dfhack/data/orders/basic.json

1422 lines
22 KiB
JSON

[
{
"amount_left" : 150,
"amount_total" : 150,
"frequency" : "Monthly",
"id" : 0,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "LessThan",
"flags" :
[
"unrotten"
],
"item_type" : "FOOD",
"value" : 400
}
],
"job" : "PrepareMeal",
"meal_ingredients" : 2
},
{
"amount_left" : 10,
"amount_total" : 10,
"frequency" : "Daily",
"id" : 1,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"cookable",
"solid"
],
"value" : 20
},
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"cookable"
],
2022-05-01 12:54:05 -06:00
"value" : 500
},
{
"condition" : "AtMost",
"flags" :
[
"unrotten"
],
"item_type" : "FOOD",
"value" : 3500
},
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "FOOD",
"value" : 400
}
],
"job" : "PrepareMeal",
"meal_ingredients" : 4
},
{
"amount_left" : 2,
"amount_total" : 2,
"frequency" : "Daily",
"id" : 2,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_product" : "DRINK_MAT",
"value" : 15
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"food_storage"
],
"value" : 5
},
{
"condition" : "AtMost",
"item_type" : "DRINK",
"value" : 800
}
],
"job" : "CustomReaction",
"reaction" : "BREW_DRINK_FROM_PLANT"
},
{
"amount_left" : 2,
"amount_total" : 2,
"frequency" : "Daily",
"id" : 3,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "PLANT_GROWTH",
"reaction_product" : "DRINK_MAT",
"value" : 15
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"food_storage"
],
"value" : 5
},
{
"condition" : "AtMost",
"item_type" : "DRINK",
"value" : 800
}
],
"job" : "CustomReaction",
"reaction" : "BREW_DRINK_FROM_PLANT_GROWTH"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 4,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"milk"
],
"value" : 2
}
],
"job" : "MakeCheese"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 5,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_pressed"
],
"item_subtype" : "ITEM_TOOL_HONEYCOMB",
"item_type" : "TOOL",
"reaction_product" : "HONEYCOMB_PRESS_MAT",
"value" : 2
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"non_absorbent"
],
"item_type" : "TOOL",
"tool" : "LIQUID_CONTAINER",
"value" : 2
}
],
"job" : "CustomReaction",
"reaction" : "PRESS_HONEYCOMB"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 6,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"contains" :
[
"honey"
],
"reaction_id" : "MAKE_MEAD",
"value" : 2
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"food_storage"
],
"reaction_id" : "MAKE_MEAD",
"value" : 5
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_MEAD"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 7,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"millable",
"unrotten"
],
"item_type" : "PLANT",
"value" : 20
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"bag"
],
"item_type" : "BOX",
"value" : 5
}
],
"job" : "MillPlants"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 8,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"processable"
],
"item_type" : "PLANT",
"value" : 20
}
],
"job" : "ProcessPlants"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 9,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_product" : "BAG_ITEM",
"value" : 15
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"bag"
],
"item_type" : "BOX",
"value" : 5
}
],
"job" : "CustomReaction",
"reaction" : "PROCESS_PLANT_TO_BAG"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 10,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"processable_to_barrel"
],
"item_type" : "PLANT",
"value" : 150
},
{
"condition" : "AtLeast",
"flags" :
[
"empty"
],
"item_type" : "BARREL",
"value" : 5
}
],
"job" : "ProcessPlantsBarrel"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 11,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "SEEDS",
"reaction_product" : "PRESS_LIQUID_MAT",
"value" : 30
},
{
"condition" : "AtMost",
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_product" : "PRESS_LIQUID_MAT",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "MILL_SEEDS_NUTS_TO_PASTE"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 12,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_product" : "PRESS_LIQUID_MAT",
"value" : 2
},
{
"condition" : "AtLeast",
"flags" :
[
"empty",
"non_absorbent"
],
"item_type" : "TOOL",
"tool" : "LIQUID_CONTAINER",
"value" : 5
},
{
"condition" : "AtMost",
"item_type" : "LIQUID_MISC",
"reaction_product" : "SOAP_MAT",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "PRESS_OIL"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 13,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"body_part",
"hair_wool"
],
"value" : 5
}
],
"job" : "SpinThread",
"material_category" :
[
"strand"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 14,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"collected",
"silk"
],
"item_type" : "THREAD",
"value" : 5
},
{
"condition" : "AtMost",
"flags" :
[
"silk"
],
"item_type" : "CLOTH",
"value" : 100
}
],
"job" : "WeaveCloth",
"material_category" :
[
"silk"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 15,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"collected",
"plant"
],
"item_type" : "THREAD",
"value" : 5
},
{
"condition" : "AtMost",
"flags" :
[
"plant"
],
"item_type" : "CLOTH",
"value" : 100
}
],
"job" : "WeaveCloth",
"material_category" :
[
"plant"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 16,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"collected",
"yarn"
],
"item_type" : "THREAD",
"value" : 5
},
{
"condition" : "AtMost",
"flags" :
[
"yarn"
],
"item_type" : "CLOTH",
"value" : 100
}
],
