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Difference between revisions of "Manager"

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{{Quality|Exceptional|12:58, 8 April 2015 (UTC)}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
{{Noble
 
{{Noble
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|office=Meager Office
 
|office=Meager Office
 
|function = *Allows large production orders.
 
|function = *Allows large production orders.
*Allows workshop profiles to be set.
+
|arrival= *Appointed on the [[nobles screen]].
|arrival=Appointed on the [[nobles screen]].
 
 
}}
 
}}
  
The '''manager''' is a [[noble]] that allows players to create multiple production orders, and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s.  
+
The '''manager''' is a useful [[noble]] that allows players to create multiple [[Work orders]], and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s.  
  
 
==Relevant Skills==
 
==Relevant Skills==
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attribute’s cross-training. The ones relevant for a manager are as follows:
+
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
|- style="background:#ddd"
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!                        style="width:1em" | Soul
 
!                        style="width:1em" | Soul
 
|-
 
|-
| rowspan="3"            style="width:5em" | Administrator
 
 
| rowspan="3"            style="width:5em" | Organizer
 
| rowspan="3"            style="width:5em" | Organizer
 +
| rowspan="3"            style="width:5em" |
 
| rowspan="3" colspan="2"                  |  
 
| rowspan="3" colspan="2"                  |  
 
| rowspan="3"            style="width:1em" |  
 
| rowspan="3"            style="width:1em" |  
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|-
 
|-
 
|                                            Social awareness
 
|                                            Social awareness
|-
 
| rowspan="6" | Social - Other
 
| rowspan="3" | Consoler
 
| rowspan="3" | Straightforwardness (Honesty)
 
| rowspan="3" | > 39
 
| rowspan="3" |
 
|              Linguistic ability
 
|-
 
|              Empathy
 
|-
 
|              Social awareness
 
|-
 
| rowspan="3" | Pacifier
 
| rowspan="3" | Cooperation (Compromising)
 
| rowspan="3" | > 39
 
| rowspan="3" |
 
|              Linguistic ability
 
|-
 
|              Empathy
 
|-
 
|              Social awareness
 
 
|}
 
|}
 
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.
 
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.
  
 
==Office==
 
==Office==
A manager only performs their duties in their office, so it is absolutely necessary to assign them one. Since only a meager office is required, a single chair in the [[dining room]] will suffice.
+
A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.
  
 
To set up a dwarf to be the manager and give them an office:
 
To set up a dwarf to be the manager and give them an office:
  
#Hit {{K|n}} to enter the Nobles screen
+
#Open the Nobles screen by pressing {{K|n}} or the crown button on the bottom left toolbar.
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.
+
#Select the {{K|+}} button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met.  Exit the Nobles screen.
#Build a [[chair]] somewhere, or locate an existing chair.
+
#Use the Zones tool {{K|z}} to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.
+
#Build a [[chair]] inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.
 
+
#Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.
At this point, the red {{DFtext|[REQUIRE]|4:1}} under "Manager" should have disappeared from the {{K|n}}obles screen, and you should be able to queue up work orders.
 
  
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it is validated if you wish.
+
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.
  
 
{{a|The manager screen}}
 
{{a|The manager screen}}
  
 
== Work orders ==
 
== Work orders ==
Creating a '''work order''' works like this:
+
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|o}}rders menu, or the clipboard icon in the bottom left of the screen.
 +
For detailed usage, see [[Work orders]].
  
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.
+
Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface. See [[Workshop]] for more information.
#Press {{K|q}} to create a new work order
 
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.
 
#Use the directional keys to select the specific type of item you want.
 
#Enter the quantity of items you want to produce (0 for a perpetual order).
 
#Your work order will appear in the list.
 
  
If there are at least 20 dwarves total then the manager will need to go to his office to "validate" each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if socializing, drinking, eating, asleep or otherwise incapacitated (perhaps due to wounds). Managers don't require writing materials such as [[paper]] or [[scroll]]s to validate production orders.
+
==Disadvantages==
 
+
One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.
To see if an order is validated, check the manager screen — validated orders will have a green checkmark, while invalidated orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office. An order can have the prefix of 'Ready', 'Checking' or 'Active'. A 'Ready' order only needs to be validated by the manager to become 'Active'. A 'Checking' order is waiting for its conditions to be satisfied: it will then become 'Active'.
 
 
 
An order can be set as a One-time order, or as a Repeating order that can restart when completed (conditions checked daily, monthly, seasonally or yearly), in the conditions menu.
 
  
You can edit the order in several ways: You can {{K|r}}emove it, raise its {{K|p}}riority, make it max ({{K|t}}op) priority, change its {{K|c}}onditions or {{K|d}}etails, or {{K|Enter}} limit the amount of workshops the order can be assigned to.
+
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting "General work orders allowed" to 0 will prevent the manager from assigning tasks.
  
Conditions can be added to a work order by pressing {{K|c}}, and can either be based on the amount of an item in your fortress, or can depend on a currently ongoing work order.
+
==Note==
 
+
In older versions of Dwarf Fortress, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.
'''Item conditions:''' To make life easier you can add item conditions from either the {{K|r}}eagents/materials or {{K|p}}roducts, or you can even {{K|a}}dd a new item condition yourself. When an item condition is selected, the following can be changed: The type (cabinets, bins etc.), material (obsidian, Acacia etc.), the traits (food-storage items, nearby items, empty items etc.), the number of the items (though this does not count items that are forbidden, built into something, or owned) and the inequality, at least (>=), less than(<), at most(<=), greater than(>), exactly(==), not(!=)).
 
