Workorders Settings - elanthia-online/dr-scripts GitHub Wiki

Description

Trains a crafting skill with work orders. It asks the society master for an order, buys the materials, crafts and bundles the items, turns the logbook in, and then repairs your tools.

Supported disciplines: blacksmithing, weaponsmithing, tailoring, shaping, carving, remedies, artificing and tinkering.

You need the discipline's tools and logbook first. See Crafting Setup for tools, toolbelts, logbooks and rooms.

Settings

YAML Settings

Choosing an order

It keeps asking (up to 500 times) until it's offered an order for an item on its list, in a quantity between workorder_min_items and workorder_max_items.

workorder_diff: challenging
workorder_min_items: 2
workorder_max_items: 3
workorder_recipes:
Setting Default Purpose
workorder_diff challenging Difficulty to ask for. Can be a hash with one difficulty per discipline (see below).
workorder_min_items 2 Fewest items to accept in an order.
workorder_max_items 3 Most items to accept in an order.
workorder_recipes Per discipline, the recipe names to accept. If a discipline isn't listed, any recipe marked for work orders in base-recipes.yaml is accepted.
workorder_diff:
  tailoring: hard
  blacksmithing: hard
  shaping: challenging

workorder_recipes:
  tailoring:
    - a knitted ankleband
    - some knitted socks

When to stop

craft_max_mindstate: 31

Once it has an order, it checks the discipline's skill. If that's above craft_max_mindstate, it exits before crafting. The order stays in your logbook, and ;workorders <discipline> continue picks it up later.

Where to work

Orders are taken in your hometown, or in force_crafting_town if that's set. Each discipline also uses its own crafting room and toolbelt from Crafting Setup.

hometown: Crossing
force_crafting_town:

Materials

The stock it buys for each discipline. Lower workability materials (for example pine or linen) are harder to work, so they teach more per item, but use them with care: techniques and some skill in the discipline are strongly recommended.

workorders_materials:
  bone_type: wolf            # carving, when carving_workorder_material_type is bone
  fabric_type: burlap        # tailoring (sewing)
  knit_type: yarn            # tailoring (knitting)
  metal_type: bronze         # blacksmithing, weaponsmithing
  stone_type: alabaster      # carving, when carving_workorder_material_type is stone
  wood_type: maple           # shaping, tinkering
  mechanism_ingot_type: bronze # tinkering mechanisms
carving_workorder_material_type: stone
Setting Default Purpose
carving_workorder_material_type stone Carve stone or bone orders. Only recipes in that material are accepted.
retain_crafting_materials false Keep leftover stock instead of throwing it away. Applies to carving, shaping, tailoring and remedies.
workorders_override_store false Remedies: always forage herbs, even when the shop sells them. Herbs the shop doesn't sell are always foraged.

Your own ingots

Blacksmithing and weaponsmithing can use your own metal instead of buying stock.

use_own_ingot_type:
deed_own_ingot: false
Setting Default Purpose
use_own_ingot_type Metal to forge with from your own stock, e.g. bronze. It uses an ingot of that metal, or taps a deed of it. If that isn't enough for the order, it taps a deed as well and smelts the leftovers together afterwards.
deed_own_ingot false Deed what's left of the ingot afterwards, buying a deed packet if you don't have one.

Money

workorder_cash_on_hand:

Coin to have on hand before buying materials. When it isn't set, it uses 5,000 copper for most disciplines, 10,000 for shaping and for deeding your own ingot, and 20,000 for artificing. It withdraws from your bank if needed.

Tool repair

workorders_repair: true
workorders_repair_own_tools: false
workorders_no_repair_tools:
Setting Default Purpose
workorders_repair true Repair your tools at the discipline's repair shop after each order. If you're short on coin for a repair, it goes to the bank and comes back; a tool it can't pay for is skipped. Set to false if your tools are in your gear and repaired with it.
workorders_repair_own_tools false Advanced: repair the tools yourself instead. Only worth it with the Proper Forging Tool Care technique, and if you'll do more than one work order within the 2-hour window.
workorders_no_repair_tools Tools to never repair. Any tool whose name contains one of these is skipped.

Other settings

Setting Default Purpose
workorders_force_heal false Run ;safe-room force first. Wounds such as twitching or bleeding stop you untying tools from belts.
crafting_container backpack Container for crafting items.
crafting_items_in_container Items to take only from crafting_container, such as oil for forging.
default_container Where turnin looks for finished items.
worn_trashcan / worn_trashcan_verb A worn trash container for leftover materials, and the verb that empties it.

Tools and belts

Each discipline uses its own tool list and belt:

Discipline Tools Belt Room
blacksmithing, weaponsmithing forging_tools forging_belt
tailoring outfitting_tools outfitting_belt outfitting_room
shaping shaping_tools, else engineering_tools engineering_belt engineering_room
carving carving_tools, else engineering_tools engineering_belt engineering_room
tinkering engineering_tools engineering_belt engineering_room
remedies alchemy_tools alchemy_belt alchemy_room
artificing enchanting_tools enchanting_belt enchanting_room
Weaponsmithing uses the blacksmithing society, and tinkering uses the Engineering society's master and logbook.

Argument Settings

Argument Purpose
discipline Required. One of the disciplines listed above.
repair Only repair your tools; no order.
turnin Take an order and turn it in with items you already have, from default_container.
continue Resume the order already in your logbook. If it's complete, it's turned in.

Usage

;workorders tailoring

;workorders shaping repair

;workorders blacksmithing continue

You can run it automatically in a subsection of T2.

T2

- skill: Outfitting
  start: 10
  scripts:
  - gosafe
  - workorders tailoring
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