2022-07-10 00:01:46 -06:00
|
|
|
workflow
|
|
|
|
========
|
2022-08-09 23:37:24 -06:00
|
|
|
|
|
|
|
.. dfhack-tool::
|
|
|
|
:summary: Manage repeat jobs according to stock levels.
|
|
|
|
:tags: fort auto jobs
|
|
|
|
|
|
|
|
.. dfhack-command:: fix-job-postings
|
|
|
|
:summary: Fixes crashes caused by old versions of workflow.
|
2022-08-04 00:40:35 -06:00
|
|
|
|
|
|
|
Manage repeat jobs according to stock levels. `gui/workflow` provides a simple
|
2022-07-10 00:01:46 -06:00
|
|
|
front-end integrated in the game UI.
|
|
|
|
|
2022-08-04 00:40:35 -06:00
|
|
|
When the plugin is enabled, it protects all repeat jobs from removal. If they do
|
|
|
|
disappear due to any cause (raw materials not available, manual removal by the
|
|
|
|
player, etc.), they are immediately re-added to their workshop and suspended.
|
|
|
|
|
|
|
|
If any constraints on item amounts are set, repeat jobs that produce that kind
|
|
|
|
of item are automatically suspended and resumed as the item amount goes above or
|
|
|
|
below the limit.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
2022-08-04 00:40:35 -06:00
|
|
|
There is a good amount of overlap between this plugin and the vanilla manager
|
|
|
|
workorders, and both systems have their advantages. Vanilla manager workorders
|
|
|
|
can be more expressive about when to enqueue jobs. For example, you can gate the
|
|
|
|
activation of a vanilla workorder based on availability of raw materials, which
|
|
|
|
you cannot do in ``workflow``. However, ``workflow`` is often more convenient
|
|
|
|
for quickly keeping a small stock of various items on hand without having to
|
|
|
|
configure all the vanilla manager options. Also see the `orders` plugin for
|
|
|
|
a library of manager orders that may make managing your stocks even more
|
|
|
|
convenient than ``workflow`` can.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
2022-08-04 00:40:35 -06:00
|
|
|
Usage:
|
|
|
|
|
|
|
|
``enable workflow``
|
|
|
|
Start monitoring for and managing workshop jobs that are set to repeat.
|
|
|
|
``workflow enable|disable drybuckets``
|
|
|
|
Enables/disables automatic emptying of abandoned water buckets.
|
|
|
|
``workflow enable|disable auto-melt``
|
|
|
|
Enables/disables automatic resumption of repeat melt jobs when there are
|
|
|
|
objects to melt.
|
|
|
|
``workflow count <constraint-spec> <target> [gap]``
|
|
|
|
Set a constraint, counting every stack as 1 item. If a gap is specified,
|
|
|
|
stocks are allowed to dip that many items below the target before relevant
|
|
|
|
jobs are resumed.
|
|
|
|
``workflow amount <constraint-spec> <target> [gap]``
|
|
|
|
Set a constraint, counting all items within stacks. If a gap is specified,
|
|
|
|
stocks are allowed to dip that many items below the target before relevant
|
|
|
|
jobs are resumed.
|
|
|
|
``workflow unlimit <constraint-spec>``
|
|
|
|
Delete a constraint.
|
|
|
|
``workflow unlimit-all``
|
|
|
|
Delete all constraints.
|
2022-07-10 00:01:46 -06:00
|
|
|
``workflow jobs``
|
2022-08-04 00:40:35 -06:00
|
|
|
List workflow-controlled jobs (if in a workshop, filtered by it).
|
2022-07-10 00:01:46 -06:00
|
|
|
``workflow list``
|
2022-08-04 00:40:35 -06:00
|
|
|
List active constraints, and their job counts.
|
2022-07-10 00:01:46 -06:00
|
|
|
``workflow list-commands``
|
2022-08-04 00:40:35 -06:00
|
|
|
List active constraints as workflow commands that re-create them; this list
|
|
|
|
can be copied to a file, and then reloaded using the `script` built-in
|
|
|
|
command.
