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Difference between revisions of "Millstone"

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{{Quality|Exceptional|21:54, 28 June 2010 (UTC)}}
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{{Quality|Exceptional}}
{{Workshop|name=Millstone|key=M|job=[[Miller|Milling]]
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{{V50 machine|name=Millstone|key=n|job=[[Miller|Milling]]
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|icon=[[File:millstone_icon.png]]
 +
 
 
|construction=
 
|construction=
 
* [[Furniture|Millstone]]
 
* [[Furniture|Millstone]]
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* [[Whip vine]]
 
* [[Whip vine]]
 
* An empty [[bag]]
 
* An empty [[bag]]
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* Cloth [[plant]]s
 
|production=
 
|production=
 
* [[Emerald dye]]
 
* [[Emerald dye]]
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}}{{av}}
 
}}{{av}}
  
A '''millstone''' is used to grind up certain [[plants]] to make [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each [[milling]] job requires an empty [[bag]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead, although millstones process plants much faster than querns. Before they can be placed as a building, you must first construct the millstone at a [[Mason's workshop]].
+
A '''millstone''' is used to grind up certain [[plants]] to make [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each [[milling]] job requires an empty [[bag]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead, although millstones process plants much faster than querns. Before they can be placed as a building, you must first construct the millstone at a [[Stoneworker's workshop]].
  
 
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.
 
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.
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A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.
 
A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.
  
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 millstone 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 millstone 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 millstone for every plant/plant combination.
+
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 give to the millstone, as it 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 millstone 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. 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 millstone for every plant/plant combination.
  
 
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].
 
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].
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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.
 
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 [[Utility:DFHack|DFHack]] provides a "job item-material" command that allows you to specify a plant to mill (also available as "gui/workshop-job", bound to {{k-|Alt|A}} by default).
+
As another alternative, the utility [[Utility:DFHack|DFHack]] provides a "job item-material" command that allows you to specify a plant to mill. For example, to set a quern to only mill dimple cups and ignore other plants, select a quern with a "Mill Plants" task, and issue command "job item-material 1 MUSHROOM_CUP_DIMPLE". This will set the material type of the plant item being milled in the selected quern.
 +
 
 +
(Selecting "job item-material 2" would select the material type of the bag the dye is stored in.)
 +
 
 +
This utility is also available as "gui/workshop-job", bound to {{k-|Alt|A}} by default.
 +
 
 +
 
 
[[File:De re metallica 1556-164.png| thumb| Silly humans using a mechanically powered millstone to grind stuff.]]
 
[[File:De re metallica 1556-164.png| thumb| Silly humans using a mechanically powered millstone to grind stuff.]]
  
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|}
 
|}
 
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.
 
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.
 +
 +
When building a vertically powered millstone, build the components from the bottom up. First place the millstone, then place the vertical axles above the millstone, then place the windmill last.
  
 
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''
 
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''
 +
 +
==Millable Plants==
 +
[[Sweet pod]]s can be milled into [[dwarven sugar]].
 +
 +
Other millable plants are listed below.
 +
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
!Plant
 +
!Dye
 +
!colspan=2|Color
 +
!Crop type
 +
!Value
 +
|-
 +
|[[Dimple cup]]
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|Dimple Dye
 +
|Midnight Blue
 +
| bgcolor="#003366" | &nbsp;&nbsp;&nbsp;<!--0,51,102-->
 +
|Underground
 +
|20[[Currency|☼]]
 +
|-
 +
|[[Blade weed]]
 +
|Emerald Dye
 +
|Emerald
 +
| bgcolor="#50c878" | &nbsp;&nbsp;&nbsp;<!--80,200,120-->
 +
|Aboveground
 +
|20[[Currency|☼]]
 +
|-
 +
|[[Hide root]]
 +
|Redroot Dye
 +
|Red
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| bgcolor="#ff0000" | &nbsp;&nbsp;&nbsp;
 +
|Aboveground
 +
|10[[Currency|☼]]
 +
|-
 +
|[[Sliver barb]]
 +
|Sliver Dye
 +
|Black
 +
| bgcolor="#000000" | &nbsp;&nbsp;&nbsp;
 +
|Aboveground
 +
|20[[Currency|☼]]
 +
|}
 +
 +
{| class="wikitable sortable collapsible"
 +
|-
 +
! Crop name
 +
!
 +
! Crop value
 +
! Flour
 +
! Flour value
 +
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|fname=Dwarven wheat flour}}
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{{flour table row|name=Longland grass|tile=τ|colour=6:1|fname=Longland flour}}
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{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}
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{{flour table row|name=Single-grain wheat|tile=τ|colour=2:0}}
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{{flour table row|name=Two-grain wheat|tile=τ|colour=2:0}}
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{{flour table row|name=Soft wheat|tile=τ|colour=2:0}}
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{{flour table row|name=Hard wheat|tile=τ|colour=2:0}}
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{{flour table row|name=Spelt|tile=τ|colour=2:0}}
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{{flour table row|name=Barley|tile=τ|colour=2:0}}
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{{flour table row|name=Buckwheat|tile=τ|colour=2:0}}
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{{flour table row|name=Oats|tile=τ|colour=2:0|fname=Oat flour}}
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{{flour table row|name=Rye|tile=τ|colour=2:0}}
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{{flour table row|name=Sorghum|tile=τ|colour=2:0}}
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{{flour table row|name=Rice|tile=τ|colour=2:0}}
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{{flour table row|name=Maize|tile=τ|colour=2:0}}
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{{flour table row|name=Quinoa|tile=τ|colour=2:0}}
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{{flour table row|name=Kaniwa|tile=τ|colour=2:0}}
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{{flour table row|name=Pendant amaranth|tile=τ|colour=2:0}}
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{{flour table row|name=Blood amaranth|tile=τ|colour=2:0}}
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{{flour table row|name=Purple amaranth|tile=τ|colour=2:0}}
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{{flour table row|name=Pearl millet|tile=τ|colour=2:0}}
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{{flour table row|name=White millet|tile=τ|colour=2:0}}
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{{flour table row|name=Finger millet|tile=τ|colour=2:0}}
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{{flour table row|name=Foxtail millet|tile=τ|colour=2:0}}
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{{flour table row|name=Fonio|tile=τ|colour=2:0}}
 +
{{flour table row|name=Teff|tile=τ|colour=2:0}}
 +
{{flour table row|name=Flax|tile=τ|colour=2:0}}
 +
{{flour table row|name=Hemp|tile=τ|colour=2:0}}
 +
|}
  
