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40d Talk:Manager

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Name Changes[edit]

I've population of 83 and have a Town Manager. I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me. I'm using 27.176.38c. I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- Vaevictus 12:12, 21 June 2008 (EDT)

I've got a population of 202 dwarves with a "City Manager" position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. Aaron5367 15:43, 7 August 2008 (EDT)

Now I've got a populaton of 220 with the "Metropolis Manager" position. I'm editing again, same version as above. Aaron5367 09:08, 8 August 2008 (EDT)

I have a city manager at 138 dwarves. threefingeredguy

I have a metropolis manager at 145 dwarves (although he may have aquired the title at 150 dwarves and then I lost a few soldiers), so some of the current information is obviously wrong, and probably isn't even based on dwarf count, but rather wealth or exports. --Untelligent 01:31, 19 June 2009 (UTC)

I think this has to do with whether the fort is a county, duchy, or mountainhome. The title seems to change with the change in status and the increased noble requirements Dorf and Dumb 10:05, 24 October 2009 (UTC)

Certain Jobs[edit]

Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. Shoez 18:46, 11 April 2008 (EDT)

I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down ("that copse just outside the goblin fortress looks ideal"...). -- Raumkraut 21:30, 11 April 2008 (EDT)
These jobs are automatically generated by the AI. The manager does allocate them to each dwarf.
If you do want to allocate a job "cut down 30 trees" you do it by designating 30 trees to be cut down. You end up with 30 x jobs "cut down 1 tree". Same effect.GarrieIrons 23:47, 10 August 2008 (EDT)

What's the use?[edit]

What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --AlexChurchill 10:13, 17 June 2008 (EDT)

Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at. Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. —Chaos 10:58, 17 June 2008 (EDT)
If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.
In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --Savok 11:16, 17 June 2008 (EDT)
It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --Tyranic-Moron 12:03, 17 June 2008 (EDT)

The section you created based on this wound up slightly misleading. Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there. Just FYI. —Chaos 12:53, 17 June 2008 (EDT)

Not working[edit]

I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--Seaneat 04:21, 2 July 2008 (EDT)

Just figured he wanted to complain to the mayor which he can't since the guy is resting.
One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time. They still try to carry out the meeting after you switch them out of the manager job, too. As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. —Chaos 08:22, 2 July 2008 (EDT)
I drafted him, he sparred, mayor got up, undrafted him, he's still "no job"ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--Seaneat 17:27, 2 July 2008 (EDT)
The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue. If he's in No Job, check his assignments. —Chaos 00:44, 3 July 2008 (EDT)
Beds are never worth enough to worry what quality they are.
My manager is multi roled as:
  1. Manager
  2. Trader
  3. Stone detailer
Any time I need him I disable Stone Detailing. The rest of the time it seems that whenever some jobs need to be allocated he stops engraving and gets stuck into it. He's a legendary stond detailer which has me a bit worried about what will happen when I have to roll out a new hallway... ;^-) GarrieIrons 23:44, 10 August 2008 (EDT)

multiple workshops[edit]

If you set a task on the manager screen for, say, 30 rock tables and 30 rock chairs, and you have 2 mason's workshops, will the manager distribute the workload over the two shops or just use one? --Tachyon 21:26, 10 August 2008 (EDT)

Direct answer: all tasks get distributed between all relevant workshops.
The worst feature of the Manager is that the manager cannot be told to exclude a given workshop. So you build a craft workshop next to the bone refuse pile and periodically you will find woodcrafter dwarves wandering all the way from your wood stockpile down to it to build a wooden cup. grrrrrr.
GarrieIrons 23:41, 10 August 2008 (EDT)
If I want to use 2 craftdwarfs workshops, one for wood and one for stone, will the manager respect restrictions on who can use it when putting things in the queue? What if I restrict workshop#1 to the woodcrafter and workshop#2 to the stonecrafter? --Aristoi 17:29, 12 August 2008 (EDT)
Nope, it'll distribute the jobs evenly across all workshops headless of workshop settings. HeWhoIsPale 08:18, 11 September 2008 (EDT)
You can forbid the stone the shop is built of with the t-menu, dwarves wont use it then, but that is kinda killing the whole point of the manager - less micromanagement. At least u can recall unforbidding it easier when u get the message "X completed" --Höhlenschreck 14:56, 17 June 2009 (UTC)
Can't you use the workshop Profiles to, in the above scenario, disallow the woodcarvers from using the crafting shop near the bone file, and vice versa? If you have a large wood industry, I'd imagine you would have more than one crafting depot near the wood pile, no?
Nope, since the wood crafting jobs will still get assigned to the bone carving workshops, and the workshop profiles will cause those jobs to never be completed. --Quietust 19:08, 12 November 2009 (UTC)


The only time the game ever crashed on me was when I used the job manager to schedule "extract metal strands", then tried to zoom the building that did it. Anyone else have this experience? Dorf and Dumb 10:07, 24 October 2009 (UTC)

work orders don't get added to workshops after approved[edit]

I'm running DFG v15,based on 40d vanilla(old opengl version). I tried replacing manager then start a new order;free office&redesignate,even destroy then rebuild workshops,to no avail.
Work orders don't get assigned to any workshop,no matter the quantity or work type.
It shouldn't be related to noble/room assignment from a programming standpoint anyway,approved work orders use seperate interface and should be independent from zones/rooms/item part of game(ie. not stored in memory as a property of these entities)
It used to be fine,i can't remember i did anything extrodinary.I just added some orders(construct wooden bins) &cancelled some,then suddenly it stopped working.
Anyone have any ideals on what goes wrong? ----Daedalusai 23:13, 25 November 2009 (UTC)

Why can it only add 30 at a time? does anyone know? --Aklyon 21:34, 30 March 2010 (UTC)