2022-07-10 00:01:46 -06:00
|
|
|
manipulator
|
|
|
|
===========
|
2022-07-28 03:49:46 -06:00
|
|
|
|
2022-08-09 23:37:24 -06:00
|
|
|
.. dfhack-tool::
|
|
|
|
:summary: An in-game labor management interface.
|
2022-08-12 00:34:37 -06:00
|
|
|
:tags: fort productivity labors
|
2022-08-09 23:37:24 -06:00
|
|
|
:no-command:
|
|
|
|
|
|
|
|
It is equivalent to the popular Dwarf Therapist utility.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
|
|
|
To activate, open the unit screen and press :kbd:`l`.
|
|
|
|
|
2022-08-17 23:42:02 -06:00
|
|
|
Usage
|
|
|
|
-----
|
|
|
|
|
|
|
|
::
|
2022-07-28 03:49:46 -06:00
|
|
|
|
|
|
|
enable manipulator
|
|
|
|
|
2022-07-10 00:01:46 -06:00
|
|
|
.. image:: ../images/manipulator.png
|
|
|
|
|
2022-07-28 03:49:46 -06:00
|
|
|
The far left column displays the unit's name, happiness (color-coded based on
|
|
|
|
its value), profession, or squad, and the right half of the screen displays each
|
2022-07-10 00:01:46 -06:00
|
|
|
dwarf's labor settings and skill levels (0-9 for Dabbling through Professional,
|
|
|
|
A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).
|
|
|
|
|
|
|
|
Cells with teal backgrounds denote skills not controlled by labors, e.g.
|
|
|
|
military and social skills.
|
|
|
|
|
|
|
|
.. image:: ../images/manipulator2.png
|
|
|
|
|
|
|
|
Press :kbd:`t` to toggle between Profession, Squad, and Job views.
|
|
|
|
|
|
|
|
.. image:: ../images/manipulator3.png
|
|
|
|
|
|
|
|
Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
|
|
|
|
move 10 tiles at a time.
|
|
|
|
|
|
|
|
Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
|
|
|
|
categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
|
|
|
|
in the list. :kbd:`Backspace` seeks to the top left corner.
|
|
|
|
|
|
|
|
Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
|
|
|
|
to toggle all labors within the selected category.
|
|
|
|
|
|
|
|
Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
|
|
|
|
skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
|
|
|
|
Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
|
|
|
|
|
|
|
|
With a unit selected, you can press the :kbd:`v` key to view its properties (and
|
|
|
|
possibly set a custom nickname or profession) or the :kbd:`c` key to exit
|
|
|
|
Manipulator and zoom to its position within your fortress.
|
|
|
|
|
|
|
|
The following mouse shortcuts are also available:
|
|
|
|
|
|
|
|
* Click on a column header to sort the unit list. Left-click to sort it in one
|
|
|
|
direction (descending for happiness or labors/skills, ascending for name,
|
|
|
|
profession or squad) and right-click to sort it in the opposite direction.
|
|
|
|
* Left-click on a labor cell to toggle that labor. Right-click to move the
|
|
|
|
cursor onto that cell instead of toggling it.
|
|
|
|
* Left-click on a unit's name, profession or squad to view its properties.
|
|
|
|
* Right-click on a unit's name, profession or squad to zoom to it.
|
|
|
|
|
|
|
|
Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
|
|
|
|
directly to the main dwarf mode screen.
|
|
|
|
|
|
|
|
Professions
|
|
|
|
-----------
|
|
|
|
|
|
|
|
The manipulator plugin supports saving professions: a named set of labors that can be
|
|
|
|
quickly applied to one or multiple dwarves.
|
|
|
|
|
|
|
|
To save a profession, highlight a dwarf and press :kbd:`P`. The profession will be saved using
|
2022-07-28 03:49:46 -06:00
|
|
|
the custom profession name of the dwarf, or the default profession name for that dwarf if no
|
|
|
|
custom profession name has been set.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
|
|
|
To apply a profession, either highlight a single dwarf or select multiple with
|
|
|
|
:kbd:`x`, and press :kbd:`p` to select the profession to apply. All labors for
|
2022-07-28 03:49:46 -06:00
|
|
|
the selected dwarves will be reset to the labors of the chosen profession and
|
|
|
|
the custom profession names for those dwarves will be set to the applied
|
|
|
|
profession.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
|
|
|
Professions are saved as human-readable text files in the
|
|
|
|
``dfhack-config/professions`` folder within the DF folder, and can be edited or
|
|
|
|
deleted there.
