Manage automated item production rules.
Fixes crashes caused by old versions of workflow.
Manage repeat jobs according to stock levels. gui/workflow provides a simple front-end integrated in the game UI.
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.
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 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
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.
Delete all constraints.
List workflow-controlled jobs (if in a workshop, filtered by it).
List active constraints, and their job counts.
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.
Fixes crashes caused by the version of workflow released with DFHack 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-runkeyword to see what this command would do without making any changes to game state.
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
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 command. Otherwise the plugin won’t be able to deduce the output material.
Maintain 10-100 locally-made crafts of exceptional quality:
workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
The constraint spec consists of 4 parts, separated with
The first part is mandatory and specifies the item type and subtype, using the raw tokens for items (the same syntax used for custom reaction inputs). For more information, see this wiki page.
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
ACACIA:WOODetc. 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).