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	<updated>2026-04-13T04:09:55Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=284431</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=284431"/>
		<updated>2023-01-07T10:41:50Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Work Order Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Noble&amp;diff=283991</id>
		<title>Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Noble&amp;diff=283991"/>
		<updated>2023-01-05T11:54:10Z</updated>

		<summary type="html">&lt;p&gt;Castaras: question about dfv50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==baron/count/duke requirements==&lt;br /&gt;
I believe that the holdings are no longer a requirement for baron/count in the steam version, as with 0 holdings attached I have gained the Baron and Count position. Baron first appeared the year after I got a mayor - might be population based now? Not sure on exact numbers, is there someone who knows and can modify this, or someone who can look into and find out this info?&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 11:54, 5 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=283821</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=283821"/>
		<updated>2023-01-04T17:25:00Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in bone bolts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=282817</id>
		<title>Talk:Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=282817"/>
		<updated>2023-01-03T19:54:01Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* To do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To do==&lt;br /&gt;
*Add in a table of Adjectives and usecases of adjectives ~ Done, could do with neatening up language [[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 19:53, 3 January 2023 (UTC)&lt;br /&gt;
*Add in more examples of complicated work orders&lt;br /&gt;
*Add in some simple work order examples&lt;br /&gt;
*Get pictures of the Steam UI to indicate where different buttons are&lt;br /&gt;
*Add this to the v50 namespace?&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
The wiki is complaining that the page has a capitalised second word - not sure how to fix this &lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:24, 1 January 2023 (UTC)&lt;br /&gt;
:I don't think you can change the title of an existing page, so you'll need to create a new page called &amp;quot;Work orders&amp;quot; (should it be &amp;quot;orders&amp;quot; or &amp;quot;order&amp;quot;?  most pages seem to use singular), copy the contents over, and then change this page to a redirect. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 21:50, 1 January 2023 (UTC)&lt;br /&gt;
: I moved it to work orders. If you want to move it to 'work order' you need a user with admin powers (like lethosor) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:57, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=282816</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=282816"/>
		<updated>2023-01-03T19:53:09Z</updated>

		<summary type="html">&lt;p&gt;Castaras: more adjectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=282808</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=282808"/>
		<updated>2023-01-03T19:38:17Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in more adjectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281712</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281712"/>
		<updated>2023-01-02T12:05:17Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Adjectives */  - added in paper slurry job adjectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281689</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281689"/>
		<updated>2023-01-02T10:07:44Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Make Soap Bars */ fixing the work order, as it turns out these instructions didn't work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281277</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281277"/>
		<updated>2023-01-01T19:34:16Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Adjectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281276</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281276"/>
		<updated>2023-01-01T19:34:05Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in glass items as found a use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281152</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281152"/>
		<updated>2023-01-01T18:07:47Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Adjectives */ - more of them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281149</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281149"/>
		<updated>2023-01-01T18:00:46Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Adjectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281147</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281147"/>
		<updated>2023-01-01T18:00:23Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Adjectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items || Example || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281146</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281146"/>
		<updated>2023-01-01T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Castaras: removed adjectives that are ??? as probably better to just put in the useful ones that are known about and put in other ones later. added in a few more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items || Example || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281144</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281144"/>
		<updated>2023-01-01T17:52:47Z</updated>

