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Author Topic: Manager orders and craft dwarf's wkshp conflicts  (Read 734 times)

Rafe

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Manager orders and craft dwarf's wkshp conflicts
« on: February 02, 2015, 06:05:24 pm »

I have both a stone carver, for crafts, and a bone carver for shells and bone bolts. That's 2 dwarfs, i have 3 craft dwarf workshops. For some odd reason my bone carver stands around, not carving because all the orders in each of the workshops fill the cue with carve stone mug, toy, instrument. These originated from the manager screen which i input but i didn't expect there to be a output trade off in that if you want to utilize a stone carver's skill you must accept that your bone carver is just going to sit around doing nothing and vice versa. I tried using the P to manage the workshop in hopes of limiting the stone cutter's access to 1 shop that will be reserved to teh bone carver but that created a bizarre outcome where shells couldn't be found despite sitting in an adjacent stockpile

Do i just have to micromanage and continuously pause and reissue orders or build a football sized stadium interior filled with 15 or so craftdwarf workshops so order conflicts are overcome with teh sheer spatial size of the order cue caused by having tons of these spaces - god i hope not because that just is dumb?
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Deboche

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #1 on: February 02, 2015, 07:08:51 pm »

This is a common issue. You can assign the stone guy to one and the bone guy to the other but the manager orders split between all available crafts stations.

A workaround is to cancel all orders in one of the workshops(don't worry, if they're in the manager they'll still be done) and fill it up with bone bolts and shells orders on repeat. That way, there's never room for a stone thing to come in. If at some point you want him to stop, just suspend them. That way, the orders will still be there taking up room but won't be done.
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Loci

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #2 on: February 07, 2015, 02:04:28 pm »

Nonsense like this makes the manager mostly useless to me. You can have much more fine-grained control of which jobs end up at which workshop using the "workflow" plugin in dfhack. In my opinion, just setting the jobs on repeat in the correct workshop is better than the manager's "management".
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PatrikLundell

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #3 on: February 08, 2015, 03:34:45 am »

You have to work around the manager's flaws by using it only for orders it won't screw up. Since the moronic tool decided to order vials from a fuel powered glass forge (only there for sand collection orders) rather than one of the magma powered ones I order vials manually when my queen gets another fetishist fit. "Safe" orders, such as the quiver fetishism are still ordered via the manager.
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taptap

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #4 on: February 08, 2015, 05:31:59 am »

This is the reason I have only one workshop each (or rarely identical multiples). You can drown the world in crafts from a single workshop as long as the inputs are close enough to the workshop. Worst offender in my case is the glass furnaces as well, when sand collecting and magma are at different places.

PatrikLundell

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #5 on: February 08, 2015, 06:39:29 am »

I have multiple workshops for a few reasons:
- Craft shops: I prefer to have one for each craft. Before the recent bug with jobs that fall out of scheduling, workflow allowed me to set up repeat jobs that then just suspended when out of resources.
- Clothiers: As above. One per source cloth, although a silk farm makes the others redundant.
- Weaver: One for regular work and one for web collection task hosting. The web collector will take care of silk cloth production once a silk farm is set up.
- Farmer's: One for shearing/spinning by the pasture, and one for threshing (I don't bother with milking).
- Mason: I've built one mason's shop by each cavern to produce blocks locally. A bit of a pain when a moody dwarf decides to claim the nethermost one, though, because of the traveling distance.
- Glass/clay: Shops (fueled) dedicated to just host the resource gathering task, and magma shops for actual production.
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Deboche

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #6 on: February 08, 2015, 07:59:19 am »

You don't need a mason in each floor if you just make a stone stockpile one z-level below or above the workshops with 3 wheelbarrows assigned. You don't have 3 idle dwarfs to carry stone?

But yeah if you want to have any control over what gets bone decorated or encrusted with jewels, you need more than one jewelers and crafts workshop.
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PatrikLundell

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #7 on: February 08, 2015, 08:52:42 am »

Not each floor - each cavern. Since they can be 50 levels apart, and the tunnels to them frequently aren't straight, I find it better to produce the stone blocks for securing a cavern down there (with a local stone and block quantum stockpile), than to carry the blocks from the surface. That can cut some 100 or more distance for the wall builders to travel.
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Quietust

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #8 on: February 08, 2015, 09:36:46 am »

Not each floor - each cavern. Since they can be 50 levels apart...
If I might make a suggestion, try using Custom world generation for your next world and choosing one of the REGION templates - the result should have much shallower and more closely-spaced caverns than you're currently getting, often leaving the magma sea within 50 Z-levels of the surface.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

PatrikLundell

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Re: Manager orders and craft dwarf's wkshp conflicts
« Reply #9 on: February 08, 2015, 01:39:09 pm »

Well, I actually DID follow that suggestion, and I did so on my previous embark as well as a result of previous discussions. I've copied the pocket region template and modified a few details (number of volcanoes, number of caves [not to be confused with cavern parameters], mineral scarcity, some civ parameters, but not any topology parameters), but there doesn't seem to be any difference in the distances compared to using a pocket island template with similar adjustments. There is one advantage with my current embark, however: a gigantic adamantine spire reaching 38 levels above the magma sea.

Could it be that the region/island difference only applies to maps larger than pocket? As far as I understand, the wind/latitude relation doesn't apply to pockets, so there might be additional parameters as well. I haven't delved into the cavern parameters, and so, refrained from modifying them, although I'm not a fan of 40 level high caverns (I don't have those now, but I've gotten them previously. The prior embark had at least 23 levels).
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