update docs for autolabor
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autolabor
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=========
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Automatically manage dwarf labors to efficiently complete jobs.
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Autolabor tries to keep as many dwarves as possible busy but
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also tries to have dwarves specialize in specific skills.
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The key is that, for almost all labors, once a dwarf begins a job it will finish that
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job even if the associated labor is removed. Autolabor therefore frequently checks
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which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly.
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Labors with equipment (mining, hunting, and woodcutting), which are abandoned
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if labors change mid-job, are handled slightly differently to minimise churn.
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Automatically manage dwarf labors. Autolabor attempts to keep as many dwarves as
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possible busy while allowing dwarves to specialize in specific skills.
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Autolabor frequently checks how many jobs of each type are available and sets
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labors proportionally in order to get them all done quickly. Labors with
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equipment -- mining, hunting, and woodcutting -- which are abandoned if labors
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change mid-job, are handled slightly differently to minimise churn.
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Dwarves on active military duty or dwarves assigned to burrows are left
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untouched by autolabor.
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.. warning::
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*autolabor will override any manual changes you make to labors while
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it is enabled, including through other tools such as Dwarf Therapist*
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autolabor will override any manual changes you make to labors while it is
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enabled, including through other tools such as Dwarf Therapist.
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Simple usage:
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Usage::
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:enable autolabor: Enables the plugin with default settings. (Persistent per fortress)
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:disable autolabor: Disables the plugin.
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enable autolabor
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Anything beyond this is optional - autolabor works well on the default settings.
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Anything beyond this is optional - autolabor works well with the default
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settings. Once you have enabled it in a fortress, it stays enabled until you
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explicitly disable it, even if you save and reload your game.
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By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining).
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By default 33% of the workforce become haulers, who handle all hauling jobs as well
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as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds.
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Other jobs are automatically assigned as described above. Each of these settings can be adjusted.
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By default, each labor is assigned to between 1 and 200 dwarves (2-200 for
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mining). 33% of the workforce become haulers, who handle all hauling jobs as
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well as cleaning, pulling levers, recovering wounded, removing constructions,
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and filling ponds. Other jobs are automatically assigned as described above.
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Each of these settings can be adjusted.
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Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants,
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never to the chief medical dwarf, and less often to the bookeeper and manager.
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Jobs are rarely assigned to nobles with responsibilities for meeting diplomats
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or merchants, never to the chief medical dwarf, and less often to the bookeeper
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and manager.
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Hunting is never assigned without a butchery, and fishing is never assigned without a fishery.
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Hunting is never assigned without a butchery, and fishing is never assigned
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without a fishery.
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For each labor a preference order is calculated based on skill, biased against masters of other
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trades and excluding those who can't do the job. The labor is then added to the best <minimum>
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dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference,
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and then assign additional dwarfs that meet any of these conditions:
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For each labor, a preference order is calculated based on skill, biased against
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masters of other trades and excluding those who can't do the job. The labor is
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then added to the best <minimum> dwarves for that labor, then to additional
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dwarfs that meet any of these conditions:
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* The dwarf is idle and there are no idle dwarves assigned to this labor
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* The dwarf has non-zero skill associated with the labor
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* The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
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We stop assigning dwarfs when we reach the maximum allowed.
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We stop assigning dwarves when we reach the maximum allowed.
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Advanced usage:
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:autolabor <labor> <minimum> [<maximum>]:
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Set number of dwarves assigned to a labor.
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:autolabor <labor> haulers: Set a labor to be handled by hauler dwarves.
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:autolabor <labor> disable: Turn off autolabor for a specific labor.
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:autolabor <labor> reset: Return a labor to the default handling.
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:autolabor reset-all: Return all labors to the default handling.
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:autolabor list: List current status of all labors.
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:autolabor status: Show basic status information.
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- ``autolabor <labor> <minimum> [<maximum>] [<talent pool>]``
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Set range of dwarves assigned to a labor, optionally specifying the size of
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the pool of most skilled dwarves that will ever be considered for this
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labor.
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- ``autolabor <labor> haulers``
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Set a labor to be handled by hauler dwarves.
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- ``autolabor <labor> disable``
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Turn off autolabor for a specific labor.
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- ``autolabor reset-all|<labor> reset``
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Return a labor (or all labors) to the default handling.
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- ``autolabor list``
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List current status of all labors.
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- ``autolabor status``
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Show basic status information.
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See `autolabor-artisans` for a differently-tuned setup.
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Examples:
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``autolabor MINE``
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Keep at least 5 dwarves with mining enabled.
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``autolabor CUT_GEM 1 1``
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Keep exactly 1 dwarf with gemcutting enabled.
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``autolabor COOK 1 1 3``
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Keep 1 dwarf with cooking enabled, selected only from the top 3.
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``autolabor FEED_WATER_CIVILIANS haulers``
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Have haulers feed and water wounded dwarves.
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``autolabor CUTWOOD disable``
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Turn off autolabor for wood cutting.
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- ``autolabor MINE 5``
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Keep at least 5 dwarves with mining enabled.
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- ``autolabor CUT_GEM 1 1``
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Keep exactly 1 dwarf with gemcutting enabled.
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- ``autolabor COOK 1 1 3``
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Keep 1 dwarf with cooking enabled, selected only from the top 3.
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- ``autolabor FEED_WATER_CIVILIANS haulers``
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Have haulers feed and water wounded dwarves.
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- ``autolabor CUTWOOD disable``
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Turn off autolabor for wood cutting.
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