1006
DF Gameplay Questions / Re: Silly manager question: what exactly is 'priority'?
« on: August 09, 2016, 10:16:09 pm »
Basically, if you have contention for a workshop it chooses the job higher in the priority list first. So if you have a single mason's workshop and you queue up a door and a coffer, with the door being higher in the list, it will make the door first and the coffer second. If you have more than one workshop, I'm not entirely sure how it decides to split up the work because even when the top job has many things to build, I swear I've seen another workshop working on the task lower down the list.
There are a couple of weird buglets to keep in mind too. If you queue up 2 jobs for the same workshop but don't have the ability to carry out the first one for some reason, the second one will never start. For example, if you have a single craftdwarf's workshop and you queue up some bone carving and some wood carving with the bone carving having the higher priority, if you have no dwarves with bone carving set on them, the wood carving job will never start. This makes sense in some ways, but it's an easy trap to fall into if you have pretty much automated production and somebody dies.
Another buglet is when you cancel a manager job that is already activated in the shop, it will not cancel the job in the shop. I have not verified it, but I have gotten the impression that the cancelled job sometimes fails to start in the workshop and will halt all work until you properly cancel that job. So it's important when cancelling a work order to find out which workshop it is in if it is already in an "active" state (the text on the left hand side of the manager queue). Then you can cancel that job in the workshop and finally cancel he work order.
The other direction seems to be fine, though. If you decide that you have some super important thing that you absolutely must do now, you can cancel a job in the workshop, add your super important task, mark it "do it now". The work order will be requeued the following day (when the manager checks the orders). This is quite convenient.
There are a couple of weird buglets to keep in mind too. If you queue up 2 jobs for the same workshop but don't have the ability to carry out the first one for some reason, the second one will never start. For example, if you have a single craftdwarf's workshop and you queue up some bone carving and some wood carving with the bone carving having the higher priority, if you have no dwarves with bone carving set on them, the wood carving job will never start. This makes sense in some ways, but it's an easy trap to fall into if you have pretty much automated production and somebody dies.
Another buglet is when you cancel a manager job that is already activated in the shop, it will not cancel the job in the shop. I have not verified it, but I have gotten the impression that the cancelled job sometimes fails to start in the workshop and will halt all work until you properly cancel that job. So it's important when cancelling a work order to find out which workshop it is in if it is already in an "active" state (the text on the left hand side of the manager queue). Then you can cancel that job in the workshop and finally cancel he work order.
The other direction seems to be fine, though. If you decide that you have some super important thing that you absolutely must do now, you can cancel a job in the workshop, add your super important task, mark it "do it now". The work order will be requeued the following day (when the manager checks the orders). This is quite convenient.