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Revision as of 23:53, 1 January 2023

Work Orders

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 order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : o

Work Order Conditions

Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:

Frequency Condition

This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:

  • One-time order
  • Restarts if completed, checked daily
  • Restarts if completed, checked monthly
  • Restarts if completed, checked seasonally
  • Restarts if completed, checked yearly

If there are other conditions, the options are:

  • One-time order, conditions checked daily
  • One-time order, conditions checked monthly
  • One-time order, conditions checked seasonally
  • One-time order, conditions checked yearly
  • Restarts if completed, conditions checked daily
  • Restarts if completed, conditions checked monthly
  • Restarts if completed, conditions checked seasonally
  • Restarts if completed, conditions checked yearly

Item Condition

By far the most complex condition, and the most common one used.

Each Item condition has a set of parameters:

  • Amount
  • Equality
  • Type
  • Material
  • Adjective

Unless specifically stated, the Type, Materials and Adjectives default to 'Any'

Amount and Equality

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:

  • At Least (At Least 5 will activate on 5 or more)
  • At Most (At Most 5 will activate on 5 or less)
  • Greater Than (Greater Than 5 will activate on 6 or more)
  • Less Than (Less Than 5 will activate on 4 or less)
  • Exactly (Exactly 5 will activate on only 5)
  • Not (Not 5 will activate on any number other than 5)

Type

The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.

Material

The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.

Adjectives

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.

Adjective Example Usage
Aluminium-bearing items Native Aluminium Same as using 'Native Aluminium' material
Bag-processable items For the "Process plant to bag" order
Bismuth-bearing items Bismuthinite Same as using 'Bismuthinite' material
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
Clay items Fire Clay stone, Clay Loam Mug Useful in combination with 'Stone' type to check how much Clay you have available
Cookable items Turkey Egg, Pig Meat, Plump Helmet Used for checking if you have enough items to make roasts
Copper-bearing items Tetrahedrite, Malachite Used for checking if you have copper ores for making alloy metals out of ores
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
Dyable items Pig Tail Cloth, Cave Spider Silk Thread Used for checking for items to dye with dye jobs
Dyed items Pig Tail Cloth, Cave Spider Silk Thread Used for checking how much dyed items exist
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
Fat items Pig Fat, Yak Fat, Crundle Fat The adjective for fat that gets turned into Tallow
Flux items Chalk Stone, Limestone Stone Used in Steel and Pig Iron creation
Food Storage items Large Gabbro Pot, Oak Barrel Listed twice in adjectives, unknown why or what difference there is between the two
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
Glazable items Stoneware Large Pot Used for checking if there's items to glaze
Glaze items Used for checking there's items to glaze clay items with
Gold-bearing items Gold Nuggets Same as using 'Gold Nugget' material
Hair/wool items Yak Thread, Horse Thread Not the same as Yarn items. Can be used for suturing, but not turned into cloth
Horn items Yak Horn Used for checking items required to make horn crafts
Iron-bearing items Hematite, Magnetite Better to use the specific ores, unless you want to make rock objects out of iron containing ore.
Ivory/tooth items Used for ivory crafts and decorating items with teeth.
Lead bearing items Galena Same as using Galena material
Lye-bearing items Used for checking amount of lye for soap and potash creation
Lye/milk-free items Willow Bucket Used for getting milk and lye, can also use Empty adjective
Melt-designated items Used for checking if there's enough melt-designated objects for 'melt a metal object' order
Milk items Yak Milk Used for making cheese, can check how much milk you have for milk jobs
Milkable items Purring Maggots Only for milking Purring Maggots. Cows are not milkable items.
Millable items Hide root plant, Cave Wheat plant For milling at a quern
Nickel-bearing items Garnierite Same as using material Garnierite

Work Order Dependancy

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.

Work Order Examples

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.

Process Plants (Plant Thread) with a maximum Plant Thread condition

This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.

  1. Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.
  2. Ingredients Condition:
    1. In conditions, add the suggested condition 'unrotten processable plants'.
    2. 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.
  3. Plant Thread Condition:
    1. Add a Condition to the Work Order.
    2. Change Type to 'Thread'.
    3. Change Adj to 'Plant items'.
    4. Set the number to the maximum Plant Thread you want from this order - in this case, 20.
    5. Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.


Collect Sand if there is not enough sand

This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.

  1. Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.
  2. Empty Bags condition:
    1. Add a Condition to the Work Order.
    2. Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).
    3. Set the Adjective of the item to 'Empty items'.
    4. Set the amount on the bag condition to 5.
  3. Sand Bags condition:
    1. Add a Condition to the Work Order.
    2. Set the Adjective of the item to 'Sand-Bearing Item'.
    3. Set the amount on the sand bearing item condition to 20.
    4. Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.


Collect Clay if there is not enough clay

A work order that will collect clay if there's less than 20 clay available.

  1. Create a 'Collect Clay' work order.
  2. Clay Condition:
    1. Add a Condition to the Work Order.
    2. Set the Type of the item to 'Stones'.
    3. Set the Adjective of the item to 'Clay items'.
    4. Set the amount on the Clay Stones item condition to 20.
    5. Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.


Make Steel Bars Automatically

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.

  1. Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.
  2. Pig Iron Bars Conditions:
    1. Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.
    2. 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.
    3. 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.
  3. Create a 'Make Steel Bars' work order. Leave the amount at 10.
  4. Steel Bars Conditions:
    1. 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.
    2. Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.
  5. (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.


Shearing animals

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.

  1. Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.
  2. 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'
  3. (Optional) Shear Animal Conditions
    1. Add an item condition.
    2. Set the type to 'Thread'.
    3. Set the Adjective to 'Yarn items'.
    4. Set the amount to the maximum yarn thread wanted (<x>).
    5. Press 'Change the inequality of the condition' until the condition says 'at most <x>' or 'greater than <x>'.
  4. Create a 'Spin Thread' work order. Set the amount to 5.
  5. Spin Thread Conditions:
    1. Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.
    2. Set the amount to 5.
    3. Press 'Change the inequality of the condition' until the condition says 'at least <x>'. 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.

Make Soap Bars

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.

  1. Create a 'Make soap from tallow' work order. Set the amount to 5.
  2. From suggested conditions, select 'amount of bars', 'lye-containing items', 'unrotten tallow fatty glob'.
  3. Set 'amount of bars' to be 20, and the other two conditions to be 5.
  4. Select the adjective of 'amount of bars' to be 'Soap items'

Bugs/Finicky UI

Adjectives

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.

See also