		<summary type="html">&lt;p&gt;Castaras: more adjectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Ammo items || Iron Arrow, Fungiwood Blowdart || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items || Example || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Blunt items|| Steel Mace, Silver War-hammer || &lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Bookcase items || Gabbro Bookcase || &lt;br /&gt;
|-&lt;br /&gt;
| Building material items || oak log, gabbro block, chert stone, iron bar || &lt;br /&gt;
|-&lt;br /&gt;
| Butcherable items || Butcherable corpses || &lt;br /&gt;
|-&lt;br /&gt;
| Calcite/limestone/chalk/marble items || Chalk, Chalk Blocks || Could be used for flux, but better to use the Flux Adjective &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || ?? || &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Deep material items || ?? || HFS related?&lt;br /&gt;
|-&lt;br /&gt;
|Display object items || ?? ||&lt;br /&gt;
|-&lt;br /&gt;
|Divination items || Wooden Dice ||&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Edged items || Steel Sword ||&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Extract-bearing fish items || ?? ||&lt;br /&gt;
|- &lt;br /&gt;
|Extract-bearing plant items || ?? ||&lt;br /&gt;
|-&lt;br /&gt;
|Extract-bearing small creature items || ?? ||&lt;br /&gt;
|- &lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Fatty items || ?? ||&lt;br /&gt;
|- &lt;br /&gt;
|Fermentable items || ?? ||&lt;br /&gt;
|-&lt;br /&gt;
|Finished good items || Green Glass Figurine, Cave Silk Spider Sock || &lt;br /&gt;
|-&lt;br /&gt;
|Fire-safe items || ?? ||&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Folded sheet protector items || ?? ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281142</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281142"/>
		<updated>2023-01-01T17:48:50Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in the first part of the adjectives table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Ammo items || Iron Arrow, Fungiwood Blowdart || Example&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items || Example || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Blunt items|| Steel Mace, Silver War-hammer || &lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Bookcase items || Gabbro Bookcase || &lt;br /&gt;
|-&lt;br /&gt;
| Building material items || oak log, gabbro block, chert stone, iron bar || &lt;br /&gt;
|-&lt;br /&gt;
| Butcherable items || Butcherable corpses || &lt;br /&gt;
|-&lt;br /&gt;
| Calcite/limestone/chalk/marble items || Chalk, Chalk Blocks || Could be used for flux, but better to use the Flux Adjective &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || ?? || &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Deep material items || ?? || HFS related?&lt;br /&gt;
|-&lt;br /&gt;
|Display object items || ?? ||&lt;br /&gt;
|-&lt;br /&gt;
|Divination items || Wooden Dice ||&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281135</id>
		<title>DF2014 Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281135"/>
		<updated>2023-01-01T17:27:07Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* should adding examples for certain common work orders be a new page or added to this one? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== should adding examples for certain common work orders be a new page or added to this one? ==&lt;br /&gt;
&lt;br /&gt;
I'm gathering together a bunch of information on how to set up various work orders (including ones that you have to manually put objects in for) as examples for people to follow and am unsure if such things would be best for a new page or a section on here?&lt;br /&gt;
&lt;br /&gt;
example work order:&lt;br /&gt;
&lt;br /&gt;
'''Process Plants (Plant Thread) with a maximum Plant Thread condition'''&lt;br /&gt;
&lt;br /&gt;
1. Create a 'Process Plants' work order&lt;br /&gt;
&lt;br /&gt;
2. Ingredients Condition&lt;br /&gt;
&lt;br /&gt;
a) In conditions, add the suggested condition 'unrotten processable plants'&lt;br /&gt;
&lt;br /&gt;
b) adjust the number to be how many plants minimum you want available - recommended to be the same number as the amount of times the work order will be going&lt;br /&gt;
&lt;br /&gt;
3. Plant Thread Condition&lt;br /&gt;
&lt;br /&gt;
a) Add a Condition to the Work Order&lt;br /&gt;
&lt;br /&gt;
b) Change Type to 'Thread'&lt;br /&gt;
&lt;br /&gt;
c) Change Adj to 'Plant items' [bug note, to leave this menu you may have to return to the full work orders menu. just select the process plants work order again to get back in]&lt;br /&gt;
&lt;br /&gt;
d) Set the number to the maximum Plant Thread you want from this order&lt;br /&gt;
&lt;br /&gt;
e) Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;number&amp;gt;' or 'greater than &amp;lt;number&amp;gt;'&lt;br /&gt;
&lt;br /&gt;
Your Process Plants work order will now activate if there is less than &amp;lt;number&amp;gt; of Plant Thread, and enough ingredients to complete the order.&lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 13:55, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. That depends on how much content you got, if it is enough to start a new page go bold ;) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:03, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: have created a new page with initial information on. needs to be neatened up and writing made a bit better but should be a good start I hope https://dwarffortresswiki.org/index.php/Work_Orders [[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:27, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New in 0.43 ==&lt;br /&gt;
&lt;br /&gt;
There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. [[Special:Contributions/98.118.144.150|98.118.144.150]] 03:02, 1 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer serialized? ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]]) 19:52, 28 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The manager now creates one task per workshop per order that repeats as many times as necessary to complete the full count. This prevents the first order from completely filling the workshop with tasks, so other orders (or player-designated tasks) can interleave. I will update the article appropriately.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:20, 30 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Improving the Order conditions section==&lt;br /&gt;
I found this [https://www.reddit.com/r/dwarffortress/comments/54h13f/i_just_found_out_about_job_manager_conditions/d81wlwv?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 post on reddit] where user [https://www.reddit.com/user/MrBurd/ MrBurd] wrote up these details on how the Conditions work for Orders:&lt;br /&gt;
&lt;br /&gt;
j &amp;gt; m &amp;gt; q &amp;gt; create a new job, then select that job and press C. Your manager will check for the conditions you've set every [period of time you've set] and activate the job if it's needed.&lt;br /&gt;
&lt;br /&gt;
''Conditions have a few keys:''&lt;br /&gt;
&lt;br /&gt;
''a: Add item condition''&lt;br /&gt;
''Adds a condition, by default:''&lt;br /&gt;
&lt;br /&gt;
''Amount of items available is at least 0''&lt;br /&gt;
&lt;br /&gt;
''i: change item type''&lt;br /&gt;
''Change the item to a different type(i.e. battle axes, statues)''&lt;br /&gt;
&lt;br /&gt;
''q: change inequality (condition like &amp;gt;, &amp;lt;, =, !=)''&lt;br /&gt;
''Options are: at least, at most, greaterthan, less than, exactly and not.''&lt;br /&gt;
&lt;br /&gt;
''r: add conditions from reagents/materials''&lt;br /&gt;
''If you have an action that requires other items to produce something, like brewing requires a barrel, this will add conditions that check if the required materials are available.''&lt;br /&gt;
&lt;br /&gt;
''p: add conditions from products''&lt;br /&gt;
''Similar to the previous option, this adds conditions that check if the product is available, i.e. if there's less than 30 drinks, brew drinks''&lt;br /&gt;
&lt;br /&gt;
''o: add order condition''&lt;br /&gt;
''This adds a condition that checks for a different order. If you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks.''&lt;br /&gt;
&lt;br /&gt;
''This option also adds another key: c.''&lt;br /&gt;
&lt;br /&gt;
''c: activation/completion.''&lt;br /&gt;
''Changes if the condition has to be activated or completed for the 'script' to continue.''&lt;br /&gt;
&lt;br /&gt;
''m: change material''&lt;br /&gt;
''This allows you to select specific items, i.e. you only want to check for saguaro cactus wood items or glass cabinets or whatever.''&lt;br /&gt;
&lt;br /&gt;
''n: change number''&lt;br /&gt;
''Change the number of items required.''&lt;br /&gt;
&lt;br /&gt;
''t: change traits''&lt;br /&gt;
''This one is a very useful option. Pushing this button gives you a list of toggleable traits, like &amp;quot;cookable&amp;quot; or &amp;quot;empty&amp;quot; or &amp;quot;fire-safe&amp;quot; or &amp;quot;non-economic items&amp;quot; or &amp;quot;nearby items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''You can combine these to specify the exact item you want.''&lt;br /&gt;
&lt;br /&gt;
''Checking for an empty iron barrel is done like this: Have an item set to &amp;quot;barrel&amp;quot; in the main conditions menu, then navigate to traits. Check &amp;quot;empty&amp;quot; and &amp;quot;iron-bearing items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''The game will now only check for empty iron bearing barrels.''&lt;br /&gt;
&lt;br /&gt;
''+-: frequency''&lt;br /&gt;
''Set check frequency.''&lt;br /&gt;
''Possible options:''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked daily''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked monthly''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked seasonally''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked yearly''&lt;br /&gt;
&lt;br /&gt;
''One-time order, conditions checked daily''&lt;br /&gt;
&lt;br /&gt;
''I hope this helps.''&lt;br /&gt;
&lt;br /&gt;
''This information probably exists on a wiki somewhere but I felt like typing it out :p''&lt;br /&gt;
&lt;br /&gt;
''Edit: Example condition job for brewing a drink:''&lt;br /&gt;
&lt;br /&gt;
''j &amp;gt; m &amp;gt; q &amp;gt; new job, &amp;quot;Brew Drink from Plant&amp;quot;, quantity 10;''&lt;br /&gt;
&lt;br /&gt;
''Press c: conditions;''&lt;br /&gt;
&lt;br /&gt;
''Press a: add item condition;''&lt;br /&gt;
&lt;br /&gt;
''Press i: change item type &amp;gt; type = &amp;quot;drinks&amp;quot;;''&lt;br /&gt;
&lt;br /&gt;
''Press q: change inequality &amp;gt; less than;''&lt;br /&gt;
&lt;br /&gt;
''Press n: change number &amp;gt; 50;''&lt;br /&gt;
&lt;br /&gt;
''Press + or - to adjust frequency to daily;''&lt;br /&gt;
&lt;br /&gt;
''You've now made the following condition:''&lt;br /&gt;
&lt;br /&gt;
''Amount of drinks available is less than 50.''&lt;br /&gt;
''Restarts if completed, checked daily.''&lt;br /&gt;
&lt;br /&gt;
''I *think* that, because I suppose the game reads it from a top-to-bottom order, you can specify item ranges, i.e. if item is less than 60 &amp;amp;&amp;amp; more than 50, so that the action only occurs when the amount of item is between 50 and sixty.''&lt;br /&gt;
&lt;br /&gt;
''Edit: This does work to keep level within strict limits!''&lt;br /&gt;
&lt;br /&gt;
''However, I found there's no way to select items by the general material of 'wood', you have to specifiy a specific wood type.''&lt;br /&gt;
&lt;br /&gt;
''Without specifying a material it might happen that two or more workshops get the same work order and multiples of the job order amount get produced.''&lt;br /&gt;
&lt;br /&gt;
Unless someone can point out a better write-up in the wiki, i'm going to work on getting this worked into the current article.  [[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 01:13, 17 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Manager#Work_orders]] already covers Conditions, Item Conditions and Order conditions, but I do feel it should be separated into more sections. Additionally, some {{k|keys}} in your linked post are missing from them as well, so I'd say go ahead to adapt it.&lt;br /&gt;
&lt;br /&gt;
Though I'd be careful of information loss - for example, MrBurd doesn't mention what happens with 0 quantity orders, which are a common mistake to make.&lt;br /&gt;
&lt;br /&gt;
The specific order examples like drink and lye maybe should be put on bottom below disadvanages or even have their own page : [http://www.bay12forums.com/smf/index.php?topic=158287|The topic can be quite extensive, as shown in the linked thread afer all]. Beyond the what's currently listed on wiki, a way to handle bags could be useful to list as a common snag.&lt;br /&gt;
&lt;br /&gt;
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:50, 18 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281134</id>
		<title>Talk:Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281134"/>
		<updated>2023-01-01T17:25:26Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* To do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To do==&lt;br /&gt;
*Add in a table of Adjectives and usecases of adjectives&lt;br /&gt;
*Add in more examples of complicated work orders&lt;br /&gt;
*Add in some simple work order examples&lt;br /&gt;
*Get pictures of the Steam UI to indicate where different buttons are&lt;br /&gt;
*Add this to the v50 namespace?&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
The wiki is complaining that the page has a capitalised second word - not sure how to fix this &lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:24, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281133</id>
		<title>Talk:Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281133"/>
		<updated>2023-01-01T17:24:48Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To do==&lt;br /&gt;
*Add in a table of Adjectives and usecases of adjectives&lt;br /&gt;
*Add in more examples of complicated work orders&lt;br /&gt;
*Add in some simple work order examples&lt;br /&gt;
*Get pictures of the Steam UI to indicate where different buttons are&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
The wiki is complaining that the page has a capitalised second word - not sure how to fix this &lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:24, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281132</id>
		<title>Talk:Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281132"/>
		<updated>2023-01-01T17:24:37Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* To do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To do==&lt;br /&gt;
*Add in a table of Adjectives and usecases of adjectives&lt;br /&gt;
*Add in more examples of complicated work orders&lt;br /&gt;
*Add in some simple work order examples&lt;br /&gt;
*Get pictures of the Steam UI to indicate where different buttons are&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
The wiki is complaining that the page has a capitalised second word - not sure how to fix this [[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:24, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281131</id>
		<title>Talk:Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Work_orders&amp;diff=281131"/>
		<updated>2023-01-01T17:24:29Z</updated>

		<summary type="html">&lt;p&gt;Castaras: Created page with &amp;quot;==To do== *Add in a table of Adjectives and usecases of adjectives *Add in more examples of complicated work orders=== *Add in some simple work order examples=== *Get pictures...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To do==&lt;br /&gt;
*Add in a table of Adjectives and usecases of adjectives&lt;br /&gt;
*Add in more examples of complicated work orders===&lt;br /&gt;
*Add in some simple work order examples===&lt;br /&gt;
*Get pictures of the Steam UI to indicate where different buttons are&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
The wiki is complaining that the page has a capitalised second word - not sure how to fix this [[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 17:24, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281130</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281130"/>
		<updated>2023-01-01T17:22:36Z</updated>

