Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: How do Manager conditions work?  (Read 13243 times)

IAmTheRad

  • Bay Watcher
    • View Profile
How do Manager conditions work?
« on: July 11, 2016, 01:27:21 am »

Okay, I am having a bit of an issue with Manager conditions.

I want my dwarves to only brew/cook when I am under a certain amount.
Let's say I only want my dwarves to cook when food is less than 50, and not more than 100. My dwarves have been cooking away leaving me with 300 prepared lavish meals. I don't need 300 food in a fort of 30. I get spammed with job cancellation orders because I run out of solid cookable food, but I really don't need more than 100 meals right now.

So, how do I make it so that my dwarves will start the order if I'm less than a certain amount, and then work up to the maximum amount, and cancel the order after the "day" has passed.

I have no clue what the green and red text when I set conditions means.

And I cannot use dfhack with 43.05 to use the Workflow plugin. The new manager system I think is better for repeating orders that I always want to go off, since it won't remove it from the manager overlay or suspend it just because I don't have the required thing. Like processing raw fish. It's not automatic as far as I can tell.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: How do Manager conditions work?
« Reply #1 on: July 11, 2016, 04:41:01 am »

The new manager system has turned out to be a lot less useful than I hoped it would be, unfortunately.

There is no such thing as a stop condition, so you can't tell the manager to cook until you've got 100 meals. Instead, you have to work around it to order the cooking of e.g. 5 meals if you've got less than 50, checked daily. Once your 5 meal production is set off, it will continue until 5 meals have been produced, or spam you for missing ingredients until you provide said ingredients (start conditions to ensure ingredients were indeed available at that time would reduce the risk of spamming, but vermin, nibbling dorfs, etc. can still land you in spam territory). Once the order has been fulfilled, the next day (or whatever interval you use), the conditions to start the order are checked again, causing the order to restart or not.

Some things, like tanning and processing of raw fish use an older system where you control automatic order entry through the 'o'ptions-'w'orkshop settings. These orders work better than the manager ones for repeat tasks (in my view), but are limited in their domain to the small number of hard coded cases. They occasionally report a cancellation because the material is no longer available (such as hides rotting), but it's a single report per item, not a constant spam.

What's probably missing in the manager is either stop conditions or indefinitely repeating single item orders that are rechecked immediately on completion as well as at the defined times (Resulting in orders such as: if there's at least one hair/wool available, spin it, keep doing so until out of hair/wool, and make a new check next season. That's essentially your normal workshop repeat orders, but with an automatic check for reentry at specified times). There's also a need for a check for the availability of shearable and milkable animals.
Logged

IAmTheRad

  • Bay Watcher
    • View Profile
Re: How do Manager conditions work?
« Reply #2 on: July 11, 2016, 06:07:21 pm »

Well, that's fine and good, but I do have one other issue. How can I tell if a condition will trigger? Say I just want to make food when it's below 50 for example. Does the condition need to be red, or green for it to trigger?
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: How do Manager conditions work?
« Reply #3 on: July 11, 2016, 10:02:52 pm »

Does the condition need to be red, or green for it to trigger?
What does the colored text say?
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Vaspeis

  • Bay Watcher
    • View Profile
Re: How do Manager conditions work?
« Reply #4 on: July 12, 2016, 07:27:03 am »

The  target number will always be red I think, but otherwise green means condition is satisfied, red means it's not.

All conditions must be green/satisfied to (re)start order.

Note that you can change the ine[q]uality with [q] on the [c]onditions screen. The inequality is printed in purple text; in your case I guess  you want it to read "less than" 50.
Logged

Montieth

  • Bay Watcher
    • View Profile
Re: How do Manager conditions work?
« Reply #5 on: July 14, 2016, 12:41:30 am »

There is no such thing as a stop condition, so you can't tell the manager to cook until you've got 100 meals. Instead, you have to work around it to order the cooking of e.g. 5 meals if you've got less than 50, checked daily. Once your 5 meal production is set off, it will continue until 5 meals have been produced, or spam you for missing ingredients until you provide said ingredients (start conditions to ensure ingredients were indeed available at that time would reduce the risk of spamming, but vermin, nibbling dorfs, etc. can still land you in spam territory). Once the order has been fulfilled, the next day (or whatever interval you use), the conditions to start the order are checked again, causing the order to restart or not.

