile that allows only bags, setting that to 'giving' to the quern too. Deactivate wood, stone and metal as material to avoid it being cluttered with coffers. You still have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Finally, allow the source stockpile or a third custom stockpile to take the resulting mill product or you will receive the misleading error "needs millable unrotten plants". Once you got this working repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate quern for every plant/plant combination.
  
A '''quern''' is a single-square [[workshop]] used to grind certain [[plant]]s into [[flour]], [[sugar]] or [[dye]]. The process will also produce [[seeds]] from plants being milled. Unlike a [[millstone]], the quern is powered by the dwarf using it to perform the labor. A quern must be crafted at the [[Mason's workshop]] from stone before it can be built as a workshop.
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For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].
  
The quern may also be used to mill seeds/nuts to [[Quarry bush|paste]].
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Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the [[stocks]] menu) and (re-)claim them once the milling job is done.
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As another alternative, the utility [[Utility:DFHack|DFHack]] provides a "job item-material" command that allows you to specify a plant to mill.
  
It can be difficult to prevent or ensure the milling of certain plants, as the game provides no menu for that. Generally the miller will pick the closest plant, with the usual, occasionally surprising, definition of closest. Custom stockpiles close to the quern and/or the forbidding of certain plants are two possible ways. Both need careful micro-management.
 
 
== How to ==
 
== How to ==
 
Command for building: {{k|b}}-{{k|w}}-{{k|q}}
 
Command for building: {{k|b}}-{{k|w}}-{{k|q}}
 
== Bugs ==
 
* If all your rock nuts are in a stockpile, the paste-producing job will not be available.  You must have at least one rock nut outside of a stockpile to initiate the job.  Once the job has been initiated, the dwarf performing it can use a rock nut from the stockpile to actually ''perform'' the milling.
 
  
 
{{Workshops}}
 
{{Workshops}}

Latest revision as of 21:12, 9 June 2015

This article is about an older version of DF.


Quern

b-w-q

X
Job Requirement

Milling

Construction
Materials Jobs
Materials Used
Goods Created

A quern is a single-square workshop used to grind certain plants into flour, sugar or dye. The process will also produce seeds from plants being milled. Unlike a millstone, the quern is powered by the dwarf using it to perform the labor. A quern must be created at a Mason's workshop before it can be built as a workshop.

The quern may also be used to mill seeds/nuts to paste.

Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is quite cumbersome. It requires a stockpile that only allows these plants and setting it to q-'give To A Pile/Workshop', as the quern provides no menu to specify what to mill. If you don't set a custom stockpile, the miller will pick the closest random plant, with the usual, occasionally surprising, definition of closest. You also need something like a furniture stockpile that allows only bags, setting that to 'giving' to the quern too. Deactivate wood, stone and metal as material to avoid it being cluttered with coffers. You still have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Finally, allow the source stockpile or a third custom stockpile to take the resulting mill product or you will receive the misleading error "needs millable unrotten plants". Once you got this working repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate quern for every plant/plant combination.

For general details read Giving to a Stockpile/Workshop.

Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the stocks menu) and (re-)claim them once the milling job is done.

As another alternative, the utility DFHack provides a "job item-material" command that allows you to specify a plant to mill.

How to[edit]

Command for building: b-w-q

Workshops
Furnaces
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