		<summary type="html">&lt;p&gt;Castaras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are.&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependancy===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281129</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281129"/>
		<updated>2023-01-01T17:22:03Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in item condition details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are.&lt;br /&gt;
&lt;br /&gt;
===Work Order Condition===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281128</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281128"/>
		<updated>2023-01-01T17:14:17Z</updated>

		<summary type="html">&lt;p&gt;Castaras: fleshing out frequency conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
===Work Order Condition===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281127</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281127"/>
		<updated>2023-01-01T17:11:13Z</updated>

		<summary type="html">&lt;p&gt;Castaras: fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
===Item Condition===&lt;br /&gt;
===Work Order Condition===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281126</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281126"/>
		<updated>2023-01-01T17:10:40Z</updated>

		<summary type="html">&lt;p&gt;Castaras: fixing a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
===Item Condition===&lt;br /&gt;
===Work Order Condition===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281124</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281124"/>
		<updated>2023-01-01T17:09:56Z</updated>

		<summary type="html">&lt;p&gt;Castaras: adding in details on how the conditions work - currently a skeleton to be filled in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
===Item Condition===&lt;br /&gt;
===Work Order Condition===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281122</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281122"/>
		<updated>2023-01-01T17:06:02Z</updated>

		<summary type="html">&lt;p&gt;Castaras: added soap, as the default suggested conditions does not have the soap adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap Bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and the other two conditions to be 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281121</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=281121"/>
		<updated>2023-01-01T17:01:26Z</updated>

		<summary type="html">&lt;p&gt;Castaras: Created a page for example work orders, mostly with more complex examples for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work Orders==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work [o]rder menubutton (the clipboard icon in the bottom left).&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most Work Orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars Automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, Steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281076</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281076"/>
		<updated>2023-01-01T14:13:15Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Sedimentary layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281075</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281075"/>
		<updated>2023-01-01T14:13:06Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Stone found in sedimentary layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281074</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281074"/>
		<updated>2023-01-01T14:12:55Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* Gems  found in sedimentary layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281073</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281073"/>
		<updated>2023-01-01T14:12:44Z</updated>

		<summary type="html">&lt;p&gt;Castaras: fixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
*[[Aventurine]] (small clusters)&lt;br /&gt;
*[[Banded agate]] (small clusters)&lt;br /&gt;
*[[Bloodstone]] (small clusters)&lt;br /&gt;
*[[Brown jasper]] (small clusters)&lt;br /&gt;
*[[Carnelian]] (small clusters)&lt;br /&gt;
*[[Chrysoprase ]](small clusters)&lt;br /&gt;
*[[Clear tourmaline]] (small clusters)&lt;br /&gt;
*[[Dendritic agate]] (small clusters)&lt;br /&gt;
*[[Fire agate]] (small clusters)&lt;br /&gt;
*[[Fortification agate]] (small clusters)&lt;br /&gt;
*[[Gray chalcedony]] (small clusters)&lt;br /&gt;
*[[Green tourmaline]] (small clusters)&lt;br /&gt;
*[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
*[[Lace agate]] (small clusters)&lt;br /&gt;
*[[Moss agate]] (small clusters)&lt;br /&gt;
*[[Onyx]] (small clusters)&lt;br /&gt;
*[[Picture jasper]] (small clusters)&lt;br /&gt;
*[[Pink tourmaline]] (small clusters)&lt;br /&gt;
*[[Plume agate]] (small clusters)&lt;br /&gt;
*[[Red tourmaline]] (small clusters)&lt;br /&gt;
*[[Sard]] (small clusters)&lt;br /&gt;
*[[Sardonyx]] (small clusters)&lt;br /&gt;
*[[Schorl]] (small clusters)&lt;br /&gt;
*[[Tiger iron]] (small clusters)&lt;br /&gt;
*[[Tigereye]] (small clusters)&lt;br /&gt;
*[[Tube agate]] (small clusters)&lt;br /&gt;
*[[White chalcedony]] (small clusters)&lt;br /&gt;
*[[Yellow jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281071</id>
		<title>DF2014 Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281071"/>
		<updated>2023-01-01T13:56:14Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* should adding examples for certain common work orders be a new page or added to this one? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== should adding examples for certain common work orders be a new page or added to this one? ==&lt;br /&gt;
&lt;br /&gt;
I'm gathering together a bunch of information on how to set up various work orders (including ones that you have to manually put objects in for) as examples for people to follow and am unsure if such things would be best for a new page or a section on here?&lt;br /&gt;
&lt;br /&gt;
example work order:&lt;br /&gt;
&lt;br /&gt;
'''Process Plants (Plant Thread) with a maximum Plant Thread condition'''&lt;br /&gt;
&lt;br /&gt;
1. Create a 'Process Plants' work order&lt;br /&gt;
&lt;br /&gt;
2. Ingredients Condition&lt;br /&gt;
&lt;br /&gt;
a) In conditions, add the suggested condition 'unrotten processable plants'&lt;br /&gt;
&lt;br /&gt;
b) adjust the number to be how many plants minimum you want available - recommended to be the same number as the amount of times the work order will be going&lt;br /&gt;
&lt;br /&gt;
3. Plant Thread Condition&lt;br /&gt;
&lt;br /&gt;
a) Add a Condition to the Work Order&lt;br /&gt;
&lt;br /&gt;
b) Change Type to 'Thread'&lt;br /&gt;
&lt;br /&gt;
c) Change Adj to 'Plant items' [bug note, to leave this menu you may have to return to the full work orders menu. just select the process plants work order again to get back in]&lt;br /&gt;
&lt;br /&gt;
d) Set the number to the maximum Plant Thread you want from this order&lt;br /&gt;
&lt;br /&gt;
e) Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;number&amp;gt;' or 'greater than &amp;lt;number&amp;gt;'&lt;br /&gt;
&lt;br /&gt;
Your Process Plants work order will now activate if there is less than &amp;lt;number&amp;gt; of Plant Thread, and enough ingredients to complete the order.&lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 13:55, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New in 0.43 ==&lt;br /&gt;
&lt;br /&gt;
There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. [[Special:Contributions/98.118.144.150|98.118.144.150]] 03:02, 1 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer serialized? ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]]) 19:52, 28 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The manager now creates one task per workshop per order that repeats as many times as necessary to complete the full count. This prevents the first order from completely filling the workshop with tasks, so other orders (or player-designated tasks) can interleave. I will update the article appropriately.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:20, 30 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Improving the Order conditions section==&lt;br /&gt;
I found this [https://www.reddit.com/r/dwarffortress/comments/54h13f/i_just_found_out_about_job_manager_conditions/d81wlwv?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 post on reddit] where user [https://www.reddit.com/user/MrBurd/ MrBurd] wrote up these details on how the Conditions work for Orders:&lt;br /&gt;
&lt;br /&gt;
j &amp;gt; m &amp;gt; q &amp;gt; create a new job, then select that job and press C. Your manager will check for the conditions you've set every [period of time you've set] and activate the job if it's needed.&lt;br /&gt;
&lt;br /&gt;
''Conditions have a few keys:''&lt;br /&gt;
&lt;br /&gt;
''a: Add item condition''&lt;br /&gt;
''Adds a condition, by default:''&lt;br /&gt;
&lt;br /&gt;
''Amount of items available is at least 0''&lt;br /&gt;
&lt;br /&gt;
''i: change item type''&lt;br /&gt;
''Change the item to a different type(i.e. battle axes, statues)''&lt;br /&gt;
&lt;br /&gt;
''q: change inequality (condition like &amp;gt;, &amp;lt;, =, !=)''&lt;br /&gt;
''Options are: at least, at most, greaterthan, less than, exactly and not.''&lt;br /&gt;
&lt;br /&gt;
''r: add conditions from reagents/materials''&lt;br /&gt;
''If you have an action that requires other items to produce something, like brewing requires a barrel, this will add conditions that check if the required materials are available.''&lt;br /&gt;
&lt;br /&gt;
''p: add conditions from products''&lt;br /&gt;
''Similar to the previous option, this adds conditions that check if the product is available, i.e. if there's less than 30 drinks, brew drinks''&lt;br /&gt;
&lt;br /&gt;
''o: add order condition''&lt;br /&gt;
''This adds a condition that checks for a different order. If you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks.''&lt;br /&gt;
&lt;br /&gt;
''This option also adds another key: c.''&lt;br /&gt;
&lt;br /&gt;
''c: activation/completion.''&lt;br /&gt;
''Changes if the condition has to be activated or completed for the 'script' to continue.''&lt;br /&gt;
&lt;br /&gt;
''m: change material''&lt;br /&gt;
''This allows you to select specific items, i.e. you only want to check for saguaro cactus wood items or glass cabinets or whatever.''&lt;br /&gt;
&lt;br /&gt;
''n: change number''&lt;br /&gt;
''Change the number of items required.''&lt;br /&gt;
&lt;br /&gt;
''t: change traits''&lt;br /&gt;
''This one is a very useful option. Pushing this button gives you a list of toggleable traits, like &amp;quot;cookable&amp;quot; or &amp;quot;empty&amp;quot; or &amp;quot;fire-safe&amp;quot; or &amp;quot;non-economic items&amp;quot; or &amp;quot;nearby items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''You can combine these to specify the exact item you want.''&lt;br /&gt;
&lt;br /&gt;
''Checking for an empty iron barrel is done like this: Have an item set to &amp;quot;barrel&amp;quot; in the main conditions menu, then navigate to traits. Check &amp;quot;empty&amp;quot; and &amp;quot;iron-bearing items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''The game will now only check for empty iron bearing barrels.''&lt;br /&gt;
&lt;br /&gt;
''+-: frequency''&lt;br /&gt;
''Set check frequency.''&lt;br /&gt;
''Possible options:''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked daily''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked monthly''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked seasonally''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked yearly''&lt;br /&gt;
&lt;br /&gt;
''One-time order, conditions checked daily''&lt;br /&gt;
&lt;br /&gt;
''I hope this helps.''&lt;br /&gt;
&lt;br /&gt;
''This information probably exists on a wiki somewhere but I felt like typing it out :p''&lt;br /&gt;
&lt;br /&gt;
''Edit: Example condition job for brewing a drink:''&lt;br /&gt;
&lt;br /&gt;
''j &amp;gt; m &amp;gt; q &amp;gt; new job, &amp;quot;Brew Drink from Plant&amp;quot;, quantity 10;''&lt;br /&gt;
&lt;br /&gt;
''Press c: conditions;''&lt;br /&gt;
&lt;br /&gt;
''Press a: add item condition;''&lt;br /&gt;
&lt;br /&gt;
''Press i: change item type &amp;gt; type = &amp;quot;drinks&amp;quot;;''&lt;br /&gt;
&lt;br /&gt;
''Press q: change inequality &amp;gt; less than;''&lt;br /&gt;
&lt;br /&gt;
''Press n: change number &amp;gt; 50;''&lt;br /&gt;
&lt;br /&gt;
''Press + or - to adjust frequency to daily;''&lt;br /&gt;
&lt;br /&gt;
''You've now made the following condition:''&lt;br /&gt;
&lt;br /&gt;
''Amount of drinks available is less than 50.''&lt;br /&gt;
''Restarts if completed, checked daily.''&lt;br /&gt;
&lt;br /&gt;
''I *think* that, because I suppose the game reads it from a top-to-bottom order, you can specify item ranges, i.e. if item is less than 60 &amp;amp;&amp;amp; more than 50, so that the action only occurs when the amount of item is between 50 and sixty.''&lt;br /&gt;
&lt;br /&gt;
''Edit: This does work to keep level within strict limits!''&lt;br /&gt;
&lt;br /&gt;
''However, I found there's no way to select items by the general material of 'wood', you have to specifiy a specific wood type.''&lt;br /&gt;
&lt;br /&gt;
''Without specifying a material it might happen that two or more workshops get the same work order and multiples of the job order amount get produced.''&lt;br /&gt;
&lt;br /&gt;
Unless someone can point out a better write-up in the wiki, i'm going to work on getting this worked into the current article.  [[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 01:13, 17 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Manager#Work_orders]] already covers Conditions, Item Conditions and Order conditions, but I do feel it should be separated into more sections. Additionally, some {{k|keys}} in your linked post are missing from them as well, so I'd say go ahead to adapt it.&lt;br /&gt;
&lt;br /&gt;
Though I'd be careful of information loss - for example, MrBurd doesn't mention what happens with 0 quantity orders, which are a common mistake to make.&lt;br /&gt;
&lt;br /&gt;
The specific order examples like drink and lye maybe should be put on bottom below disadvanages or even have their own page : [http://www.bay12forums.com/smf/index.php?topic=158287|The topic can be quite extensive, as shown in the linked thread afer all]. Beyond the what's currently listed on wiki, a way to handle bags could be useful to list as a common snag.&lt;br /&gt;
&lt;br /&gt;
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:50, 18 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281070</id>
		<title>DF2014 Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=281070"/>
		<updated>2023-01-01T13:55:57Z</updated>