If you need 500 in stock then you have it cook 100 with a condition to only start if you have the necessary reagents of the food in X numbers and Pots in X Numbers. Also with a conditional of cooked meals of less than 500. This will keep things topped up in a range of ~ 499 - 599.

Such large jobs I check Monthly or seasonally. Craft items for trade are checked seasonally.

Quote
Some things, like tanning and processing of raw fish use an older system where you control automatic order entry through the 'o'ptions-'w'orkshop settings. These orders work better than the manager ones for repeat tasks (in my view), but are limited in their domain to the small number of hard coded cases. They occasionally report a cancellation because the material is no longer available (such as hides rotting), but it's a single report per item, not a constant spam.

I HIGHLY prefer being able to kick jobs off if materials are present. This allows the clothing production industry to work far better and to process the raw materials when they come available each day or month.
Logged
*“Under the Mountain dark and tall The King has come unto his hall! His foe is dead, the Worm of Dread, And ever so his foes shall fall.
*The sword is sharp, the spear is long, The arrow swift, the Gate is strong; The heart is bold that looks on gold; The dwarves no more shall suffer wrong.
*The dwarves of yore made mighty spells, While hammers fells like ringing bells In places deep, where dark things sleep, In hollow halls beneath the fells.
-from The Hobbit (Dwarves Battle Song)”

Montieth

  • Bay Watcher
    • View Profile
Re: How do Manager conditions work?
« Reply #6 on: July 14, 2016, 01:09:16 am »

I want my dwarves to only brew/cook when I am under a certain amount.
Let's say I only want my dwarves to cook when food is less than 50, and not more than 100. My dwarves have been cooking away leaving me with 300 prepared lavish meals. I don't need 300 food in a fort of 30. I get spammed with job cancellation orders because I run out of solid cookable food, but I really don't need more than 100 meals right now.

Item you want condition based on the [p] product option selection. [q] inequality to change the conditions of more, less, equal to, etc of the item. [n] for the number of those checked.

The [a] item selection lets you set a conditional for that item somewhat redundant with the [p]product item BUT allows specific conditionals to other things.

You can tweak these also with the [m] material and [t] traits.

[r] for setting reagent conditions. You can delete some of the reagents if you don't need them. Say you don't need coal for smelting with magma smelters.

For your case, the [r] reagent conditional will only start food production when there's enough cookable food solid items and unrotten cookable items by default. It starts at 10 for each. That you need to tweak for our job order size. Brewing has a food item, brewable and pots as reagents.

The
  • order condition lets you cascade other orders you already have which must complete first before this order starts.
Quote
So, how do I make it so that my dwarves will start the order if I'm less than a certain amount, and then work up to the maximum amount, and cancel the order after the "day" has passed.

Reach it incrementally. If you want 100, then do orders of 20 each day. That should keep it near 100 plus or minus 20. You could have another order conditional with the
  • order conditional that does an added 10 (with additional conditions for your final average number) if you want to keep a lower error differential.


How many foods do you want to maintain?


Quote
I have no clue what the green and red text when I set conditions means.

I believe, it indicates if at the time of the setting the condition if it's satisfied or not.


I'll add that this is the first time I've bene able to keep things like mead made and not have to micro manage it. I have a couple of sequential orders setup that get the combs pressed and the mead brewed without cancellation spam or Workflow plugin orders hung up in suspended modes.   
Logged
*“Under the Mountain dark and tall The King has come unto his hall! His foe is dead, the Worm of Dread, And ever so his foes shall fall.
*The sword is sharp, the spear is long, The arrow swift, the Gate is strong; The heart is bold that looks on gold; The dwarves no more shall suffer wrong.
*The dwarves of yore made mighty spells, While hammers fells like ringing bells In places deep, where dark things sleep, In hollow halls beneath the fells.
-from The Hobbit (Dwarves Battle Song)”