 
 
''Some useful item conditions are tricky to specify'':
 
* "refined coal" is just simply item=bar material=coal,
 
* specific flour is item=powder, material=required flour name (not the plant name), trait=cookable
 
* specific alcohol is item=drink, material="alcohol name" (not the plant name)
 
* the trait "lye-containing item" (not to be mistaken with "lye-bearing item") is only available for "make soap" job,
 
* item=liquid material=lye ignores lye in buckets,
 
* the "unused" trait cannot be chosen manually, only {{K|r}}eagents/materials key sets it for "make clothing" type of jobs.
 
 
 
'''Order conditions:''' The condition can depend on another order being completed, or another order becoming active.
 
 
 
The details of an order specify the type of material used in the making of the item (if applicable). Setting the max number of workshops that the order applies to can be especially useful to ensure that multiple orders for the same type of workshop (e.g. a Mason's Workshop) are worked on at the same time. After a production order is validated and Active, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. An [[announcement]] appears when each order is completed. For repeating orders, the order then becomes inactive and the manager checks at the selected time interval for the conditions to become true again before restarting the order.
 
 
 
In repeating work orders, the quantity of items is treated as a batch size rather than a target number for total items to be produced. The quantity is set when creating the work order, and cannot be changed without redoing the entire order, conditions and all. A repeating work order will not abort mid-batch due to job cancellation or failed conditions. It must wait until the end of the batch before stopping. Be forewarned that perpetual (infinite) orders ''only check their conditions the first time they become true'', since the (infinitely-sized) batch never completes. This can lead to confusion and frustration, as the order ''will '''never''' stop, regardless of failed conditions''!
 
 
 
A guide to setting up functional work orders may be found in [http://www.bay12forums.com/smf/index.php?topic=158287.0 this thread].
 
 
 
== Setting workshop profiles==
 
The manager also allows players to change a [[workshop]]'s "Profile". To edit a workshop's Profile, select a workshop with {{k|q}} and press {{k|P}}.
 
 
 
The workshop Profile enables players to restrict the dwarves that can use it and the minimum and maximum [[skill]] level required to use the workshop. They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.
 
 
 
Additionally, using the Work Orders tab on the Profile screen will allow the manager to queue work orders specific to that workshop. Pressing Enter on the Work Orders tab will toggle whether or not the workshop will accept general work orders or only those set through the workshop's Profile.
 
 
 
Dwarves with strange moods seem to be able to claim a workshop even if they do not meet the profile criteria.
 
 
 
A note of caution: workshop profiles persist<sup>v0.31.12</sup> even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned. Furthermore, workshop profiles seem to be slightly buggy. Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to "Dabbling". This may be somewhat irritating if peasants are undergoing training.
 
 
 
==Disadvantages==
 
One disadvantage of the work order system is that no work will be performed until the manager finishes validating the order. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.
 
  
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the profile of specific workshops and moving to the Work Orders menu; setting "general work orders cannot task this shop" will prevent the manager from assigning tasks.
+
==See also==
 +
* [[Work Orders]]
 +
* [[Workshop]]
  
 
{{gamedata| [POSITION:MANAGER]
 
{{gamedata| [POSITION:MANAGER]

Latest revision as of 22:15, 5 July 2024

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

Manager
Room requirements  
Office Meager Office
Quarters None
Dining room None
Tomb None
Furniture requirements
Chests None
Cabinets None
Weapon racks None
Armor stands None
Other
Mandates None
Demands None
Arrival conditions
Function
  • Allows large production orders.

The manager is a useful noble that allows players to create multiple Work orders, and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual workshops.

Relevant Skills[edit]

A certain set of skills are relevant for any manager. Furthermore, certain personality traits influence whether any experience is gained in the skill. There are soul attributes that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:

Skill (relevant for manager) Personality Trait (needed to gain social skill) Attribute (affected by social skill)
Body Soul
Organizer Analytical ability
Creativity
Social awareness

The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.

Office[edit]

A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.

To set up a dwarf to be the manager and give them an office:

  1. Open the Nobles screen by pressing n or the crown button on the bottom left toolbar.
  2. Select the + button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met. Exit the Nobles screen.
  3. Use the Zones tool z to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.
  4. Build a chair inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.
  5. Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.

It is trivially easy for a manager to get experience in the organizer skill. Just queue a lot of jobs to produce 30 of something, such as Collect Webs, which appears first on the list. The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.

Work orders[edit]

Work orders are an advanced feature of Workshop Management that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the orders menu, or the clipboard icon in the bottom left of the screen. For detailed usage, see Work orders.

Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface. See Workshop for more information.

Disadvantages[edit]

One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.

A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary glass furnaces dedicated to sand collection, plus several magma glass furnaces for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting "General work orders allowed" to 0 will prevent the manager from assigning tasks.

Note[edit]

In older versions of Dwarf Fortress, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.

See also[edit]

Appointed
Military Ranks
Elected
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven