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Author Topic: Steam: Labor  (Read 8242 times)

AllomancerJak

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Steam: Labor
« on: December 09, 2022, 01:53:26 pm »

Hi all! Sorry for more Steam questions... and even more sorry because there might definitely be answers out there already! I have looked, just without much success.

How are you managing labors in Steam?

From what I've seen it's quite different. I'm having trouble managing as I'd like (as in older versions; a couple masons, maybe 1 carpenter, two miners, no one else takes their jobs.)

Has anyone found a trick for it? Lots of custom labors? If you set those up, do you disable all the default ones?
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lunaman22

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Re: Steam: Labor
« Reply #1 on: December 09, 2022, 02:29:08 pm »

Ngl with how the labor system currently works, it feels more reminiscent to DFHack's autolabor than it does to the previous system. Not sure I like it, since it's way harder to shepherd your dwarfs into not doing dumb pointless stuff without adding custom orders. You can't even export them to use them in multiple forts. I wish Toady just implemented a therapist-like interface.
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zeves

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Re: Steam: Labor
« Reply #2 on: December 10, 2022, 10:19:56 am »

I use a combination of Custom labour roles and assigning dwarves exclusively to workshops. hard to say if it works as intended. but its what we have for now.
I miss DT but il just have to stomach the OCD for now. theres no easy way to figure out who to assign what role currently without individually inspect evry single dwarf that comes with the migrant wave.
But apart from carpentry stoneworking, weapon and armorsmithing. and ofc mechanical. i dont really care about quality for now.
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Dunamisdeos

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Re: Steam: Labor
« Reply #3 on: December 10, 2022, 11:52:25 am »

Honestly..... I've been hitting each and every dwarf as they walk onto the map for the last 10 years. The idea that a dwarf could accidentally be left with the wrong labor keeps me up at night :0
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Raven

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Re: Steam: Labor
« Reply #4 on: December 10, 2022, 12:22:49 pm »

Hi all! Sorry for more Steam questions... and even more sorry because there might definitely be answers out there already! I have looked, just without much success.

How are you managing labors in Steam?

From what I've seen it's quite different. I'm having trouble managing as I'd like (as in older versions; a couple masons, maybe 1 carpenter, two miners, no one else takes their jobs.)

Has anyone found a trick for it? Lots of custom labors? If you set those up, do you disable all the default ones?

i recently bought the steam version

how much has changed in that sense?
I've seen that you can choose categories of work based on important tasks much like selecting the whole labor group from df therapist, like carpenter for all the wood related labors

I still don't know if it's a good or bad thing...
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Dunamisdeos

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Re: Steam: Labor
« Reply #5 on: December 10, 2022, 12:31:39 pm »

That's something you could do before as well, is that the only option now or can you still assign individual labors?
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Ziusudra

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Re: Steam: Labor
« Reply #6 on: December 10, 2022, 12:34:35 pm »

That's something you could do before as well, is that the only option now or can you still assign individual labors?
Sort of, you can create a new group and assign only one labor to it, and pretty sure you can only create so many custom groups.
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Raven

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Re: Steam: Labor
« Reply #7 on: December 10, 2022, 12:41:33 pm »

That's something you could do before as well, is that the only option now or can you still assign individual labors?
Sort of, you can create a new group and assign only one labor to it, and pretty sure you can only create so many custom groups.
seems like another type of micromanagement

i kinda miss dwarf therapist :(
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AllomancerJak

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Re: Steam: Labor
« Reply #8 on: December 10, 2022, 04:14:56 pm »

how much has changed in that sense?

It's different from how I did things before, though like Dunamisdeos says I think it was a possibility. It assigns broad groups of labor to people (for example, a general stoneworker). It's not always obvious which labors are grouped into those categories, and they aren't necessarily the way I'd group them (my masons aren't engravers, but I think that's default in Steam). Other things, like mechanic, don't show up at all (presumable are just misc?) My workaround has been assigning groups with specific labors for the things I want skilled laborers to do (masonry, detailing, mechanics, glassmaking, cooking) and then disabling the corresponding pre-programmed groups entirely. It isn't pretty, but they do what I want 90% of the time. And like zeves says, assigning particular workshops seems to help too.

