With a manager, you can do this from a workshop. There is a menu option called Workshop (P)rofile, used for setting minimum and maximum skill levels and allowed dwarves for any given workshop. From there, you can just set jobs for training or for producing masterworks, depending on what skill levels and dwarves you allowed.
This is just a matter of making the military page have an option to show more info about a dwarf than their highest combat skill.
Thanks! =) it`ll help!
but
Checking if one of your 100+ dwarves have (siege operator)/(weaponsmith)/(armorer) skill at (any level above dabbling)/(high level) to start (training him up)/(producing high-quality equipment) is very time consuming...
With a manager, you can do this from a workshop. There is a menu option called Workshop (P)rofile, used for setting minimum and maximum skill levels and allowed dwarves for any given workshop. From there, you can just set jobs for training or for producing masterworks, depending on what skill levels and dwarves you allowed
This works as long as you don't also use the job manager to queue your jobs. If you do, and the workshops with restricted profiles are not full of jobs, then your new jobs will be (basically) randomly assigned to them. The potential workarounds are very kludgey and outweigh the use of anything other than masonry block making on eternal repeat.
And,
it`ll be much more convinient to have a centralized control for all of the workshops, giving ability to set predefined groups of dwarves to work on a predefined group of workshops, not just "dwarf #112 will work oin workshop #27"(and you still need to find and remember what this workshop #27 was intended to do (train or produce)).
and
i want menu that shows:
a) what skills dwarves have (grouped by skills/labours(togglable)) coupled with dwarfs info
and
b) what labours that dwarves have enabled (grouped by labours/skills(togglable))coupled with dwarfs info
imagine wave of migrants(lets say...15 of them!), that have multiple skills, that you would consider high (for example, professional siege engeneer, when all your siege engeneers died from infection after invasion of Forgotten beast), but game mechanics considering, that there is higher skill (Legendary Fisherdwarf) simply turn off siege engeneering skill and make him fisherdwarf.
to check, if any of them is the one, you need to
a) find them in the list of dwarves or on the map
b) check their skills
c) assign them to the workshop
or imagine an other situation - all your furnace operators have different profession name - for example farmer, jeveler and wood cutter - because they all was idling and you dont have skilled furnace operator.
and on different reason they all was killed (farmer was unhappy and killed jeveler, and woodcutter was injured in the heart trying to calm him down). so you have some 3 dead dwarves(you dont know what THAT dwarves was doing). when having fort of 150+ dwarves, checking if THAT woodcutter/farmer/jeveler was the one that was furnace operating or not...
Yeah, a ton of micromanagement will fix it, but it`ll be time consuming...
or when you mass producing equipment for your army(LOTS of HOSTILES around - 1/3 of militia is in hospital, 1/3 - is noobs and the last 1/3 really needs good eqipment). you order 30 sttel shields, 30 steel breast plates, etc
but one of your armorers is training and will only produce low quality equipment.
i think that DF needs:
1) grouping workshops
2) grouping dwarves (by skill, gender, skill level)
2.1) defining a rules of auto-grouping dwarves(minimal skill level, maximum skill level, gender(putting female professional`s workshops in a safer place, so birth-giving mother can raise their childs and repopulate the fortress, yep), toughness, agility etc)
3) assigning groups of dwarfs to a groups of workshops
4) assigning job queue to a group of dwarves OR group of workshops.