Small tip - If you select the hash symbol next to the work order and type two 0s before hitting enter, it'll set said task to infinity. I find this helpful when setting up my smelters as well as my farm workshops for things such as milking, shearing, and plant processing.
Maybe I missed it but the only thing to mention is on workshops, the general work orders allowed can be useful. You can reduce this to 0 to stop your key artisan shops from being flooded with general jobs like block making when maybe you just want that shop to produce a bunch of exceptional furniture. It's also useful in preventing say your bone crafting workshops from grabbing general rock crafting jobs that might bog your dwarfs down in running back and forth a crossed the fort.
I'm so glad I watched this video. I had no idea that being a manager was actually a job. It explains why it took so long for my work orders to be assigned (thought it was just a bug) or why they wouldn't be assigned if my manager was busy crafting. I never put two and two together and just thought that simply assigning a manager gave me this UI option to assign work orders. Also, I never knew you could make broad work orders that apply to multiple workshops. I always thought assigning work orders were done for shops individually and was overwhelmed with having individual shops have skilled masters and giving each of their shops individual work orders to make sure their skills don't get rusty but also generate wealth quickly and fulfill mandates. I've pretty much watched this entire series to prepare for my next run since the first one was extremely overwhelming once I capped out on population. Now I've learned so many new tips to make my next run more immersive and manage it to be a lot less overwhelming. Thank you for this series.
Work orders are great. One of the first things I do in each fortress is set up a work order to brew drinks from plants if the fort falls below a certain number of drinks. I usually do this with meals as well, but I wait until I have a decent farm going before I do that. That said, keep in mind that the number of the work order screen is how many JOBS that will be completed, not how many ITEMS that will be produced. Cooking and brewing jobs generally make more than one item of meals or drinks. Bolts are another example, as are coins. Just a detail worth remembering.
God, I learn something new every time I watch one of your videos. I've played a fair bit of DF over the years, and I've always known about the manager, but I had no idea about the conditional automation. Love your content!
On the orders screen there's an icon on the side of each job that tells you if a manager has validated each job. If it's been validated than you know it's not the managers fault. If it hasn't been validated then it means the manager has not sat in his office and processed the order. Possibly due to having too many other tasks!
Ohhhhh, I could set my jeweler to check for uncut gems and cut them, monthly or whatever. Thus saving me wondering if I forgot to check again before the traders come by...
Is it possible to make a work order list, save it, you import it in other fortresses? It would avoid me having to do 23022 clicks each time, and not forgotting anything.
Managers are always top priority for me lol. I’m fairly new to the game, but with some luck and some ingenuity I’ve managed to survive a titan attack on my fort. Your videos helped quite a lot in letting that happen. One question: The only titan casualties I suffered were 4 marks dwarves jumping down from their archer positions directly onto the titan, which immediately ate them. Is there any good way to avoid that?
since we can't just spam a -> d 10 times in masons shop or a -> b in carpenters in steam version the number of employed adminstrator dwarves skyrocketed
I always need to be careful with this system, I always tend to overdo it with my work order screen. Now I just need to figure out how the stockpile>workshop>stockpile pipeline system works.
I really hope they update the game eventually so we can sort jobs into different tabs by industry or something. It's so easy to end up with 50 repeating jobs in a fully functioning fortress.
I don't think I've ever double or triple booked anyone for my manager, bookkeeper, or broker roles. Do you find that it can take a while for work orders to get approved this way?
In the case of multiple conditions for a single work order, I always thought that it'd be an OR check. => If one of the condition is true, the work order is launched. You said that it's an AND check => If ALL the conditions are green, then the work order is launched. I'm confused right now. Did I experienced bugs? Do you need all the condition on green spot to launch a work order? Or just one?
I always speed run Manager. Makes the game so much easier
It is worth noting that your manager does not need an office to manage work orders if the population of your settlement is less than 20.
Small tip - If you select the hash symbol next to the work order and type two 0s before hitting enter, it'll set said task to infinity. I find this helpful when setting up my smelters as well as my farm workshops for things such as milking, shearing, and plant processing.
You only need to enter one zero from my experience but it's good advice either way!
@@tylerliley264 Oh really? That's cool to know!
Maybe I missed it but the only thing to mention is on workshops, the general work orders allowed can be useful. You can reduce this to 0 to stop your key artisan shops from being flooded with general jobs like block making when maybe you just want that shop to produce a bunch of exceptional furniture. It's also useful in preventing say your bone crafting workshops from grabbing general rock crafting jobs that might bog your dwarfs down in running back and forth a crossed the fort.
This is a great tip! I always forget to do this.
