135 lines
4.9 KiB
ReStructuredText
135 lines
4.9 KiB
ReStructuredText
workflow
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========
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.. dfhack-tool::
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:summary: Manage automated item production rules.
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:tags: unavailable
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Manage repeat jobs according to stock levels. `gui/workflow` provides a simple
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front-end integrated in the game UI.
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When the plugin is enabled, it protects all repeat jobs from removal. If they do
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disappear due to any cause (raw materials not available, manual removal by the
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player, etc.), they are immediately re-added to their workshop and suspended.
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If any constraints on item amounts are set, repeat jobs that produce that kind
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of item are automatically suspended and resumed as the item amount goes above or
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below the limit.
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There is a good amount of overlap between this plugin and the vanilla manager
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workorders, and both systems have their advantages. Vanilla manager workorders
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can be more expressive about when to enqueue jobs. For example, you can gate the
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activation of a vanilla workorder based on availability of raw materials, which
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you cannot do in ``workflow``. However, ``workflow`` is often more convenient
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for quickly keeping a small stock of various items on hand without having to
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configure all the vanilla manager options. Also see the `orders` plugin for
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a library of manager orders that may make managing your stocks even more
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convenient than ``workflow`` can.
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Usage
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-----
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``enable workflow``
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Start monitoring for and managing workshop jobs that are set to repeat.
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``workflow enable|disable drybuckets``
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Enables/disables automatic emptying of abandoned water buckets.
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``workflow enable|disable auto-melt``
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Enables/disables automatic resumption of repeat melt jobs when there are
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objects to melt.
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``workflow count <constraint-spec> <target> [gap]``
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Set a constraint, counting every stack as 1 item. If a gap is specified,
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stocks are allowed to dip that many items below the target before relevant
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jobs are resumed.
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``workflow amount <constraint-spec> <target> [gap]``
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Set a constraint, counting all items within stacks. If a gap is specified,
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stocks are allowed to dip that many items below the target before relevant
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jobs are resumed.
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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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``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; this list
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can be copied to a file, and then reloaded using the `script` built-in
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command.
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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
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`job item-material <job>` command. Otherwise the plugin won't be able to
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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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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, using the
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raw tokens for items (the same syntax used for custom reaction inputs). For more
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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 the hard-coded
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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 raw syntax
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for reaction input materials, e.g. ``INORGANIC:IRON``, although for
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convenience it also allows just ``IRON``, or ``ACACIA:WOOD`` etc. See the
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link above for more details on the unabbreviated raw syntax.
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- A comma-separated list of miscellaneous flags, which currently can be used to
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ignore imported items (``LOCAL``) or items below a certain quality (1-5, with
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5 being masterwork).
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