v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Manager"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Standardized.)
m
 
(35 intermediate revisions by 19 users not shown)
Line 1: Line 1:
{{av}}{{Quality|Fine}}
+
{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}
 
{{Noble
 
{{Noble
 
|noble=Manager
 
|noble=Manager
 
|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]].
 +
}}{{av}}
  
The manager is a {{L|noble}} that allows you to create multiple production orders. To use the manager, you must go to the manager screen {{k|u}}{{k|m}} or {{k|j}}{{k|m}}. If your fortress has 20 or more dwarfs the manager will have to approve every work order you set. To see if an order is approved you can check the manager screen. Approved orders will have a green check mark, while unapproved orders will have a red X.
+
The manager is a [[noble]] that allows you to create multiple production orders. Using a manager allows you to rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets you setup profiles for workshops.
  
After a production order was approved corresponding tasks will be added automatically to applicable workshops until the production quota has been met.
+
==Relevant Skills==
 +
There is a certain set of Skills that are relevant for a Manager, there are also certain Personality Traits that influence if experience is gained in the skill whatsoever, furthermore 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 follow:
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
! rowspan="2" colspan="2"                  | Skill (relevant for Manager)
 +
! rowspan="2" colspan="2"                  | Personality Trait (needed to gain Social Skill)
 +
!            colspan="2"                  | Attribute (affected by Social Skill)
 +
|-
 +
!                        style="width:1em" | Body
 +
!                        style="width:1em" | Soul
 +
|-
 +
| rowspan="3"            style="width:5em" | Administrator
 +
| rowspan="3"            style="width:5em" | Organizer
 +
| rowspan="3" colspan="2"                  |
 +
| rowspan="3"            style="width:1em" |
 +
|                                            Analytical Ability
 +
|-
 +
|                                            Creativity
 +
|-
 +
|                                            Social Awareness
 +
|-
 +
| rowspan="6" | Social - Other
 +
| rowspan="3" | Consoler
 +
| rowspan="3" | Straightforwardness
 +
| rowspan="3" | > 39
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
|              Empathy
 +
|-
 +
|              Social Awareness
 +
|-
 +
| rowspan="3" | Pacifier
 +
| rowspan="3" | Cooperation
 +
| rowspan="3" | > 39
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
|              Empathy
 +
|-
 +
|              Social Awareness
 +
|}
 +
The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better at that Skill.
 +
 
 +
==Office==
 +
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your [[dining room]] will suffice until you can arrange for a more permament, dedicated location.
 +
 
 +
To set up a dwarf to be the manager and give him an office:
 +
 
 +
#Hit {{K|n}} to enter the Nobles screen
 +
#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.
 +
#Build a [[Chair]] somewhere or locate an existing chair.
 +
#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.
 +
 
 +
At this point the red stuff under "Manager" should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.
 +
 
 +
<div id="The manager screen"></div>
 +
 
 +
== Work orders ==
 +
Creating a '''work order''' works like this:
 +
 
 +
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.
 +
#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 item you want.
 +
#Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.
 +
#Your work order will appear in the list. You can remove it or raise its priority.
 +
 
 +
If you have more than 20 dwarves total then the manager will need to go to his office to "validate" each work order before it is acted on. If your 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 on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).
 +
 
 +
To see if an order is approved, you can check the manager screen &mdash; approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.
 +
 
 +
After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.
 +
 
 +
You will receive an [[announcement]] when each order is completed.
 +
 
 +
== Setting workshop profiles==
 +
The manager also allows you 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 will allow you to select which dwarves can use it and the minimum and maximum [[skill]] level required to use the workshop. You can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.
 +
 
 +
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.
 +
 
 +
==Disadvantages==
 +
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, you may not get those bins until ALL of the barrels are done. Additionally, should you suddenly want to build something else at your carpenter's workshop, you may need to cancel or suspend the existing tasks. These problems are avoidable as long as the manager is not used too heavily, and if you give production orders of relatively small amounts.
 +
 
 +
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.
 +
 
 +
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, even if you want the different workshops to be dedicated to different tasks.  A workaround for this is to fill a workshop with suspended tasks to prevent it from accepting manager orders.
  
The manager also allows you 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 will allow you to select which dwarves can use it and the minimum and maximum skill level required to use the workshop. You can choose who can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.
 
==Note to modders==
 
It seems that without an office the manager will never approve production requests because he does it only in his office. An office is a must when making work orders with a manager.
 
 
{{Nobles}}
 
{{Nobles}}
[[Category:DF2010:Appointed_Nobles]]
+
{{Category|Appointed Nobles}}
 +
{{Category|Interface}}

Latest revision as of 16:41, 24 June 2012

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

Appointed on the nobles screen.

Function
  • Allows large production orders.
  • Allows workshop profiles to be set.
This article is about an older version of DF.

The manager is a noble that allows you to create multiple production orders. Using a manager allows you to rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual workshops. The manager also lets you setup profiles for workshops.

Relevant Skills[edit]

There is a certain set of Skills that are relevant for a Manager, there are also certain Personality Traits that influence if experience is gained in the skill whatsoever, furthermore 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 follow:

Skill (relevant for Manager) Personality Trait (needed to gain Social Skill) Attribute (affected by Social Skill)
Body Soul
Administrator Organizer Analytical Ability
Creativity
Social Awareness
Social - Other Consoler Straightforwardness > 39 Linguistic Ability
Empathy
Social Awareness
Pacifier Cooperation > 39 Linguistic Ability
Empathy
Social Awareness

The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better at that Skill.

Office[edit]

A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your dining room will suffice until you can arrange for a more permament, dedicated location.

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

  1. Hit n to enter the Nobles screen
  2. Select Manager and hit Enter. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.
  3. Build a Chair somewhere or locate an existing chair.
  4. Use the 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.

At this point the red stuff under "Manager" should have disappeared from the nobles screen and you should be able to queue up work orders.

Work orders[edit]

Creating a work order works like this:

  1. Hit j-m or u-m to enter the Manager screen.
  2. Press q to create a new work order
  3. 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.
  4. Use the directional keys to select the specific type item you want.
  5. Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.
  6. Your work order will appear in the list. You can remove it or raise its priority.

If you have more than 20 dwarves total then the manager will need to go to his office to "validate" each work order before it is acted on. If your 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 on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).

To see if an order is approved, you can check the manager screen — approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.

After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.

You will receive an announcement when each order is completed.

Setting workshop profiles[edit]

The manager also allows you to change a workshop's "profile". To edit a workshop's profile, select a workshop with q and press P.

The workshop profile will allow you to select which dwarves can use it and the minimum and maximum skill level required to use the workshop. You can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.

A note of caution: workshop profiles persistv0.31.12 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.

Disadvantages[edit]

A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, you may not get those bins until ALL of the barrels are done. Additionally, should you suddenly want to build something else at your carpenter's workshop, you may need to cancel or suspend the existing tasks. These problems are avoidable as long as the manager is not used too heavily, and if you give production orders of relatively small amounts.

A useful trick to quickly clear the queue of a workshop is to slate the workshop for removal and then cancel this action.

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, even if you want the different workshops to be dedicated to different tasks. A workaround for this is to fill a workshop with suspended tasks to prevent it from accepting manager orders.

Appointed Nobles
Military Ranks
Elected Nobles
Aristocrats
BaronCountDukeMonarch
Entourage
Other