		<summary type="html">&lt;p&gt;Castaras: forgot to add in my name to the end of my request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== should adding examples for certain common work orders be a new page or added to this one? ==&lt;br /&gt;
&lt;br /&gt;
I'm gathering together a bunch of information on how to set up various work orders (including ones that you have to manually put objects in for) as examples for people to follow and am unsure if such things would be best for a new page or a section on here?&lt;br /&gt;
&lt;br /&gt;
example work order:&lt;br /&gt;
&lt;br /&gt;
'''Process Plants (Plant Thread) with a maximum Plant Thread condition'''&lt;br /&gt;
&lt;br /&gt;
1. Create a 'Process Plants' work order&lt;br /&gt;
&lt;br /&gt;
2. Ingredients Condition&lt;br /&gt;
&lt;br /&gt;
a) In conditions, add the suggested condition 'unrotten processable plants'&lt;br /&gt;
&lt;br /&gt;
b) adjust the number to be how many plants minimum you want available - recommended to be the same number as the amount of times the work order will be going&lt;br /&gt;
&lt;br /&gt;
3. Plant Thread Condition&lt;br /&gt;
&lt;br /&gt;
a) Add a Condition to the Work Order&lt;br /&gt;
&lt;br /&gt;
b) Change Type to 'Thread'&lt;br /&gt;
&lt;br /&gt;
c) Change Adj to 'Plant items' [bug note, to leave this menu you may have to return to the full work orders menu. just select the process plants work order again to get back in]&lt;br /&gt;
&lt;br /&gt;
d) Set the number to the maximum Plant Thread you want from this order&lt;br /&gt;
&lt;br /&gt;
e) Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;number&amp;gt;' or 'greater than &amp;lt;number&amp;gt;'&lt;br /&gt;
&lt;br /&gt;
Your Process Plants work order will now activate if there is less than &amp;lt;number&amp;gt; of Plant Thread, and enough ingredients to complete the order.&lt;br /&gt;
&lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 13:55, 1 January 2023 (UTC)Castaras&lt;br /&gt;
&lt;br /&gt;
== New in 0.43 ==&lt;br /&gt;
&lt;br /&gt;
There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. [[Special:Contributions/98.118.144.150|98.118.144.150]] 03:02, 1 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer serialized? ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]]) 19:52, 28 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The manager now creates one task per workshop per order that repeats as many times as necessary to complete the full count. This prevents the first order from completely filling the workshop with tasks, so other orders (or player-designated tasks) can interleave. I will update the article appropriately.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:20, 30 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Improving the Order conditions section==&lt;br /&gt;
I found this [https://www.reddit.com/r/dwarffortress/comments/54h13f/i_just_found_out_about_job_manager_conditions/d81wlwv?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 post on reddit] where user [https://www.reddit.com/user/MrBurd/ MrBurd] wrote up these details on how the Conditions work for Orders:&lt;br /&gt;
&lt;br /&gt;
j &amp;gt; m &amp;gt; q &amp;gt; create a new job, then select that job and press C. Your manager will check for the conditions you've set every [period of time you've set] and activate the job if it's needed.&lt;br /&gt;
&lt;br /&gt;
''Conditions have a few keys:''&lt;br /&gt;
&lt;br /&gt;
''a: Add item condition''&lt;br /&gt;
''Adds a condition, by default:''&lt;br /&gt;
&lt;br /&gt;
''Amount of items available is at least 0''&lt;br /&gt;
&lt;br /&gt;
''i: change item type''&lt;br /&gt;
''Change the item to a different type(i.e. battle axes, statues)''&lt;br /&gt;
&lt;br /&gt;
''q: change inequality (condition like &amp;gt;, &amp;lt;, =, !=)''&lt;br /&gt;
''Options are: at least, at most, greaterthan, less than, exactly and not.''&lt;br /&gt;
&lt;br /&gt;
''r: add conditions from reagents/materials''&lt;br /&gt;
''If you have an action that requires other items to produce something, like brewing requires a barrel, this will add conditions that check if the required materials are available.''&lt;br /&gt;
&lt;br /&gt;
''p: add conditions from products''&lt;br /&gt;
''Similar to the previous option, this adds conditions that check if the product is available, i.e. if there's less than 30 drinks, brew drinks''&lt;br /&gt;
&lt;br /&gt;
''o: add order condition''&lt;br /&gt;
''This adds a condition that checks for a different order. If you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks.''&lt;br /&gt;
&lt;br /&gt;
''This option also adds another key: c.''&lt;br /&gt;
&lt;br /&gt;
''c: activation/completion.''&lt;br /&gt;
''Changes if the condition has to be activated or completed for the 'script' to continue.''&lt;br /&gt;
&lt;br /&gt;
''m: change material''&lt;br /&gt;
''This allows you to select specific items, i.e. you only want to check for saguaro cactus wood items or glass cabinets or whatever.''&lt;br /&gt;
&lt;br /&gt;
''n: change number''&lt;br /&gt;
''Change the number of items required.''&lt;br /&gt;
&lt;br /&gt;
''t: change traits''&lt;br /&gt;
''This one is a very useful option. Pushing this button gives you a list of toggleable traits, like &amp;quot;cookable&amp;quot; or &amp;quot;empty&amp;quot; or &amp;quot;fire-safe&amp;quot; or &amp;quot;non-economic items&amp;quot; or &amp;quot;nearby items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''You can combine these to specify the exact item you want.''&lt;br /&gt;
&lt;br /&gt;
''Checking for an empty iron barrel is done like this: Have an item set to &amp;quot;barrel&amp;quot; in the main conditions menu, then navigate to traits. Check &amp;quot;empty&amp;quot; and &amp;quot;iron-bearing items&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
''The game will now only check for empty iron bearing barrels.''&lt;br /&gt;
&lt;br /&gt;
''+-: frequency''&lt;br /&gt;
''Set check frequency.''&lt;br /&gt;
''Possible options:''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked daily''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked monthly''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked seasonally''&lt;br /&gt;
&lt;br /&gt;
''Restarts if completed, checked yearly''&lt;br /&gt;
&lt;br /&gt;
''One-time order, conditions checked daily''&lt;br /&gt;
&lt;br /&gt;
''I hope this helps.''&lt;br /&gt;
&lt;br /&gt;
''This information probably exists on a wiki somewhere but I felt like typing it out :p''&lt;br /&gt;
&lt;br /&gt;
''Edit: Example condition job for brewing a drink:''&lt;br /&gt;
&lt;br /&gt;
''j &amp;gt; m &amp;gt; q &amp;gt; new job, &amp;quot;Brew Drink from Plant&amp;quot;, quantity 10;''&lt;br /&gt;
&lt;br /&gt;
''Press c: conditions;''&lt;br /&gt;
&lt;br /&gt;
''Press a: add item condition;''&lt;br /&gt;
&lt;br /&gt;
''Press i: change item type &amp;gt; type = &amp;quot;drinks&amp;quot;;''&lt;br /&gt;
&lt;br /&gt;
''Press q: change inequality &amp;gt; less than;''&lt;br /&gt;
&lt;br /&gt;
''Press n: change number &amp;gt; 50;''&lt;br /&gt;
&lt;br /&gt;
''Press + or - to adjust frequency to daily;''&lt;br /&gt;
&lt;br /&gt;
''You've now made the following condition:''&lt;br /&gt;
&lt;br /&gt;
''Amount of drinks available is less than 50.''&lt;br /&gt;
''Restarts if completed, checked daily.''&lt;br /&gt;
&lt;br /&gt;
''I *think* that, because I suppose the game reads it from a top-to-bottom order, you can specify item ranges, i.e. if item is less than 60 &amp;amp;&amp;amp; more than 50, so that the action only occurs when the amount of item is between 50 and sixty.''&lt;br /&gt;
&lt;br /&gt;
''Edit: This does work to keep level within strict limits!''&lt;br /&gt;
&lt;br /&gt;
''However, I found there's no way to select items by the general material of 'wood', you have to specifiy a specific wood type.''&lt;br /&gt;
&lt;br /&gt;
''Without specifying a material it might happen that two or more workshops get the same work order and multiples of the job order amount get produced.''&lt;br /&gt;
&lt;br /&gt;
Unless someone can point out a better write-up in the wiki, i'm going to work on getting this worked into the current article.  [[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 01:13, 17 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Manager#Work_orders]] already covers Conditions, Item Conditions and Order conditions, but I do feel it should be separated into more sections. Additionally, some {{k|keys}} in your linked post are missing from them as well, so I'd say go ahead to adapt it.&lt;br /&gt;
&lt;br /&gt;
Though I'd be careful of information loss - for example, MrBurd doesn't mention what happens with 0 quantity orders, which are a common mistake to make.&lt;br /&gt;
&lt;br /&gt;
The specific order examples like drink and lye maybe should be put on bottom below disadvanages or even have their own page : [http://www.bay12forums.com/smf/index.php?topic=158287|The topic can be quite extensive, as shown in the linked thread afer all]. Beyond the what's currently listed on wiki, a way to handle bags could be useful to list as a common snag.&lt;br /&gt;
&lt;br /&gt;
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:50, 18 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jan&amp;diff=281069</id>
		<title>User talk:Jan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jan&amp;diff=281069"/>
		<updated>2023-01-01T13:55:25Z</updated>

