


The key is that, for almost all labors, once a dwarf begins a job it will finish that job even if the associated labor is removed. Autolabor tries to keep as many dwarves as possible busy but also tries to have dwarves specialize in specific skills. 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. Automatically manage dwarf labors to efficiently complete jobs. I certainly don't want bone carvers, stone crafters, wood crafters, paper makers. 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 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. Auto production targets (with the option of no limit) would be nice. Since these require different skills, it would be messy. If both were enabled every even job would be thread making and every odd one slurry making. Auto process to thread and auto process to slurry (for instance) are not mutually exclusive, but they are competing. Auto shear/spin (tied to the farmer's workshop by the animal pen, not the one used for plant processing.). Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow. You, as the fortress overseer, create jobs to be done by designating them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job. This might be an extension of the currently existing manager enabled ability to tie workshops to individuals and/or skill levels. When you want a dwarf to do a job of work, you must assign that dwarf to a 'labor' type that corresponds with the job. 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). Dwarf Fortress has been in development on-and-off since 2002 and consistently since 2006.
#Dwarf fortress auto queue work simulator
The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games. As the thread broadens into the topic of general automation, I've got a few additional comments: Dwarf Fortress Development (last updated: January 29, 2020) Overview.
