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Editing v0.34:Millstone

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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.
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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 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 clustered 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.
  
 
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]].
  
 
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.
 
  
 
==An Example Setup==
 
==An Example Setup==

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