114 lines
4.0 KiB
ReStructuredText
114 lines
4.0 KiB
ReStructuredText
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workflow
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========
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Manage control of repeat jobs. `gui/workflow` provides a simple
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front-end integrated in the game UI.
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Usage:
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``workflow enable [option...], workflow disable [option...]``
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If no options are specified, enables or disables the plugin.
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Otherwise, enables or disables any of the following options:
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- drybuckets: Automatically empty abandoned water buckets.
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- auto-melt: Resume melt jobs when there are objects to melt.
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``workflow jobs``
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List workflow-controlled jobs (if in a workshop, filtered by it).
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``workflow list``
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List active constraints, and their job counts.
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``workflow list-commands``
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List active constraints as workflow commands that re-create them;
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this list can be copied to a file, and then reloaded using the
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``script`` built-in command.
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``workflow count <constraint-spec> <cnt-limit> [cnt-gap]``
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Set a constraint, counting every stack as 1 item.
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``workflow amount <constraint-spec> <cnt-limit> [cnt-gap]``
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Set a constraint, counting all items within stacks.
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``workflow unlimit <constraint-spec>``
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Delete a constraint.
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``workflow unlimit-all``
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Delete all constraints.
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Function
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--------
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When the plugin is enabled, it protects all repeat jobs from removal.
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If they do disappear due to any cause, they are immediately re-added to their
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workshop and suspended.
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In addition, when any constraints on item amounts are set, repeat jobs that
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produce that kind of item are automatically suspended and resumed as the item
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amount goes above or below the limit. The gap specifies how much below the limit
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the amount has to drop before jobs are resumed; this is intended to reduce
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the frequency of jobs being toggled.
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Constraint format
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-----------------
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The constraint spec consists of 4 parts, separated with ``/`` characters::
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ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
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The first part is mandatory and specifies the item type and subtype,
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using the raw tokens for items (the same syntax used custom reaction inputs).
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For more information, see :wiki:`this wiki page <Material_token>`.
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The subsequent parts are optional:
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- A generic material spec constrains the item material to one of
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the hard-coded generic classes, which currently include::
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PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
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METAL STONE SAND GLASS CLAY MILK
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- A specific material spec chooses the material exactly, using the
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raw syntax for reaction input materials, e.g. ``INORGANIC:IRON``,
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although for convenience it also allows just ``IRON``, or ``ACACIA:WOOD`` etc.
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See the link above for more details on the unabbreviated raw syntax.
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- A comma-separated list of miscellaneous flags, which currently can
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be used to ignore imported items or items below a certain quality.
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Constraint examples
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-------------------
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Keep metal bolts within 900-1000, and wood/bone within 150-200::
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workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
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workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
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Keep the number of prepared food & drink stacks between 90 and 120::
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workflow count FOOD 120 30
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workflow count DRINK 120 30
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Make sure there are always 25-30 empty bins/barrels/bags::
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workflow count BIN 30
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workflow count BARREL 30
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workflow count BOX/CLOTH,SILK,YARN 30
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Make sure there are always 15-20 coal and 25-30 copper bars::
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workflow count BAR//COAL 20
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workflow count BAR//COPPER 30
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Produce 15-20 gold crafts::
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workflow count CRAFTS//GOLD 20
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Collect 15-20 sand bags and clay boulders::
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workflow count POWDER_MISC/SAND 20
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workflow count BOULDER/CLAY 20
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Make sure there are always 80-100 units of dimple dye::
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workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
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.. note::
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In order for this to work, you have to set the material of the PLANT input
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on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the `job item-material <job>`
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command. Otherwise the plugin won't be able to deduce the output material.
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Maintain 10-100 locally-made crafts of exceptional quality::
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workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
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