< is "Less than"
<= is "At most"
> is "Greater than"
>= is "At least"
# are comments
brew drink from plant (5) #Production falls behind in my fort at 1 per day
unrotten DRINK_MAT-producing plants > 5
empty food storage items > 5
drinks < 600 #My drink stockpile capacity
lavish meal (1)
unrotten cookable solid item > 10 #Keep extra for taming
unrotten cookable item > 10
unrotten prepared meal < 2500 #My prepared meal stockpile capacity
totem (1)
unrotten totemable body part > 0
horn crafts (1)
unrotten horn body part > 0
ivory/tooth crafts (1)
unrotten ivory/tooth body part > 0
bone bolts (5) #A quiver's worth
unrotten bone body part > 5
bone bolts < 50 #Claimed bolts don't count
bone crafts (1)
unrotten bone body part > 0
bone bolts >= 50 #Only when I don't need more bolts
charcoal (1)
logs > 0
refined coal < 20
bronze bars (use bars) (1)
tin bars > 0
copper bars > 0
refined coal > 5 #Keep extra on hand for misc forging, ignore if magma forge
bronze bolts (1)
bronze bars > 10 #Keep extra on hand for misc forging
refined coal > 5 #Ignore if magma forge
metal bolts < 50 #Claimed bolts don't count
copper bolts (1) #Only when bronze runs out
copper bars > 10
refined coal > 5 #Ignore if magma forge
metal bolts < 50
bronze bars = 0 #Prefer bronze
tin bars = 0 #Potential bronze
ash (1)
logs > 0
ash = 0 #Keep only 1 on hand, this is quick
lye (1)
ash > 0
empty buckets > 0
lye = 0 #You can't select "lye-containing items", not sure if this works. Use "Make ash (1) completed"?
mill seeds to paste (1)
unrotten PRESS_LIQUID_MAT-producing seeds > 10 #Spares for planting
non-pressed PRESS_LIQUID_MAT-producing glob = 0 #This is slow. I should probably set it higher.
press liquid from paste (1)
non-pressed PRESS_LIQUID_MAT-producing glob > 0
liquid container > 0
SOAP_MAT-producing liquid = 0 #I should probably set this higher, too.
soap from oil (1)
lye-containing items > 0
SOAP_MAT-producing liquid > 0
soap bars = 0 #Hospital bars don't count
spin thread (1)
unrotten hair/wool > 0
process plants (1)
unrotten processable plants > 20 #Reserve booze
amount of plant cloth < 30 #Don't need too much on hand
collect webs (1) #Cavern can be sealed suddenly due to emergency, just 1 job at a time.
undisturbed thread > 200 #Account for unreachable webs, YMMV.
silk cloth < 30
cloth robe (1)
unused plant cloth > 4 #Need enough for each set
robes < 20 #Claimed items don't count
cloth trousers (1)
unused plant cloth > 4
trousers < 20
cloth shoes (1)
unused plant cloth > 4
shoes < 20
silk robe (1)
unused silk cloth > 4
robes < 20
silk trousers (1)
unused silk cloth > 4
trousers < 20
silk shoes (1)
unused silk cloth > 4
shoes < 20
collect sand (1)
empty sewn-imageless boxes and bags > 0 #This should count only bags
sand-bearing items < 2 #I keep 2-3 bags on hand
melt a metal object (1) #Should be limited to a magma forge
melt-designated items > 0
This is actually very useful knowledge, thank you for this.Spoiler (click to show/hide)
- totem crafting & training arrows crafting but job orders for indefinite jobs is bouncing back after a dwarf cancels them and it results in error message spam.Don't use indefinite jobs. Use X amount, checked daily, with a condition of X amount available. X = 1 or X = 2 should sufficient given arrow stack size and skull availability.
- empty bags, where bags are separate in item listing from chests/boxes/coffers. Right now I can't make any of those for dwarven rooms, if I want this automation. Also stockpiles are screwed up by boxes coming together with bags. Specially that boxes are not used by some farming processes, but bags are. Major headache with this mix-up of tools (bags) with furniture (chests).Supposedly the "sewn-imageless" trait describes only (not decorated) bags. I think there's a "hard" trait that describes boxes.
cloth robe (1)
unused plant cloth > 4 #Need enough for each set
robes < 20 #Claimed items don't count
How do you set the part concerning "Claimed item don't count"? I can't find it in any of the sub-menuThey never count, because they're not "available".
Thank you
They never count, because they're not "available".
Edit: Although we should probably be checking for wear, if possible. I think "unrotten" would ignore only XXclothesXX. Is the "unused" trait available for clothing?
The part i don't understand is that many orders seems to ignore conditions, so i wonder if i didn't messed up things and how did it happen, since i basically copyed your strings... like those for cloth, i have dorfs processing plants even if i have over 100 pig tails cloth, and the condition is check if less than 50. And so on many others, like clothing. It appears they are making new clothes every day (1 job, check daily).That could be it, unless you've got bin issues or something.
Maeby as soon as an item is ready a new dwarf claims is? Could be i guess
...The part i don't understand is that many orders seems to ignore conditions, so i wonder if i didn't messed up things and how did it happen, since i basically copyed your strings... like those for cloth, i have dorfs processing plants even if i have over 100 pig tails cloth, and the condition is check if less than 50....The job manager and the Stocks menu count items for different reasons. The Stocks menu shows all the items, even those being transported, but the job manager does not count transported items or items that are "tasked", or items that are in a "tasked" container (a bin with 35 cloth might be tasked to add another 2 cloth, causing those 35 cloth to be unavailable). So, if enough of your pig tail cloth is temporarily unavailable, it could trigger the start of your "process plant" job, because the available pig tail cloth was temporarily low, even though the Stocks menu showed the full amount.
Maeby as soon as an item is ready a new dwarf claims is? Could be i guessYep, the claiming of items appears to happen immediately as the new item is crafted or added to your fort's item lists. But they should also be dropping an item sometimes, at this time, adding an item back into your inventory.
You could set the workshop profile to the dwarves who have the job enabled, to prevent larger creatures to make the crafts. Bit tedious. When using autolabor, make sure enough have the job enabled.You can set the desired size under the job [d]etails. The problem is checking how many clothes of each size are available.
You can set the desired size under the job [d]etails.
Having a human craft dwarf-specified clothes didn't work? You sure you set it up properly on the manager screen?QuoteYou can set the desired size under the job [d]etails.
How? Dwarf size is default size. But when a human goes making stuff default size it will be large.
I did actually try to set it to dwarven size. It did not matter. Maybe I should set it to elven size... but what dwarf wants to wear elven clothes?
Related to another post: How can I check for wooden bolts to limit their production? I could only find options for bone or specific wood types.