		<summary type="html">&lt;p&gt;Castaras: /* layerlookup  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Please be sure to refer to [[DF:REDIR]] when creating redirects. Specifically, the one you created at [https://dwarffortresswiki.org/index.php?title=DF2014:Socializing&amp;amp;oldid=260038 DF2014:Socializing] was not future-proof, and would have redirected to the wrong version if &amp;quot;cv&amp;quot; were changed to point to a newer namespace. Thanks for helping out on the wiki! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:17, 22 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Errors arise... ==&lt;br /&gt;
&lt;br /&gt;
[https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;curid=31137&amp;amp;diff=260777&amp;amp;oldid=256718| Something looks rather messed here...]  ...that is to say, your well-intentioned layout change has some of us suddenly reading titles up-and-down, instead of left-to-right or (as I assume) right-to-left.  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:37, 14 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== summary? ==&lt;br /&gt;
&lt;br /&gt;
Sorry it took so long to see your request, and I don't know how to ping users on DF Wiki, so I came here with the answer to your question about a summary for DFHack's commands. Just go to the DFHack terminal window and type &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;,  and it'll spit out a list 91 columns wide and 317 lines long. Just copy &amp;amp; paste the output to a text file.&lt;br /&gt;
&lt;br /&gt;
It can be finicky capturing text from the terminal, so if you want, nudge me at dwarfstreja@gmail.com and I'll send the whole thing. &amp;lt;s&amp;gt;I thought about adding it to the DFHack Utility page, but I don't think that's what the page is for.&amp;lt;/s&amp;gt; I added a line at the end of the first section on how to find this list. [[User:DwarfStreja|&amp;amp;nbsp;—Myk Streja]] &amp;lt;sup&amp;gt;([[User_talk:DwarfStreja|talk]])&amp;lt;/sup&amp;gt; 17:35, 14 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Token types? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Type&amp;quot; seems to be fairly specific to creature tokens, but it seems to indicate the context where tokens ''can'' apply. Creature type apply to the general creature definition; Caste type can apply to individual CASTEs; Special type have non-defining special functions (mostly used like goto statements in order to begin adding tokens in a new location in the definition).&lt;br /&gt;
&lt;br /&gt;
To be honest though it isn't very clear and probably needs a lot of clarification, since several Caste type tokens can be used outside of the CASTE context; eg. the [PET] token is listed as Caste type, but it isn't ''solely'' a Caste token, in fact it's mostly used in the general Creature context. XD&lt;br /&gt;
[[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 20:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe I'll bug some of the veteran creature-modders on the Discord and see if they can clarify things for me. XD [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 20:17, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you, much appreciated. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:14, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Okay, yeah, &amp;quot;Caste&amp;quot; type means &amp;quot;if used in a CASTE applies only to that CASTE, if used outside of a CASTE it applies to all CASTES.&amp;quot;  There are a few Caste types that ''are'' CASTE-only, and have &amp;quot;Caste-specific&amp;quot; in their descriptions. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 23:07, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Status-bar-full.png ==&lt;br /&gt;
&lt;br /&gt;
Why did you change it? I want the tooltip there. I also want it to show all the categories. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:52, 31 December 2022 (UTC)&lt;br /&gt;
: It seemed better, I reverted it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 04:56, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== layerlookup  ==&lt;br /&gt;
&lt;br /&gt;
looks like it's working on metamorphic and igneous, but not sedimentary. have removed duplicate entries on the other pages. thanks for the heads up on where to add things, very new to doing wiki additions &lt;br /&gt;
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 13:55, 1 January 2023 (UTC)Castaras&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281067</id>
		<title>Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281067"/>
		<updated>2023-01-01T13:50:42Z</updated>