"job" : "WeaveCloth",
"material_category" :
[
"yarn"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 17,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"dyeable"
],
"item_type" : "CLOTH",
"value" : 5
},
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"dye"
],
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"value" : 3
}
],
"job" : "DyeCloth"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 18,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_economic",
"hard"
],
"item_type" : "BOULDER",
"material" : "INORGANIC",
"value" : 20
},
{
"condition" : "AtMost",
"flags" :
[
"empty"
],
"item_subtype" : "ITEM_TOOL_LARGE_POT",
"item_type" : "TOOL",
"value" : 25
}
],
"item_subtype" : "ITEM_TOOL_LARGE_POT",
"job" : "MakeTool",
"material" : "INORGANIC"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 19,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"item_type" : "WOOD",
"value" : 20
},
{
"condition" : "AtMost",
"flags" :
[
"empty"
],
"item_subtype" : "ITEM_TOOL_JUG",
"item_type" : "TOOL",
"value" : 10
}
],
"item_subtype" : "ITEM_TOOL_JUG",
"job" : "MakeTool",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 20,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_economic",
"hard"
],
"item_type" : "BOULDER",
"material" : "INORGANIC",
"value" : 20
},
{
"condition" : "AtMost",
"item_type" : "GOBLET",
"value" : 10
}
],
"job" : "MakeGoblet",
"material" : "INORGANIC"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 21,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
2021-09-07 18:27:11 -06:00
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 150
},
{
"condition" : "AtMost",
"item_subtype" : "ITEM_TOOL_WHEELBARROW",
"item_type" : "TOOL",
"value" : 2
}
],
"item_subtype" : "ITEM_TOOL_WHEELBARROW",
"job" : "MakeTool",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 22,
2021-09-07 18:27:11 -06:00
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 150
},
{
"condition" : "AtMost",
"item_subtype" : "ITEM_TOOL_MINECART",
"item_type" : "TOOL",
"value" : 2
}
],
"item_subtype" : "ITEM_TOOL_MINECART",
"job" : "MakeTool",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 23,
2021-09-07 18:27:11 -06:00
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 50
},
{
"condition" : "AtMost",
"flags" :
[
"empty"
],
"item_type" : "BUCKET",
"value" : 10
}
],
"job" : "MakeBucket",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 24,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 150
},
{
"condition" : "AtMost",
"flags" :
[
"empty"
],
"item_type" : "CAGE",
"value" : 30
}
],
"job" : "MakeCage",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 25,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_economic",
"hard"
],
"item_type" : "BOULDER",
"material" : "INORGANIC",
"value" : 50
},
{
"condition" : "AtMost",
"item_type" : "TRAPPARTS",
"value" : 20
}
],
"job" : "ConstructMechanisms",
"material" : "INORGANIC"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 26,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "SKIN_TANNED",
"value" : 10
},
{
"condition" : "AtMost",
"flags" :
[
"empty",
"sewn_imageless"
],
"item_type" : "BOX",
"value" : 30
}
],
"job" : "ConstructChest",
"material_category" :
[
"leather"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 27,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"silk"
],
"item_type" : "CLOTH",
"min_dimension" : 10000,
"value" : 10
},
{
"condition" : "AtMost",
"flags" :
[
"empty",
"sewn_imageless"
],
"item_type" : "BOX",
"value" : 30
}
],
"job" : "ConstructChest",
"material_category" :
[
"silk"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 28,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"plant"
],
"item_type" : "CLOTH",
"min_dimension" : 10000,
"value" : 10
},
{
"condition" : "AtMost",
"flags" :
[
"empty",
"sewn_imageless"
],
"item_type" : "BOX",
"value" : 30
}
],
"job" : "ConstructChest",
"material_category" :
[
"cloth"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 29,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"yarn"
],
"item_type" : "CLOTH",
"min_dimension" : 10000,
"value" : 10
},
{
"condition" : "AtMost",
"flags" :
[
"empty",
"sewn_imageless"
],
"item_type" : "BOX",
"value" : 30
}
],
"job" : "ConstructChest",
"material_category" :
[
"yarn"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 30,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "GLOB",
"reaction_class" : "WAX",
"value" : 2
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_WAX_CRAFTS"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 31,
2021-09-07 18:27:11 -06:00
"is_active" : false,
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"is_validated" : false,
2021-09-07 18:27:11 -06:00
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"shell",
"body_part"
],
"value" : 2
}
],
"job" : "MakeCrafts",
"material_category" :
[
"shell"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 32,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten",
"totemable",
"body_part"
],
"value" : 5
}
],
"job" : "MakeTotem"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 33,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 50
},
{
"condition" : "AtMost",
"item_type" : "SPLINT",
"value" : 1
}
],
"job" : "ConstructSplint",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 34,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 50
},
{
"condition" : "AtMost",
"item_type" : "CRUTCH",
"value" : 1
}
],
"job" : "ConstructCrutch",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 35,
2021-09-07 18:27:11 -06:00
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 150
