As the thread broadens into the topic of general automation, I've got a few additional comments:
- Allowing auto X to be set on the workshop level, so silk collection and spinning can be done by the loom in the cavern/by the silk farm, without also suffering from getting jobs to make plant thread (with the attendant hauling down and then back up). This might be an extension of the currently existing manager enabled ability to tie workshops to individuals and/or skill levels.
- Auto shear/spin (tied to the farmer's workshop by the animal pen, not the one used for plant processing...).
- Auto process to thread and auto process to slurry (for instance) are not mutually exclusive, but they are competing. If both were enabled every even job would be thread making and every odd one slurry making. Since these require different skills, it would be messy.
- Auto production targets (with the option of no limit) would be nice.
- I wouldn't mind an auto quire option, but it would be useless (in my view) if it's not possible to tie it to a workshop. The craftdwarf workshops already have a large number of jobs with different skills tied to them, and I really want to dedicate workshops to a single skill for most parts. I certainly don't want bone carvers, stone crafters, wood crafters, paper makers,... to jump around the different workshops with all work stopping because all the shops are blocked by bone carving jobs because the bone carver is on a season long praying spree.
I believe Toady is considering a manager overhaul, so maybe some of these things might make it in at that time.