		<summary type="html">&lt;p&gt;Castaras: layer lookup working, removed duplicate entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Fractured Metamorphosed Sedimentary Layers.jpg|thumb|320px|right|This is ''easily'' 200 rock doors minimum.]]A '''metamorphic layer''' is a [[stone layer]] comprised of metamorphic rock. Metamorphic layers contain several unique and valuable types of [[gems]]; however, they are generally poor in metal ores, lacking any ores of [[iron]]. Furthermore the only metamorphic [[flux]] layer stone is [[marble]]. &lt;br /&gt;
&lt;br /&gt;
Metamorphic rocks arise from the transformation of existing rock types, in a process called metamorphism, which means &amp;quot;change in form&amp;quot;. The original rock is subjected to heat and pressure, causing profound physical or chemical change. The protolith may be a sedimentary, igneous, or existing metamorphic rock.&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
[[Ru:Metamorphic layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281066</id>
		<title>Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281066"/>
		<updated>2023-01-01T13:50:21Z</updated>

		<summary type="html">&lt;p&gt;Castaras: layer lookup working, removed duplicate entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_intrusive_layer.jpg|thumb|300px|right|Created from rocks that have crystallized from the heat of magma.]]'''Igneous intrusive stone layers''' can consist of [[granite]], [[diorite]], or [[gabbro]], all of which typically contain [[gold]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
Gabbro can also contain [[garnierite]] (the ore of [[nickel]]), [[kimberlite]] (which may contain [[diamond]]s), and [[olivine]] (which may contain [[native platinum]]).  Granite can contain [[cassiterite]] (the ore of [[tin]]), [[bismuthinite]] (the ore of [[bismuth]]), and [[galena]] (the ore of [[lead]], plus a 50% chance of silver).&lt;br /&gt;
&lt;br /&gt;
==Igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Igneous intrusive [[stone]] is formed by magma solidification occurring below the surface, as opposed to [[Igneous extrusive layer|igneous extrusive]] stone, which forms above the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous intrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_extrusive_layer&amp;diff=281065</id>
		<title>Igneous extrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_extrusive_layer&amp;diff=281065"/>
		<updated>2023-01-01T13:49:50Z</updated>

		<summary type="html">&lt;p&gt;Castaras: layer lookup working, removed duplicate entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_extrusive_preview.png|thumb|260px|right|Created when magma exits a volcano and cools above the Earth's surface.]]'''Igneous extrusive stone layers''' are formed from [[andesite]], [[basalt]], [[dacite]], [[obsidian]], and [[rhyolite]].  Of these five, andesite, dacite, and rhyolite are functionally identical, different only in appearance and name, basalt is like the other three except that it is magma-safe, and obsidian is... unique.&lt;br /&gt;
&lt;br /&gt;
==Igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
In real-world geology, Igneous extrusive [[stone]] is formed by lava solidifying above the surface, open to the air. This is the main point of difference from [[igneous intrusive layer|igneous intrusive]] stone, which solidifies below the surface. This distinction is not kept in ''Dwarf Fortress'' geology, in which the difference is simply the name and contents of the two types of stone.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous extrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281056</id>
		<title>Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281056"/>
		<updated>2023-01-01T13:28:39Z</updated>

		<summary type="html">&lt;p&gt;Castaras: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Fractured Metamorphosed Sedimentary Layers.jpg|thumb|320px|right|This is ''easily'' 200 rock doors minimum.]]A '''metamorphic layer''' is a [[stone layer]] comprised of metamorphic rock. Metamorphic layers contain several unique and valuable types of [[gems]]; however, they are generally poor in metal ores, lacking any ores of [[iron]]. Furthermore the only metamorphic [[flux]] layer stone is [[marble]]. &lt;br /&gt;
&lt;br /&gt;
Metamorphic rocks arise from the transformation of existing rock types, in a process called metamorphism, which means &amp;quot;change in form&amp;quot;. The original rock is subjected to heat and pressure, causing profound physical or chemical change. The protolith may be a sedimentary, igneous, or existing metamorphic rock.&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
*[[Gneiss]]&lt;br /&gt;
*[[Marble]]&lt;br /&gt;
*[[Phyllite]]&lt;br /&gt;
*[[Quartzite]]&lt;br /&gt;
*[[Schist]]&lt;br /&gt;
*[[Slate]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}&lt;br /&gt;
*[[Cobaltite]] (veins)&lt;br /&gt;
*[[Galena]] (veins)&lt;br /&gt;
*[[Hornblende]] (small clusters)&lt;br /&gt;
*[[Mica]] (large clusters)&lt;br /&gt;
*[[Orthoclase]] (large clusters)&lt;br /&gt;
*[[Rutile]] (small clusters)&lt;br /&gt;
*[[Sphalerite]] (veins)&lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
*[[Almandine]] (small clusters)&lt;br /&gt;
*[[Black pyrope]] (small clusters)&lt;br /&gt;
*[[Black zircon]] (small clusters)&lt;br /&gt;
*[[Blue garnet]] (small clusters)&lt;br /&gt;
*[[Brown zircon]] (small clusters)&lt;br /&gt;
*[[Clear garnet]] (small clusters)&lt;br /&gt;
*[[Clear tourmaline]] (small clusters)&lt;br /&gt;
*[[Clear zircon]] (small clusters)&lt;br /&gt;
*[[Green tourmaline]] (small clusters)&lt;br /&gt;
*[[Green zircon]] (small clusters)&lt;br /&gt;
*[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
*[[Moonstone]] (small clusters)&lt;br /&gt;
*[[Pink garnet]] (small clusters)&lt;br /&gt;
*[[Pink tourmaline]] (small clusters)&lt;br /&gt;
*[[Purple spinel]] (small clusters)&lt;br /&gt;
*[[Red pyrope]] (small clusters)&lt;br /&gt;
*[[Red spinel]] (small clusters)&lt;br /&gt;
*[[Red tourmaline]] (small clusters)&lt;br /&gt;
*[[Red zircon]] (small clusters)&lt;br /&gt;
*[[Rhodolite]] (small clusters)&lt;br /&gt;
*[[Rubicelle]] (small clusters)&lt;br /&gt;
*[[Schorl]] (small clusters)&lt;br /&gt;
*[[Tanzanite]] (small clusters)&lt;br /&gt;
*[[Violet spessartine]] (small clusters)&lt;br /&gt;
*[[Yellow spessartine]] (small clusters)&lt;br /&gt;
*[[Yellow zircon]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
[[Ru:Metamorphic layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281055</id>
		<title>Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=281055"/>
		<updated>2023-01-01T13:28:25Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added info, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Fractured Metamorphosed Sedimentary Layers.jpg|thumb|320px|right|This is ''easily'' 200 rock doors minimum.]]A '''metamorphic layer''' is a [[stone layer]] comprised of metamorphic rock. Metamorphic layers contain several unique and valuable types of [[gems]]; however, they are generally poor in metal ores, lacking any ores of [[iron]]. Furthermore the only metamorphic [[flux]] layer stone is [[marble]]. &lt;br /&gt;
&lt;br /&gt;
Metamorphic rocks arise from the transformation of existing rock types, in a process called metamorphism, which means &amp;quot;change in form&amp;quot;. The original rock is subjected to heat and pressure, causing profound physical or chemical change. The protolith may be a sedimentary, igneous, or existing metamorphic rock.&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
*[[Gneiss]]&lt;br /&gt;
*[[Marble]]&lt;br /&gt;
*[[Phyllite]]&lt;br /&gt;
*[[Quartzite]]&lt;br /&gt;
*[[Schist]]&lt;br /&gt;
*[[Slate]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}&lt;br /&gt;
*[[Cobaltite]] (veins)&lt;br /&gt;
*[[Galena]] (veins)&lt;br /&gt;
*[[Hornblende]] (small clusters)&lt;br /&gt;
*[[Mica]] (large clusters)&lt;br /&gt;
*[[Orthoclase]] (large clusters)&lt;br /&gt;
*[[Rutile]] (small clusters)&lt;br /&gt;
*[[Sphalerite]] (veins)&lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
*[[Almandine]] (small clusters)&lt;br /&gt;
*[[Black pyrope]] (small clusters)&lt;br /&gt;
*[[Black zircon]] (small clusters)&lt;br /&gt;
*[[Blue garnet]] (small clusters)&lt;br /&gt;
*[[Brown zircon]] (small clusters)&lt;br /&gt;
*[[Clear garnet]] (small clusters)&lt;br /&gt;
*[[Clear tourmaline]] (small clusters)&lt;br /&gt;
*[[Clear zircon]] (small clusters)&lt;br /&gt;
*[[Green tourmaline]] (small clusters)&lt;br /&gt;
*[[Green zircon]] (small clusters)&lt;br /&gt;
*[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
*[[Moonstone]] (small clusters)&lt;br /&gt;
*[[Pink garnet]] (small clusters)&lt;br /&gt;
*[[Pink tourmaline]] (small clusters)&lt;br /&gt;
*[[Purple spinel]] (small clusters)&lt;br /&gt;
*[[Red pyrope]] (small clusters)&lt;br /&gt;
*[[Red spinel]] (small clusters)&lt;br /&gt;
*[[Red tourmaline]] (small clusters)&lt;br /&gt;
*[[Red zircon]] (small clusters)&lt;br /&gt;
*[[Rhodolite]] (small clusters)&lt;br /&gt;
*[[Rubicelle]] (small clusters)&lt;br /&gt;
*[[Schorl]] (small clusters)&lt;br /&gt;
*[[Tanzanite]] (small clusters)&lt;br /&gt;
*[[Violet spessartine]] (small clusters)&lt;br /&gt;
*[[Yellow spessartine]] (small clusters)&lt;br /&gt;
*[[Yellow zircon]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
[[Ru:Metamorphic layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_extrusive_layer&amp;diff=281054</id>
		<title>Igneous extrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_extrusive_layer&amp;diff=281054"/>
		<updated>2023-01-01T13:26:25Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added info, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_extrusive_preview.png|thumb|260px|right|Created when magma exits a volcano and cools above the Earth's surface.]]'''Igneous extrusive stone layers''' are formed from [[andesite]], [[basalt]], [[dacite]], [[obsidian]], and [[rhyolite]].  Of these five, andesite, dacite, and rhyolite are functionally identical, different only in appearance and name, basalt is like the other three except that it is magma-safe, and obsidian is... unique.&lt;br /&gt;
&lt;br /&gt;
==Igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
*[[Rhyolite]]&lt;br /&gt;
*[[Basalt]]&lt;br /&gt;
*[[Andesite]]&lt;br /&gt;
*[[Dacite]]&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
*[[Alunite]] (large clusters)&lt;br /&gt;
*[[Brimstone]] (small clusters)&lt;br /&gt;
*[[Cinnabar]] (veins)&lt;br /&gt;
*[[Galena]] (veins)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Native aluminum]] (small clusters)&lt;br /&gt;
*[[Native copper]] (veins)&lt;br /&gt;
*[[Orpiment]] (small clusters)&lt;br /&gt;
*[[Realgar]] (small clusters)&lt;br /&gt;
*[[Stibnite]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
*[[Cobaltite]] (veins)&lt;br /&gt;
*[[Hornblende]] (small clusters)&lt;br /&gt;
*[[Native gold]] (veins)&lt;br /&gt;
*[[Pyrolusite]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous extrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_EXTRUSIVE}}&lt;br /&gt;
*[[Turquoise]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
*[[Black zircon]] (small clusters)&lt;br /&gt;
*[[Green zircon]] (small clusters)&lt;br /&gt;
*[[Red zircon]] (small clusters)&lt;br /&gt;
*[[Brown zircon]] (small clusters)&lt;br /&gt;
*[[Yellow zircon]] (small clusters)&lt;br /&gt;
*[[Clear zircon]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
In real-world geology, Igneous extrusive [[stone]] is formed by lava solidifying above the surface, open to the air. This is the main point of difference from [[igneous intrusive layer|igneous intrusive]] stone, which solidifies below the surface. This distinction is not kept in ''Dwarf Fortress'' geology, in which the difference is simply the name and contents of the two types of stone.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous extrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281053</id>
		<title>Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281053"/>
		<updated>2023-01-01T13:24:19Z</updated>

		<summary type="html">&lt;p&gt;Castaras: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_intrusive_layer.jpg|thumb|300px|right|Created from rocks that have crystallized from the heat of magma.]]'''Igneous intrusive stone layers''' can consist of [[granite]], [[diorite]], or [[gabbro]], all of which typically contain [[gold]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
Gabbro can also contain [[garnierite]] (the ore of [[nickel]]), [[kimberlite]] (which may contain [[diamond]]s), and [[olivine]] (which may contain [[native platinum]]).  Granite can contain [[cassiterite]] (the ore of [[tin]]), [[bismuthinite]] (the ore of [[bismuth]]), and [[galena]] (the ore of [[lead]], plus a 50% chance of silver).&lt;br /&gt;
&lt;br /&gt;
==Igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Diorite]]&lt;br /&gt;
*[[Gabbro]]&lt;br /&gt;
*[[Granite]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Orthoclase]] (large clusters)&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
*[[Cobaltite]] (veins)&lt;br /&gt;
*[[Hornblende]] (small clusters)&lt;br /&gt;
*[[Native gold]] (veins)&lt;br /&gt;
*[[Pyrolusite]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Lapis lazuli]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
*[[Black zircon]] (small clusters)&lt;br /&gt;
*[[Green zircon]] (small clusters)&lt;br /&gt;
*[[Red zircon]] (small clusters)&lt;br /&gt;
*[[Brown zircon]] (small clusters)&lt;br /&gt;
*[[Yellow zircon]] (small clusters)&lt;br /&gt;
*[[Clear zircon]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Igneous intrusive [[stone]] is formed by magma solidification occurring below the surface, as opposed to [[Igneous extrusive layer|igneous extrusive]] stone, which forms above the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous intrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281052</id>
		<title>Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281052"/>
		<updated>2023-01-01T13:24:05Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added info, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_intrusive_layer.jpg|thumb|300px|right|Created from rocks that have crystallized from the heat of magma.]]'''Igneous intrusive stone layers''' can consist of [[granite]], [[diorite]], or [[gabbro]], all of which typically contain [[gold]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
Gabbro can also contain [[garnierite]] (the ore of [[nickel]]), [[kimberlite]] (which may contain [[diamond]]s), and [[olivine]] (which may contain [[native platinum]]).  Granite can contain [[cassiterite]] (the ore of [[tin]]), [[bismuthinite]] (the ore of [[bismuth]]), and [[galena]] (the ore of [[lead]], plus a 50% chance of silver).&lt;br /&gt;
&lt;br /&gt;
==Igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Diorite]]&lt;br /&gt;
*[[Gabbro]]&lt;br /&gt;
*[[Granite]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Orthoclase]] (large clusters)&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
*[[Cobaltite]] (veins)&lt;br /&gt;
*[[Hornblende]] (small clusters)&lt;br /&gt;
*[[Native gold]] (veins)&lt;br /&gt;
*[[Pyrolusite]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
[[Lapis lazuli]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
*[[Black zircon]] (small clusters)&lt;br /&gt;
*[[Green zircon]] (small clusters)&lt;br /&gt;
*[[Red zircon]] (small clusters)&lt;br /&gt;
*[[Brown zircon]] (small clusters)&lt;br /&gt;
*[[Yellow zircon]] (small clusters)&lt;br /&gt;
*[[Clear zircon]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Igneous intrusive [[stone]] is formed by magma solidification occurring below the surface, as opposed to [[Igneous extrusive layer|igneous extrusive]] stone, which forms above the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous intrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281051</id>
		<title>Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_intrusive_layer&amp;diff=281051"/>
		<updated>2023-01-01T13:22:21Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added all layers, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:igneous_intrusive_layer.jpg|thumb|300px|right|Created from rocks that have crystallized from the heat of magma.]]'''Igneous intrusive stone layers''' can consist of [[granite]], [[diorite]], or [[gabbro]], all of which typically contain [[gold]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
Gabbro can also contain [[garnierite]] (the ore of [[nickel]]), [[kimberlite]] (which may contain [[diamond]]s), and [[olivine]] (which may contain [[native platinum]]).  Granite can contain [[cassiterite]] (the ore of [[tin]]), [[bismuthinite]] (the ore of [[bismuth]]), and [[galena]] (the ore of [[lead]], plus a 50% chance of silver).&lt;br /&gt;
&lt;br /&gt;
==Igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/layers|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
*[[Granite]]&lt;br /&gt;
*[[Diorite]]&lt;br /&gt;
*[[Gabbro]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Stone appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/stones|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in igneous intrusive layers==&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_INTRUSIVE}}&lt;br /&gt;
&lt;br /&gt;
====Gems appearing in both igneous intrusive and igneous extrusive layers====&lt;br /&gt;
{{Layerlookup/gems|IGNEOUS_ALL}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Igneous intrusive [[stone]] is formed by magma solidification occurring below the surface, as opposed to [[Igneous extrusive layer|igneous extrusive]] stone, which forms above the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Igneous intrusive layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281050</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281050"/>
		<updated>2023-01-01T13:18:06Z</updated>

