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DF2014 Talk:Manager

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should adding examples for certain common work orders be a new page or added to this one?[edit]

I'm gathering together a bunch of information on how to set up various work orders (including ones that you have to manually put objects in for) as examples for people to follow and am unsure if such things would be best for a new page or a section on here?

example work order:

Process Plants (Plant Thread) with a maximum Plant Thread condition

1. Create a 'Process Plants' work order

2. Ingredients Condition

a) In conditions, add the suggested condition 'unrotten processable plants'

b) adjust the number to be how many plants minimum you want available - recommended to be the same number as the amount of times the work order will be going

3. Plant Thread Condition

a) Add a Condition to the Work Order

b) Change Type to 'Thread'

c) Change Adj to 'Plant items' [bug note, to leave this menu you may have to return to the full work orders menu. just select the process plants work order again to get back in]

d) Set the number to the maximum Plant Thread you want from this order

e) Press 'Change the inequality of the condition' until the condition says 'at most <number>' or 'greater than <number>'

Your Process Plants work order will now activate if there is less than <number> of Plant Thread, and enough ingredients to complete the order.

Castaras (talk) 13:55, 1 January 2023 (UTC)

Not sure. That depends on how much content you got, if it is enough to start a new page go bold ;) --Jan (talk) 15:03, 1 January 2023 (UTC)
have created a new page with initial information on. needs to be neatened up and writing made a bit better but should be a good start I hope https://dwarffortresswiki.org/index.php/Work_Orders Castaras (talk) 17:27, 1 January 2023 (UTC)

New in 0.43[edit]

There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. 03:02, 1 July 2016 (UTC)

No longer serialized?[edit]

I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. Omaha (talk) 19:52, 28 November 2018 (UTC)

The manager now creates one task per workshop per order that repeats as many times as necessary to complete the full count. This prevents the first order from completely filling the workshop with tasks, so other orders (or player-designated tasks) can interleave. I will update the article appropriately.--Loci (talk) 21:20, 30 November 2018 (UTC)

Improving the Order conditions section[edit]

I found this post on reddit where user MrBurd wrote up these details on how the Conditions work for Orders:

j > m > q > create a new job, then select that job and press C. Your manager will check for the conditions you've set every [period of time you've set] and activate the job if it's needed.

Conditions have a few keys:

a: Add item condition Adds a condition, by default:

Amount of items available is at least 0

i: change item type Change the item to a different type(i.e. battle axes, statues)

q: change inequality (condition like >, <, =, !=) Options are: at least, at most, greaterthan, less than, exactly and not.

r: add conditions from reagents/materials If you have an action that requires other items to produce something, like brewing requires a barrel, this will add conditions that check if the required materials are available.

p: add conditions from products Similar to the previous option, this adds conditions that check if the product is available, i.e. if there's less than 30 drinks, brew drinks

o: add order condition This adds a condition that checks for a different order. If you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks.

This option also adds another key: c.

c: activation/completion. Changes if the condition has to be activated or completed for the 'script' to continue.

m: change material This allows you to select specific items, i.e. you only want to check for saguaro cactus wood items or glass cabinets or whatever.

n: change number Change the number of items required.

t: change traits This one is a very useful option. Pushing this button gives you a list of toggleable traits, like "cookable" or "empty" or "fire-safe" or "non-economic items" or "nearby items".

You can combine these to specify the exact item you want.

Checking for an empty iron barrel is done like this: Have an item set to "barrel" in the main conditions menu, then navigate to traits. Check "empty" and "iron-bearing items".

The game will now only check for empty iron bearing barrels.

+-: frequency Set check frequency. Possible options:

Restarts if completed, checked daily

Restarts if completed, checked monthly

Restarts if completed, checked seasonally

Restarts if completed, checked yearly

One-time order, conditions checked daily

I hope this helps.

This information probably exists on a wiki somewhere but I felt like typing it out :p

Edit: Example condition job for brewing a drink:

j > m > q > new job, "Brew Drink from Plant", quantity 10;

Press c: conditions;

Press a: add item condition;

Press i: change item type > type = "drinks";

Press q: change inequality > less than;

Press n: change number > 50;

Press + or - to adjust frequency to daily;

You've now made the following condition:

Amount of drinks available is less than 50. Restarts if completed, checked daily.

I *think* that, because I suppose the game reads it from a top-to-bottom order, you can specify item ranges, i.e. if item is less than 60 && more than 50, so that the action only occurs when the amount of item is between 50 and sixty.

Edit: This does work to keep level within strict limits!

However, I found there's no way to select items by the general material of 'wood', you have to specifiy a specific wood type.

Without specifying a material it might happen that two or more workshops get the same work order and multiples of the job order amount get produced.

Unless someone can point out a better write-up in the wiki, i'm going to work on getting this worked into the current article. Qwiption (talk) 01:13, 17 March 2021 (UTC)

DF2014:Manager#Work_orders already covers Conditions, Item Conditions and Order conditions, but I do feel it should be separated into more sections. Additionally, some keys in your linked post are missing from them as well, so I'd say go ahead to adapt it.

Though I'd be careful of information loss - for example, MrBurd doesn't mention what happens with 0 quantity orders, which are a common mistake to make.

The specific order examples like drink and lye maybe should be put on bottom below disadvanages or even have their own page : topic can be quite extensive, as shown in the linked thread afer all. Beyond the what's currently listed on wiki, a way to handle bags could be useful to list as a common snag.

--Fleeting Frames (talk) 00:50, 18 March 2021 (UTC)