Dwarves don't generally make good decisions. I definitely don't trust them to choose their own jobs.

i kinda miss dwarf therapist :(

Me too
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Raven

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Re: Steam: Labor
« Reply #9 on: December 11, 2022, 03:12:02 am »

how much has changed in that sense?

It's different from how I did things before, though like Dunamisdeos says I think it was a possibility. It assigns broad groups of labor to people (for example, a general stoneworker). It's not always obvious which labors are grouped into those categories, and they aren't necessarily the way I'd group them (my masons aren't engravers, but I think that's default in Steam). Other things, like mechanic, don't show up at all (presumable are just misc?) My workaround has been assigning groups with specific labors for the things I want skilled laborers to do (masonry, detailing, mechanics, glassmaking, cooking) and then disabling the corresponding pre-programmed groups entirely. It isn't pretty, but they do what I want 90% of the time. And like zeves says, assigning particular workshops seems to help too.

Dwarves don't generally make good decisions. I definitely don't trust them to choose their own jobs.

i kinda miss dwarf therapist :(

Me too

tbh it seems kinda messed up, idk why they made this decision

it can have some pros, like for the farming job I usually enabled most of them to every farmer, after having lots of dwarves, and having the standing order "only planters pick up crops" there isn't much mucromanagement to do

but my masons NEVER engrave or smooth, I have specialists for that, also how about stonecrafting? is there a category for it together to bonecrafting and woodcrafting?

god i hope they make a DT mod

sorry adams bros but this is a huge no
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Eschar

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Re: Steam: Labor
« Reply #10 on: December 11, 2022, 03:18:55 am »

Here is a useful, if aggressively titled, post on the labor system from our very own Putnam.

https://www.reddit.com/r/dwarffortress/comments/zg0spw/please_try_to_use_the_new_labor_system_the_way/
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Salmeuk

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Re: Steam: Labor
« Reply #11 on: December 11, 2022, 03:21:12 am »

yeah putnam isnt a roleplayer, doesn't understand how useful it is to have complete control over your dwarves, and has been making some rather derisive fanboy-esque posts about the new system. waiting for DFhack for sure
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Raven

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Re: Steam: Labor
« Reply #12 on: December 11, 2022, 04:24:52 am »

slightly irritating but I can see his point

especially the point 6, if that works, then half of my doubts are gone
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Erk

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Re: Steam: Labor
« Reply #13 on: December 11, 2022, 03:20:33 pm »

IMO the main thing that needs adjusting in the current labour system is playstyle... Which is not to say it's currently perfect, there need to be several more labours by default and perhaps a setting for "only dwarves of higher than X skill do this". But I think it mostly works pretty well if done differently than we're used to. For me the big thing at the start is to designate hauling and plant gathering as detail-specific, so that my carpenter and mason don't run off to do silly things, and I like to add a detail for building construction. Then, for tasks I want done well, I make dedicated workshops and issue work orders from the shop.

In general I am not finding this to be more or less micro than dwarf therapist, its just different micro. Of note, it meshes pretty well with burrow systems where labours are defined by burrow, though I don't do that much myself.

What I do think works well is that a fort can basically sort itself out with almost no micromanagement. It's just slower. Looking forward to certain features like limiting workshops to a specific proficiency level.
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Raven

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Re: Steam: Labor
« Reply #14 on: December 12, 2022, 03:42:20 am »

IMO the main thing that needs adjusting in the current labour system is playstyle... Which is not to say it's currently perfect, there need to be several more labours by default and perhaps a setting for "only dwarves of higher than X skill do this". But I think it mostly works pretty well if done differently than we're used to. For me the big thing at the start is to designate hauling and plant gathering as detail-specific, so that my carpenter and mason don't run off to do silly things, and I like to add a detail for building construction. Then, for tasks I want done well, I make dedicated workshops and issue work orders from the shop.

In general I am not finding this to be more or less micro than dwarf therapist, its just different micro. Of note, it meshes pretty well with burrow systems where labours are defined by burrow, though I don't do that much myself.

What I do think works well is that a fort can basically sort itself out with almost no micromanagement. It's just slower. Looking forward to certain features like limiting workshops to a specific proficiency level.
I think the manager screen can let you decide to assign a workshop to a specific dorf or to limit the minimum proficiency lv requirement, at least in classic mode is possible, still have to experiment on the steam version

i'm slow :(
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