},
{
"condition" : "AtMost",
"item_type" : "BED",
"value" : 2
}
],
"job" : "ConstructBed",
"material_category" :
[
"wood"
]
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 36,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "BAR",
"material" : "ASH",
"value" : 5
},
{
"condition" : "AtLeast",
"flags" :
[
"empty"
],
"item_type" : "BUCKET",
"value" : 5
},
{
"condition" : "AtMost",
"item_type" : "LIQUID_MISC",
"material" : "LYE",
"value" : 5
}
],
"job" : "MakeLye"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 37,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "GLOB",
"reaction_class" : "TALLOW",
"reaction_product" : "SOAP_MAT",
"value" : 5
},
{
"condition" : "AtLeast",
"item_type" : "LIQUID_MISC",
"material" : "LYE",
"value" : 3
},
{
"condition" : "AtMost",
"flags" :
[
"soap"
],
"item_type" : "BAR",
"value" : 5
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SOAP_FROM_TALLOW"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 38,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "LIQUID_MISC",
"reaction_product" : "SOAP_MAT",
"value" : 5
},
{
"condition" : "AtLeast",
"item_type" : "LIQUID_MISC",
"material" : "LYE",
"value" : 3
},
{
"condition" : "AtMost",
"flags" :
[
"soap"
],
"item_type" : "BAR",
"value" : 5
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SOAP_FROM_OIL"
},
{
"amount_left" : 4,
"amount_total" : 4,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 39,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "WOOD",
"value" : 50
},
{
"condition" : "AtMost",
"item_type" : "BAR",
"material" : "ASH",
"value" : 10
}
],
"job" : "MakeAsh"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 40,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "BAR",
"material" : "ASH",
"value" : 5
},
{
"condition" : "AtMost",
"item_type" : "BAR",
"material" : "POTASH",
"value" : 20
}
],
"job" : "MakePotashFromAsh"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 41,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
2021-09-07 18:27:11 -06:00
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_id" : "MAKE_SLURRY_FROM_PLANT",
"reaction_product" : "PRESS_PAPER_MAT",
"value" : 50
},
{
"condition" : "AtMost",
2021-09-07 18:27:11 -06:00
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_class" : "PAPER_SLURRY",
"value" : 2
}
],
2021-09-07 18:27:11 -06:00
"job" : "CustomReaction",
"reaction" : "MAKE_SLURRY_FROM_PLANT"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 42,
2021-09-07 18:27:11 -06:00
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
2021-09-07 18:27:11 -06:00
{
"condition" : "AtLeast",
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_class" : "PAPER_SLURRY",
"reaction_id" : "PRESS_PLANT_PAPER",
"value" : 2
},
{
"condition" : "AtMost",
"item_type" : "SHEET",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "PRESS_PLANT_PAPER"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 43,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
2021-09-07 18:27:11 -06:00
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_class" : "PAPER_PLANT",
"reaction_id" : "MAKE_SHEET_FROM_PLANT",
"value" : 15
},
{
"condition" : "AtMost",
2021-09-07 18:27:11 -06:00
"item_type" : "SHEET",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SHEET_FROM_PLANT"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
"id" : 44,
2021-09-07 18:27:11 -06:00
"is_active" : false,
Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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Improvements to dreamfort, quickfort keystroke aliases, and example orders (#2162) * add alt-f as a hotkey for quickfort to mimic the existing windows hotkey for the old quickfort hopefully this will ease the transition from the old quickfort to the new * add and document new quickfort aliases * reduce quantity requirement for dyeing 15 is just too high. the counter counts bags, not units * dreamfort blueprint improvements most of these suggested by ldog on the forums. Thanks! - significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile - send adamantine thread to the metalworker stockpiles - give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread - automatically create tavern, library, and temple locations (restricted to residents only by default) - automatically associate the rented rooms with the tavern - place a stockpile under the dump zone so you can set up stockpile links for dumped items - doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps * update changelog * fix typo in cloth stockpile settings * fix typo in guildhall location setup * don't restrict stockpiles for clothiers and dyers * deprecate jugs alias and add stone|woodentools * remove dye thread, make jugs wooden remove dye thread to protect adamantine make jugs wooden to differentiate them from scroll rollers. that gives us a chance to actually have a usable jugs-only stockpile * dreamfort improvements - move trap corridor gates and levers before the walls and traps so they get constructed first - give useful names to the craftsdwarf's workshops - redesign the services level to: - fit better in a 1x1 embark - add doors to the hospital recovery rooms to protect from werebeasts-to-be - add an interrogation room (sheriff's office) next to the jail * shape hospital zone to exactly the hospital area * don't clutter the hospital with statues * update changelog
2022-06-02 16:51:45 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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2021-09-07 18:27:11 -06:00
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