		<summary type="html">&lt;p&gt;Castaras: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary Stone Layers}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Chert]]&lt;br /&gt;
*[[Claystone]]&lt;br /&gt;
*[[Conglomerate]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Mudstone]]&lt;br /&gt;
*[[Rock salt]]&lt;br /&gt;
*[[Sandstone]]&lt;br /&gt;
*[[Shale]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
*[[Aventurine]] (small clusters)&lt;br /&gt;
*[[Banded agate]] (small clusters)&lt;br /&gt;
*[[Bloodstone]] (small clusters)&lt;br /&gt;
*[[Brown jasper]] (small clusters)&lt;br /&gt;
*[[Carnelian]] (small clusters)&lt;br /&gt;
*[[Chrysoprase ]](small clusters)&lt;br /&gt;
*[[Clear tourmaline]] (small clusters)&lt;br /&gt;
*[[Dendritic agate]] (small clusters)&lt;br /&gt;
*[[Fire agate]] (small clusters)&lt;br /&gt;
*[[Fortification agate]] (small clusters)&lt;br /&gt;
*[[Gray chalcedony]] (small clusters)&lt;br /&gt;
*[[Green tourmaline]] (small clusters)&lt;br /&gt;
*[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
*[[Lace agate]] (small clusters)&lt;br /&gt;
*[[Moss agate]] (small clusters)&lt;br /&gt;
*[[Onyx]] (small clusters)&lt;br /&gt;
*[[Picture jasper]] (small clusters)&lt;br /&gt;
*[[Pink tourmaline]] (small clusters)&lt;br /&gt;
*[[Plume agate]] (small clusters)&lt;br /&gt;
*[[Red tourmaline]] (small clusters)&lt;br /&gt;
*[[Sard]] (small clusters)&lt;br /&gt;
*[[Sardonyx]] (small clusters)&lt;br /&gt;
*[[Schorl]] (small clusters)&lt;br /&gt;
*[[Tiger iron]] (small clusters)&lt;br /&gt;
*[[Tigereye]] (small clusters)&lt;br /&gt;
*[[Tube agate]] (small clusters)&lt;br /&gt;
*[[White chalcedony]] (small clusters)&lt;br /&gt;
*[[Yellow jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281049</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281049"/>
		<updated>2023-01-01T13:17:16Z</updated>

		<summary type="html">&lt;p&gt;Castaras: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary Stone Layers}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Chert]]&lt;br /&gt;
*[[Claystone]]&lt;br /&gt;
*[[Conglomerate]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Mudstone]]&lt;br /&gt;
*[[Rock salt]]&lt;br /&gt;
*[[Sandstone]]&lt;br /&gt;
*[[Shale]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
[[Aventurine]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Banded agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Bloodstone]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Brown jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Carnelian]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Chrysoprase ]](small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Clear tourmaline]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Dendritic agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Fire agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Fortification agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Gray chalcedony]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Green tourmaline]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Lace agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Moss agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Onyx]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Picture jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Pink tourmaline]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Plume agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Red tourmaline]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Sard]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Sardonyx]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Schorl]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Tiger iron]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Tigereye]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Tube agate]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[White chalcedony]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
[[Yellow jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281048</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281048"/>
		<updated>2023-01-01T13:16:42Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added all sedimentary gems, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary Stone Layers}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Chert]]&lt;br /&gt;
*[[Claystone]]&lt;br /&gt;
*[[Conglomerate]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Mudstone]]&lt;br /&gt;
*[[Rock salt]]&lt;br /&gt;
*[[Sandstone]]&lt;br /&gt;
*[[Shale]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
[[Aventurine]] (small clusters)&lt;br /&gt;
[[Banded agate]] (small clusters)&lt;br /&gt;
[[Bloodstone]] (small clusters)&lt;br /&gt;
[[Brown jasper]] (small clusters)&lt;br /&gt;
[[Carnelian]] (small clusters)&lt;br /&gt;
[[Chrysoprase ]](small clusters)&lt;br /&gt;
[[Clear tourmaline]] (small clusters)&lt;br /&gt;
[[Dendritic agate]] (small clusters)&lt;br /&gt;
[[Fire agate]] (small clusters)&lt;br /&gt;
[[Fortification agate]] (small clusters)&lt;br /&gt;
[[Gray chalcedony]] (small clusters)&lt;br /&gt;
[[Green tourmaline]] (small clusters)&lt;br /&gt;
[[Indigo tourmaline]] (small clusters)&lt;br /&gt;
[[Lace agate]] (small clusters)&lt;br /&gt;
[[Moss agate]] (small clusters)&lt;br /&gt;
[[Onyx]] (small clusters)&lt;br /&gt;
[[Picture jasper]] (small clusters)&lt;br /&gt;
[[Pink tourmaline]] (small clusters)&lt;br /&gt;
[[Plume agate]] (small clusters)&lt;br /&gt;
[[Red tourmaline]] (small clusters)&lt;br /&gt;
[[Sard]] (small clusters)&lt;br /&gt;
[[Sardonyx]] (small clusters)&lt;br /&gt;
[[Schorl]] (small clusters)&lt;br /&gt;
[[Tiger iron]] (small clusters)&lt;br /&gt;
[[Tigereye]] (small clusters)&lt;br /&gt;
[[Tube agate]] (small clusters)&lt;br /&gt;
[[White chalcedony]] (small clusters)&lt;br /&gt;
[[Yellow jasper]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281047</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281047"/>
		<updated>2023-01-01T13:14:28Z</updated>

		<summary type="html">&lt;p&gt;Castaras: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary Stone Layers}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Chert]]&lt;br /&gt;
*[[Claystone]]&lt;br /&gt;
*[[Conglomerate]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Mudstone]]&lt;br /&gt;
*[[Rock salt]]&lt;br /&gt;
*[[Sandstone]]&lt;br /&gt;
*[[Shale]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
*[[Chrysoprase]]&lt;br /&gt;
*[[Pink tourmaline]]&lt;br /&gt;
*[[Sapphire]]&lt;br /&gt;
*[[Tigereye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281046</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=281046"/>
		<updated>2023-01-01T13:14:16Z</updated>

		<summary type="html">&lt;p&gt;Castaras: manually added all sedimentary stones, until layer lookup is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|Sedimentary Stone Layers}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Chert]]&lt;br /&gt;
*[[Claystone]]&lt;br /&gt;
*[[Conglomerate]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Mudstone]]&lt;br /&gt;
*[[Rock salt]]&lt;br /&gt;
*[[Sandstone]]&lt;br /&gt;
*[[Shale]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]] (large clusters)&lt;br /&gt;
*[[Bituminous coal]] (veins)&lt;br /&gt;
*[[Cassiterite]] (veins)&lt;br /&gt;
*[[Gypsum]] (large clusters)&lt;br /&gt;
*[[Hematite]] (veins)&lt;br /&gt;
*[[Jet]] (large clusters)&lt;br /&gt;
*[[Kaolinite]] (large clusters)&lt;br /&gt;
*[[Lignite]] (veins)&lt;br /&gt;
*[[Limonite]] (veins)&lt;br /&gt;
*[[Magnetite]] (large clusters)&lt;br /&gt;
*[[Petrified Wood]] (small clusters)&lt;br /&gt;
*[[Saltpeter]] (small clusters)&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
*[[Chrysoprase]]&lt;br /&gt;
*[[Pink tourmaline]]&lt;br /&gt;
*[[Sapphire]]&lt;br /&gt;
*[[Tigereye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Castaras</name></author>
	</entry>
</feed>