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Editing v0.34:Quern

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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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{{buggy}}
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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 quern must be crafted at the [[Mason's workshop]] from stone before it can be built as a workshop.
  
 
The quern may also be used to mill seeds/nuts to [[Quarry bush|paste]].
 
The quern may also be used to mill seeds/nuts to [[Quarry bush|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 {{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.
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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.
  
 
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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== How to ==
 
== How to ==
 
Command for building: {{k|b}}-{{k|w}}-{{k|q}}
 
Command for building: {{k|b}}-{{k|w}}-{{k|q}}
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Before you can build the quern workshop, you must first construct a quern ( an item of furniture) at a Mason's workshop with {{k|q}}-{{k|a}}-{{k|q}}
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== Bugs ==
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* 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}}

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