|
|
|
|
``fix-job-postings [dry-run]``
|
2022-08-09 23:37:24 -06:00
|
|
|
Fixes crashes caused by the version of workflow released with DFHack
|
2022-08-04 00:40:35 -06:00
|
|
|
0.40.24-r4. It will be run automatically if needed. If your save has never
|
|
|
|
been run with this version, you will never need this command. Specify the
|
|
|
|
``dry-run`` keyword to see what this command would do without making any
|
|
|
|
changes to game state.
|
|
|
|
|
|
|
|
Examples
|
2022-07-10 00:01:46 -06:00
|
|
|
--------
|
|
|
|
|
|
|
|
Keep metal bolts within 900-1000, and wood/bone within 150-200::
|
|
|
|
|
|
|
|
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
|
|
|
|
workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
|
|
|
|
|
|
|
|
Keep the number of prepared food & drink stacks between 90 and 120::
|
|
|
|
|
|
|
|
workflow count FOOD 120 30
|
|
|
|
workflow count DRINK 120 30
|
|
|
|
|
|
|
|
Make sure there are always 25-30 empty bins/barrels/bags::
|
|
|
|
|
|
|
|
workflow count BIN 30
|
|
|
|
workflow count BARREL 30
|
|
|
|
workflow count BOX/CLOTH,SILK,YARN 30
|
|
|
|
|
|
|
|
Make sure there are always 15-20 coal and 25-30 copper bars::
|
|
|
|
|
|
|
|
workflow count BAR//COAL 20
|
|
|
|
workflow count BAR//COPPER 30
|
|
|
|
|
|
|
|
Produce 15-20 gold crafts::
|
|
|
|
|
|
|
|
workflow count CRAFTS//GOLD 20
|
|
|
|
|
|
|
|
Collect 15-20 sand bags and clay boulders::
|
|
|
|
|
|
|
|
workflow count POWDER_MISC/SAND 20
|
|
|
|
workflow count BOULDER/CLAY 20
|
|
|
|
|
|
|
|
Make sure there are always 80-100 units of dimple dye::
|
|
|
|
|
|
|
|
workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
|
|
|
|
|
|
|
|
.. note::
|
|
|
|
|
2022-08-04 00:40:35 -06:00
|
|
|
In order for this to work, you have to set the material of the PLANT input
|
|
|
|
on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the
|
|
|
|
`job item-material <job>` command. Otherwise the plugin won't be able to
|
|
|
|
deduce the output material.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
|
|
|
Maintain 10-100 locally-made crafts of exceptional quality::
|
|
|
|
|
|
|
|
workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
|
2022-07-25 07:08:59 -06:00
|
|
|
|
2022-08-04 00:40:35 -06:00
|
|
|
Constraint format
|
|
|
|
-----------------
|
|
|
|
|
|
|
|
The constraint spec consists of 4 parts, separated with ``/`` characters::
|
|
|
|
|
|
|
|
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
|
|
|
|
|
|
|
|
The first part is mandatory and specifies the item type and subtype, using the
|
|
|
|
raw tokens for items (the same syntax used custom reaction inputs). For more
|
|
|
|
information, see :wiki:`this wiki page <Material_token>`.
|
|
|
|
|
|
|
|
The subsequent parts are optional:
|
|
|
|
|
|
|
|
- A generic material spec constrains the item material to one of the hard-coded
|
|
|
|
generic classes, which currently include::
|
|
|
|
|
|
|
|
PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
|
|
|
|
METAL STONE SAND GLASS CLAY MILK
|
|
|
|
|
|
|
|
- A specific material spec chooses the material exactly, using the raw syntax
|
|
|
|
for reaction input materials, e.g. ``INORGANIC:IRON``, although for
|
|
|
|
convenience it also allows just ``IRON``, or ``ACACIA:WOOD`` etc. See the
|
|
|
|
link above for more details on the unabbreviated raw syntax.
|
|
|
|
|
|
|
|
- A comma-separated list of miscellaneous flags, which currently can be used to
|
|
|
|
ignore imported items (``LOCAL``) or items below a certain quality (1-5, with
|
|
|
|
5 being masterwork).
|