Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Work order manipulation  (Read 660 times)

xzaxza

  • Bay Watcher
    • View Profile
Work order manipulation
« on: April 22, 2023, 01:26:04 am »

Is there a DFHack script or something that could do for work orders what DFHack's `job item-material/item-type` does for jobs?

I tried some basic trickery with df.global.world.manager_orders, like to use only rock nuts for paste. Setting mat_type and mat_index for the order has no effect (at least in 47.05), so I guess it'd need an items vector... but dunno if that'd work, I'll have to give it a try.
Logged
Known issues
You may get a dwarf that likes bugged stockpiles.

myk

  • Bay Watcher
    • View Profile
Re: Work order manipulation
« Reply #1 on: April 22, 2023, 04:31:32 am »

Pre-v50 we had gui/workorder-details, but it would need a UI overhaul to work with the new DF interface.
Logged

xzaxza

  • Bay Watcher
    • View Profile
Re: Work order manipulation
« Reply #2 on: April 22, 2023, 09:39:42 am »

Thanks. I'm still at 0.47.05, should this work with it? I receive an error:

./hack/lua/dfhack.lua:759: gui/workshop-job: Cannot be used as a module

Code: [Select]
DFHack version 0.47.05-r5 (release) on x86_64
Logged
Known issues
You may get a dwarf that likes bugged stockpiles.