Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: "Do not automate" workshop setting  (Read 2829 times)

Neowulf

  • Bay Watcher
    • View Profile
"Do not automate" workshop setting
« on: January 20, 2011, 10:40:19 pm »

How about a simple toggle setting on all workshops to determine whether auto-jobs and manager queue jobs spawn in a workshop.

I don't want my normal glass furnaces clogged with jobs from my 1000 glass block greenhouse project the magma smelters should be getting, normals are for sand collecting. I don't want coke wasted on glass blocks, coke is for precious iron.
And you could leave render fat autojobs on for your sporadic butchering output while still allowing your legendary chef to make lavish meals uninterrupted (rendering fat is a sous chefs job).
Or even just leave one mason/carpentry shop clear of jobs for real work, while your others work on mass production jobs.
Logged

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: "Do not automate" workshop setting
« Reply #1 on: January 20, 2011, 10:44:17 pm »

Being in this situation before, I agree with you completely.
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Norseman

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #2 on: January 21, 2011, 11:53:48 am »

I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.
Logged

iron_general

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #3 on: January 21, 2011, 12:40:51 pm »

I like the idea. There is workoround however, just suspend the auto job at workshops at which you don't want said task performed. Though it adresses only half the issue.
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: "Do not automate" workshop setting
« Reply #4 on: January 21, 2011, 03:36:14 pm »

I fully endorse this suggestion.

+1

Norseman's variant would probably be the most elegant, and give maximum control.
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: "Do not automate" workshop setting
« Reply #5 on: January 21, 2011, 03:46:10 pm »

I fully endorse this suggestion.

+1

Norseman's variant would probably be the most elegant, and give maximum control.

I approve of the general concept.

Only problem I can see with Norseman's variant is that some workshops have a stupid variety of stuff they can do. Like crafts or forges. I think you'd want to be able to turn on/off entire categories as well as individual jobs for those. That would be pretty awesome, really. Assign a forge to your legendary Weaponsmith and allow that forge to only accept weapon tasks.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Silverionmox

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #6 on: January 22, 2011, 10:16:32 am »

I fully endorse this suggestion.

+1

Norseman's variant would probably be the most elegant, and give maximum control.

I approve of the general concept.

Only problem I can see with Norseman's variant is that some workshops have a stupid variety of stuff they can do. Like crafts or forges. I think you'd want to be able to turn on/off entire categories as well as individual jobs for those. That would be pretty awesome, really. Assign a forge to your legendary Weaponsmith and allow that forge to only accept weapon tasks.

A simple option in the job list of a workshop to "turn off everything else" when selecting a specific job would suffice.
Logged
Dwarf Fortress cured my savescumming.

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: "Do not automate" workshop setting
« Reply #7 on: January 22, 2011, 03:25:57 pm »

For mass production jobs like masonry, why not just use a bunch of tasks set to repeat?  If you have more than one task set to repeat, they'll cycle through all of them and it's not like you're going to run out of stone any time soon.  I generally end up with doors and stone blocks on repeat for most of my fortress's life.

That won't fix the problem you have with render fat, but it will fix the rest, mostly.  For example, queue up 10x"collect sand" on repeat for your normal glass furnaces and the manager won't be able to assign anything to that workshop.  And if you're trying to do thousands of glass blocks 30 at a time in the manager, I think it would be *much* easier to set the magma glass furnace to make them on repeat....
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: "Do not automate" workshop setting
« Reply #8 on: January 22, 2011, 03:38:00 pm »

The one area that I *really* want this ability on is the Forge. I frequently have forges set to only allow a legendary (often a specific one) to work there, so I can make sure that my lower level guys aren't using up my valuable metals. I often stick stockpiles of the best metals right near these forges, as well.

I don't want orders for golden goblets to get sent to my weaponsmith's forge, I don't want orders for the 3 platinum thrones to go to my novice smiths, and I don't want to have to micromanage every single forge in my fortress. It's annoying and I'd much rather have the job manager be able to send the jobs to the correct forges.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: "Do not automate" workshop setting
« Reply #9 on: January 23, 2011, 06:10:34 am »

Agreed, with this I might actualy use the manager screen rather than just single or repeat orders. Just being able to restrict certain labours to certain workshops would solve a lot of problems.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Davichococat

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #10 on: January 23, 2011, 09:39:20 am »

I fully endorse this suggestion.

+1

Norseman's variant would probably be the most elegant, and give maximum control.
Logged

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: "Do not automate" workshop setting
« Reply #11 on: January 23, 2011, 05:12:13 pm »

I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.

I think that would be very nice.  And give more use for the manager noble.
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Starver

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #12 on: January 23, 2011, 06:02:36 pm »

How about, whatever the menu structure for a given workshop (all displayed at level 1, or have to dig down, like Stone Crafts/Mugs/Instruments found beneath the initial heading of Stone things in a Craftsdwarf's Shop), as well as the option to add that job type to the queue, the ability to toggle off/on that particular job-type from creation by the aforementioned auto-job or manager screens.

I was going to suggest either some additional top-level menu item to list the currently toggled-offs, or appearing (scrollable) at the bottom of the maximum 10 items in the job menu (for selection so once can 'cancel the no-auto'), but you could leave it as a side character (or colour) in the existing menu systems indicating the auto-possibility state.  It'd still be more convenient than it currently is, and not much worse than the whole Permitting of certain dwarfs/skill levels to use that workshop, something which you'd think should be closely related to the allowed jobs.


I do see some minor difficulty adding this functionality to the Jeweller's, though, with its slightly unique (if you'll excuse the split infinitive) job assignment menu.  But as I rarely manager-queue gem-cutting/setting jobs I'd be content to let that one go.  (Unless Ctrl-C and Ctrl-E toggles the Cut/Encrust auto-capability for each, where plain C and E actually adds said job.  (If it is C and E, I forget, without loading up DF... and for that forgetfulness/unsureness I am truly ashamed...)
Logged

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: "Do not automate" workshop setting
« Reply #13 on: January 24, 2011, 11:50:29 am »

I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.
That seems like the best suggestion so far. Though sand-gathering could use a fairly major overhaul anyway, starting with the fact that it requires a workshop.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

shadowform

  • Bay Watcher
    • View Profile
Re: "Do not automate" workshop setting
« Reply #14 on: January 24, 2011, 03:41:59 pm »

I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.
Issue it the one job you want set to repeat, and 9 others set to suspended.  The ones on suspense will prevent additional jobs from being added and the one set to repeat will continue to run as long as it can.
Logged
Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."
Pages: [1] 2