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Author Topic: job manager distributes jobs  (Read 1739 times)

quarague

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job manager distributes jobs
« on: March 23, 2012, 03:42:19 am »

if I tell the manager to make say 20 stone crafts the task will be distributed equally over all craft workshops
I would like to have one work shop for bone bolts, one for candy strands and one for or two for actual trade good crafting.
I achieved the seperation of work shops by assigning the suitable dorfs to be the only ones allowed to work in the particular workshop
now the candy work shop gets assigned a few stone crafts too, the candy dorf doesn't have stone crafting enabled and he is the only one allowed to work there so the crafts never get done and he doesn't do any candy there either.
I can manually delete the stone craft jobs in the workshop but is there an automated way to set this up?
Using burrows would run into the same issue I think.
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robertheinrich

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Re: job manager distributes jobs
« Reply #1 on: March 23, 2012, 04:11:08 am »

Well, thatīs why I donīt use the job manager for most things. Dedicated burrows with stockpiles and/or the workshops set to legendary in the profile work better for me when I want to have control over what is crafted where and from which materials. Then set them to repeat until the workers complain about not having enough resources for the jobs.

Edit: what the job manager is really good for is when you want to tell them "make 30 beds now!" or maybe need a crutch or splint right away and donīt want to go to the specific shop and queue it up there. Or if you donīt care much about the resulting quality.
« Last Edit: March 23, 2012, 04:13:24 am by robertheinrich »
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Garath

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Re: job manager distributes jobs
« Reply #2 on: March 23, 2012, 04:17:36 am »

It might work with a burrow as long as you don't include, for example, stone stockpiles in it and the strand extractor has the labor enabled. He'll check the job (make rock craft), check if he can reach stone (no), and cancel the job.

manager is most useful if you need more than 10 or 20 items. For example, for a trapped entryhall I want to set it full with upright spear traps. It involves +/- 54 iron spikes and 36 mechanisms. Ordering that in workshops is a bit cumbersome

btw, you can also make it so only dwarfs of a certain skill can work at a workshop
« Last Edit: March 23, 2012, 08:47:37 am by Garath »
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Dantrithor

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Re: job manager distributes jobs
« Reply #3 on: March 23, 2012, 05:58:11 am »

There is a workaround to fix that: Set on repeat the job you want to be done at a specific workshop ten times. That way, the job manager will not have a single available space to put it's "construct rock door" order in that workshop.
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slothen

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Re: job manager distributes jobs
« Reply #4 on: March 23, 2012, 08:32:42 am »

There's no workaround that won't be more work than manually assigning the jobs.  The problem is clearest with craftsdwarf shops where you might have several spread out over the fortress, with one near the bones, one near the rocks, and one near the wood.  manager jobs will assign it to every workshop, and you're boned.  This is less of a problem with other shops, since its more likely they'll all be in one place, and you're less likely to want both low skill workers and high skill workers doing different jobs at the same time.  Ex: all forges in one place, set to expert or better, I can use the manager to assign whatever I want built.
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GhostDwemer

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Re: job manager distributes jobs
« Reply #5 on: March 23, 2012, 01:21:47 pm »

No, Slothen, what Dantrithor was saying is that you can keep any workshop from participating in manager jobs by filling it up with repeating jobs. You want that workshop to do nothing but pick candyfloss? Queue up ten repeating "pick strands" jobs. There will never be room for the manager to place jobs in that workshop's queue. Same with your bone bolt workshop, queue up ten repeat craft bone bolt jobs. Do that with any workshops you manage manually, and then you can let the others pick up the manager jobs.
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quarague

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Re: job manager distributes jobs
« Reply #6 on: March 23, 2012, 03:39:27 pm »

thanks for the useful tips, spamming a workshop with repeat orders works out nicely
related question: how do you organize food production? I would like to use my plump helmets for both cooking and brewing. I fear that if I put repeat orders in both the kitchen and the still I will run out of seeds because the still will stop whenever they can't find a pot while the kitchen will just run forever. I also think cooking is a higher priority job then brewing (what is wrong with these dorfs?  :D) anyobdy run into that problem or is there a good way around it?
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khearn

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Re: job manager distributes jobs
« Reply #7 on: March 23, 2012, 07:21:10 pm »

I simply never allow plump helmets to be cooked. Turkey eggs get cooked. Meat gets cooked. quarry bush ;eaves get cooked. Anything that can be brewed does not get cooked.
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Garath

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Re: job manager distributes jobs
« Reply #8 on: March 23, 2012, 09:06:58 pm »

food is my main export. Once I get around a 100 of a cookable product and 100 seeds, they can be cooked.
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brucemo

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Re: job manager distributes jobs
« Reply #9 on: March 24, 2012, 12:24:17 am »

I pointed out this deficiency literally years ago.  I'm sure Toady knows about it.

The manager is useless for certain things.

* multiple crafting workshops located near resources.

* farmer's workshop jobs, where you have a milker, a shearer, and so on -- you have to queue those manually and replace them when they run out.

* multiple forges, when you want to have a blacksmith, an armor smith, and a weapon smith working simultaneously.

This aspect of the game desperately needs a revamp.
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i2amroy

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Re: job manager distributes jobs
« Reply #10 on: March 24, 2012, 02:04:36 am »

The manager is extremely useful for some things though, such as queuing up large number of anything, be it whether you need 60 beds, doors, coffers, and cabinets, or whether you need to make 60 barrels of ale. Personally I have never really found that the small delay caused by my dwarves needing to switch forges doesn't hurt that me that much. It would be nice to be able to set workshops as "non-managed" though, so they were not assigned tasks by the manger.
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brucemo

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Re: job manager distributes jobs
« Reply #11 on: March 24, 2012, 05:40:45 am »

It's extremely useful for a lot of things, but to be frank, that you can't say "make 30 pots and 20 stacks of wooden bolts" or "make 10 shields and 10 axes" or "milk 10 cows and make 10 cheese" is design that could really use an overhaul.
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kingubu

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Re: job manager distributes jobs
« Reply #12 on: March 24, 2012, 06:35:36 am »

I really like dfhack's "workflow" command.  It does it's work by suspending and unsuspending repeat jobs, so you can control which workshop it's done in and consequently who's doing the job.

Plus you can specify by any stack count or total amount of items produced not just 1-30 jobs.
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