I'm so glad I watched this video. I had no idea that being a manager was actually a job. It explains why it took so long for my work orders to be assigned (thought it was just a bug) or why they wouldn't be assigned if my manager was busy crafting. I never put two and two together and just thought that simply assigning a manager gave me this UI option to assign work orders. Also, I never knew you could make broad work orders that apply to multiple workshops. I always thought assigning work orders were done for shops individually and was overwhelmed with having individual shops have skilled masters and giving each of their shops individual work orders to make sure their skills don't get rusty but also generate wealth quickly and fulfill mandates. I've pretty much watched this entire series to prepare for my next run since the first one was extremely overwhelming once I capped out on population. Now I've learned so many new tips to make my next run more immersive and manage it to be a lot less overwhelming. Thank you for this series.
Work orders are great. One of the first things I do in each fortress is set up a work order to brew drinks from plants if the fort falls below a certain number of drinks. I usually do this with meals as well, but I wait until I have a decent farm going before I do that. That said, keep in mind that the number of the work order screen is how many JOBS that will be completed, not how many ITEMS that will be produced. Cooking and brewing jobs generally make more than one item of meals or drinks. Bolts are another example, as are coins. Just a detail worth remembering.
God, I learn something new every time I watch one of your videos. I've played a fair bit of DF over the years, and I've always known about the manager, but I had no idea about the conditional automation. Love your content!
Thank you. Sometimes they don't start the work orders for a long time. That's cause my manager have to much other tasks I guess?
On the orders screen there's an icon on the side of each job that tells you if a manager has validated each job. If it's been validated than you know it's not the managers fault. If it hasn't been validated then it means the manager has not sat in his office and processed the order. Possibly due to having too many other tasks!
@@andrebenoit404 thanks 🙂🙋🏻♂️
Ohhhhh, I could set my jeweler to check for uncut gems and cut them, monthly or whatever. Thus saving me wondering if I forgot to check again before the traders come by...
This just dawned on me. I mostly automate my drinks at the moment so I don't ever run out, an early player issue I made.
If only we could set cut/encrust jobs with more granularity!
Over 400 hours in DF Premium, and much more in the original ASCII version and I still always learn something from these videos!
Is it possible to make a work order list, save it, you import it in other fortresses?
It would avoid me having to do 23022 clicks each time, and not forgotting anything.
I dont use df hack so maybe it can be done with it
You can with DF hack
I wish I could do that with labors.
I am addicted at having specific craftmasters, so setting around 20 labor preferences every fort is annoying.
I already knew this, yet here I am. I can't imagine playing without a manager.
i would be nowhere without you Blind
Managers are always top priority for me lol. I’m fairly new to the game, but with some luck and some ingenuity I’ve managed to survive a titan attack on my fort. Your videos helped quite a lot in letting that happen. One question: The only titan casualties I suffered were 4 marks dwarves jumping down from their archer positions directly onto the titan, which immediately ate them. Is there any good way to avoid that?
Make sure that there is a roof above them so they can't vault the wall. Overhangs also help.
since we can't just spam a -> d 10 times in masons shop or a -> b in carpenters in steam version the number of employed adminstrator dwarves skyrocketed
Q abababababababababababababr
I have about 200 hours in this game and I never realized you could make a work order that could be done at any relevant workshop
Amazing
I always need to be careful with this system, I always tend to overdo it with my work order screen. Now I just need to figure out how the stockpile>workshop>stockpile pipeline system works.
I really hope they update the game eventually so we can sort jobs into different tabs by industry or something. It's so easy to end up with 50 repeating jobs in a fully functioning fortress.
thankls :)
so i have to build a fishery to cook fish. awesome.
I find myself setting up mostly the same orders for each fort. Is there a way to save orders from one fort and transfer them to the next one?
I don't think I've ever double or triple booked anyone for my manager, bookkeeper, or broker roles. Do you find that it can take a while for work orders to get approved this way?
In the case of multiple conditions for a single work order, I always thought that it'd be an OR check. => If one of the condition is true, the work order is launched.
You said that it's an AND check => If ALL the conditions are green, then the work order is launched.
I'm confused right now. Did I experienced bugs? Do you need all the condition on green spot to launch a work order? Or just one?
all conditions need to be green. ex: make fine meals when unrotten prepared meals is >50 and
thanks bud!@@comradewin7835
Why game shows 15/15 instead of 0/15?
i am strugling to create chairs or thrones yet i am surounded by limestone boulders.
i dont know if there is an overlap of my labor tab preventing dudes doing what i need or if i dont have the items i need,
I give up, gl mate.
@@BlindiRL thanks for all your help, i have been watching as many videos as i can. i appreciate your time and attention. thank you for these videos.
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