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Author Topic: Auto-Jobs in workshops  (Read 455 times)

foradan

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Auto-Jobs in workshops
« on: October 30, 2008, 02:50:04 am »

Certain workshops automatically create jobs when the requirements for the job are available, eg the Tanner's workshop automatically creates a 'Tan hide' job when a skin is available.

It would be very useful if the Fishery automatically created a 'Prepare Fish' job when raw fish were available.

Perhaps jobs could be given an 'auto' status, like 'repeat', but they behave like the 'Tan hide' job, instead of being cancelled when the required material runs out, the job becomes inactive until the materials are available again.  In this way the current auto-jobs could be setup the same way (so that they could be turned off if desired).

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