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Editing Work orders

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[[File:work_orders_sprite_preview.png|right]]'''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 work order 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 work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}
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[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]
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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 work order 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 work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}
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==Work Order Conditions==
 
==Work Order Conditions==
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:
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===Frequency===
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Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:
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===Frequency Condition===
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This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:
  
 
* One-time order
 
* One-time order
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* Restarts if completed, checked yearly
 
* Restarts if completed, checked yearly
  
If there are conditions, the options are:
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If there are other conditions, the options are:
 
* One-time order, conditions checked daily
 
* One-time order, conditions checked daily
 
* One-time order, conditions checked monthly
 
* One-time order, conditions checked monthly
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| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material
 
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material
 
|-
 
|-
| Ammo items || Arrows, Bolts || For checking if you have some Ammo available. Useful in bolts automation.
 
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| Bag-processable items ||  || For the "Process plant to bag" order
 
| Bag-processable items ||  || For the "Process plant to bag" order
 
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|-
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## Change Adj to 'Plant items'.
 
## Change Adj to 'Plant items'.
 
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.
 
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.
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## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.
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===Collect Sand if there is not enough sand===
 
===Collect Sand if there is not enough sand===
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##Set the Adjective of the item to 'Sand-Bearing Item'.
 
##Set the Adjective of the item to 'Sand-Bearing Item'.
 
##Set the amount on the sand bearing item condition to 20.
 
##Set the amount on the sand bearing item condition to 20.
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.
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##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.
  
  
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##Set the Adjective of the item to 'Clay items'.
 
##Set the Adjective of the item to 'Clay items'.
 
##Set the amount on the Clay Stones item condition to 20.
 
##Set the amount on the Clay Stones item condition to 20.
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.
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##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.
  
  
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#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.
 
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.
  
===Make Full Suits of Armor===
 
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:
 
 
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others
 
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.
 
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs
 
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel
 
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.
 
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.
 
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes
 
#While the first set of armour is being made, '''before any of them complete''', edit the first job.
 
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's "enough" metal when that metal is going towards other pieces in the same suit.
 
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.
 
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.
 
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.
 
  
 
===Shearing animals===
 
===Shearing animals===
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#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.
 
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.
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#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'
#(Optional) Shear Animal Conditions:
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#(Optional) Shear Animal Conditions
 
##Add an item condition.
 
##Add an item condition.
 
##Set the type to 'Thread'.
 
##Set the type to 'Thread'.
 
##Set the Adjective to 'Yarn items'.
 
##Set the Adjective to 'Yarn items'.
 
##Set the amount to the maximum yarn thread wanted (<x>).
 
##Set the amount to the maximum yarn thread wanted (<x>).
##Press 'Change the inequality of the condition' until the condition says 'at most <x>' or 'less than <x>'.
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##Press 'Change the inequality of the condition' until the condition says 'at most <x>' or 'greater than <x>'.
 
#Create a 'Spin Thread' work order. Set the amount to 5.
 
#Create a 'Spin Thread' work order. Set the amount to 5.
 
#Spin Thread Conditions:
 
#Spin Thread Conditions:
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#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.
 
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.
 
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.
 
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.
#Select the adjective of 'amount of bars' to be 'Soap items'.
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#Select the adjective of 'amount of bars' to be 'Soap items'
 
#Create a new Item condition, set the amount to 5.
 
#Create a new Item condition, set the amount to 5.
#Set the Material of the new item condition to 'Lye'.
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#Set the Material of the new item condition to 'Lye'
#Set the Type of the new item condition to 'Liquid'.
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#Set the Type of the new item condition to 'Liquid'
  
 
===Make bone bolts===
 
===Make bone bolts===
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#Create a 'Make bone bolts' work order. Set the amount to 5.
 
#Create a 'Make bone bolts' work order. Set the amount to 5.
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.
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#From suggested conditions, select 'bolts' and 'unrotten bone body part'
 
#Set the amount on 'unrotten bone body part' to 5.
 
#Set the amount on 'unrotten bone body part' to 5.
 
#Set the amount on 'bolts' to 50.
 
#Set the amount on 'bolts' to 50.
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#Create a 'Make wooden table' work order.
 
#Create a 'Make wooden table' work order.
#From suggested conditions, select 'Amount of tables'.
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#From suggested conditions, select 'Amount of tables'
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.
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#On the 'Amount of Tables' condition, add the 'Plant items' adjective
  
 
==Bugs/Finicky UI==
 
==Bugs/Finicky UI==
 
===Adjectives===
 
===Adjectives===
 
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.
 
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.
 
====Missing adjectives====
 
* [[Size]]: There is no adjective for which creature type wearable items are sized for.
 
* [[Wear]]: There is no adjective for wear level of items.
 
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}
 
 
===Materials===
 
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.
 
  
 
==See also==
 
==See also==
 
* [[Manager]]
 
* [[Manager]]
{{V50 menus}}
 
{{Category|Interface}}
 

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