 
==Bugs==
 
==Bugs==
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{{Workshops}}
 
{{Workshops}}
 
{{buildings}}
 
{{buildings}}
 +
{{Category|Farming Workshops}}

Latest revision as of 18:32, 28 July 2024

Millstone

b-m-n

X
Icon

Millstone icon.png

Job Requirement

Milling

Construction
Materials Labors
Power

Needs 10 power.

This article is about the current version of DF.
Note that some content may still need to be updated.

A millstone is used to grind up certain plants to make sugar, flour, dye, and slurry. Each milling job requires an empty bag. To operate, it needs to be connected to a mechanical power source such as a water wheel or windmill that supplies it with 10 power units. If none is available, a quern can be used instead, although millstones process plants much faster than querns. Before they can be placed as a building, you must first construct the millstone at a Stoneworker's workshop.

If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.

A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.

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 give to the millstone, as it 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 millstone 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. 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 millstone 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. For example, to set a quern to only mill dimple cups and ignore other plants, select a quern with a "Mill Plants" task, and issue command "job item-material 1 MUSHROOM_CUP_DIMPLE". This will set the material type of the plant item being milled in the selected quern.

(Selecting "job item-material 2" would select the material type of the bag the dye is stored in.)

This utility is also available as "gui/workshop-job", bound to Alt-A by default.


Silly humans using a mechanically powered millstone to grind stuff.

An Example Setup[edit]

As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots. Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:

Side view
- = -   - = -  
  *     *  
1 2

Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.

When building a vertically powered millstone, build the components from the bottom up. First place the millstone, then place the vertical axles above the millstone, then place the windmill last.

For a basic overview of how the different machine parts work and work together, see machinery.

Millable Plants[edit]

Sweet pods can be milled into dwarven sugar.

Other millable plants are listed below.

Plant Dye Color Crop type Value
Dimple cup Dimple Dye Midnight Blue     Underground 20
Blade weed Emerald Dye Emerald     Aboveground 20
Hide root Redroot Dye Red     Aboveground 10
Sliver barb Sliver Dye Black     Aboveground 20
Crop name Crop value Flour Flour value
Cave wheat τ 2☼ Dwarven wheat flour 20☼
Longland grass τ 2☼ Longland flour 20☼
Whip vine § 1☼ Whip vine flour 25☼
Single-grain wheat τ 2☼ Single-grain wheat flour 20☼
Two-grain wheat τ 2☼ Two-grain wheat flour 20☼
Soft wheat τ 2☼ Soft wheat flour 20☼
Hard wheat τ 2☼ Hard wheat flour 20☼
Spelt τ 2☼ Spelt flour 20☼
Barley τ 2☼ Barley flour 20☼
Buckwheat τ 2☼ Buckwheat flour 20☼
Oats τ 2☼ Oat flour 20☼
Rye τ 2☼ Rye flour 20☼
Sorghum τ 2☼ Sorghum flour 20☼
Rice τ 2☼ Rice flour 20☼
Maize τ 2☼ Maize flour 20☼
Quinoa τ 2☼ Quinoa flour 20☼
Kaniwa τ 2☼ Kaniwa flour 20☼
Pendant amaranth τ 2☼ Pendant amaranth flour 20☼
Blood amaranth τ 2☼ Blood amaranth flour 20☼
Purple amaranth τ 2☼ Purple amaranth flour 20☼
Pearl millet τ 2☼ Pearl millet flour 20☼
White millet τ 2☼ White millet flour 20☼
Finger millet τ 2☼ Finger millet flour 20☼
Foxtail millet τ 2☼ Foxtail millet flour 20☼
Fonio τ 2☼ Fonio flour 20☼
Teff τ 2☼ Teff flour 20☼
Flax τ 2☼ Flax flour 20☼
Hemp τ 2☼ Hemp flour 20☼

Bugs[edit]

  • Dwarves will occasionally combine two separate mill products in the same bag.Bug:4371


Workshops Ui b.pngbUi bo.pngo
Clothing and Leather Ui b.pngbUi bo.pngoUi bol.pngl
Clothier · Dyer · Leather · Loom
Farming Ui b.pngbUi bo.pngoUi bof.pngf
Furnaces Ui b.pngbUi bo.pngoUi bou.pngu
Other

Furniture
Animal trapAnvilArmor standBedBlocksBox (chest • coffer) • BucketCabinetCage (aquarium • terrarium) • Coffin (casket • sarcophagus) • RestraintSlabStatueTableThrone (chair) • Weapon rack
Tools
AltarBookcaseDisplay (display case • pedestal) • HiveNest box

Access
BarsBridgeDoor (portal) • FloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

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