|
|
|
|
|
|
|
|
The professions library
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
The manipulator plugin comes with a library of professions that you can assign
|
|
|
|
to your dwarves.
|
|
|
|
|
|
|
|
If you'd rather use Dwarf Therapist to manage your labors, it is easy to import
|
|
|
|
these professions to DT and use them there. Simply assign the professions you
|
|
|
|
want to import to a dwarf. Once you have assigned a profession to at least one
|
|
|
|
dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
|
|
|
|
professions will then be available for use in DT.
|
|
|
|
|
2022-07-28 05:05:41 -06:00
|
|
|
In the list below, the "needed" range indicates the approximate number of
|
|
|
|
dwarves of each profession that you are likely to need at the start of the game
|
|
|
|
and how many you are likely to need in a mature fort. These are just
|
2022-07-10 00:01:46 -06:00
|
|
|
approximations. Your playstyle may demand more or fewer of each profession.
|
|
|
|
|
2022-07-28 05:05:41 -06:00
|
|
|
- ``Chef`` (needed: 0, 3)
|
2022-09-28 15:49:03 -06:00
|
|
|
Butchery, Tanning, and Cooking. It is important to focus just a few dwarves
|
2022-07-28 05:05:41 -06:00
|
|
|
on cooking since well-crafted meals make dwarves very happy. They are also
|
|
|
|
an excellent trade good.
|
|
|
|
- ``Craftsdwarf`` (needed: 0, 4-6)
|
|
|
|
All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
|
|
|
|
kilns.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Doctor`` (needed: 0, 2-4)
|
2022-07-28 05:05:41 -06:00
|
|
|
The full suite of medical labors, plus Animal Caretaking for those using
|
|
|
|
the `dwarfvet` plugin.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Farmer`` (needed 1, 4)
|
2022-07-28 05:05:41 -06:00
|
|
|
Food- and animal product-related labors.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Fisherdwarf`` (needed 0, 0-1)
|
2022-07-28 05:05:41 -06:00
|
|
|
Fishing and fish cleaning. If you assign this profession to any dwarf, be
|
|
|
|
prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
|
|
|
|
sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
|
|
|
|
caught fish will just be left to rot.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Hauler`` (needed 0, >20)
|
2022-07-28 05:05:41 -06:00
|
|
|
All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
|
|
|
|
reloading traps) and Architecture (so haulers can help build massive
|
|
|
|
windmill farms and pump stacks). As you accumulate enough Haulers, you can
|
|
|
|
turn off hauling labors for other dwarves so they can focus on their skilled
|
|
|
|
tasks. You may also want to restrict your Mechanic's workshops to only
|
|
|
|
skilled mechanics so your unskilled haulers don't make low-quality
|
|
|
|
mechanisms.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Laborer`` (needed 0, 10-12)
|
2022-07-28 05:05:41 -06:00
|
|
|
All labors that don't improve quality with skill, such as Soapmaking and
|
|
|
|
furnace labors.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Marksdwarf`` (needed 0, 10-30)
|
2022-07-28 05:05:41 -06:00
|
|
|
Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
|
|
|
|
details.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Mason`` (needed 2, 2-4)
|
2022-07-28 05:05:41 -06:00
|
|
|
Masonry and Gem Cutting/Encrusting.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Meleedwarf`` (needed 0, 20-50)
|
2022-07-28 05:05:41 -06:00
|
|
|
Similar to ``Hauler``, but without most civilian labors. This profession is
|
|
|
|
separate from ``Hauler`` so you can find your military dwarves easily.
|
|
|
|
``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
|
|
|
|
enabled so you can temporarily deactivate your military after sieges and
|
|
|
|
allow your military dwarves to help clean up and reset traps.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Migrant`` (needed 0, 0)
|
2022-07-28 05:05:41 -06:00
|
|
|
You can assign this profession to new migrants temporarily while you sort
|
|
|
|
them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
|
|
|
|
of this profession is so you can find your new dwarves more easily.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Miner`` (needed 2, 2-10)
|
2022-07-28 05:05:41 -06:00
|
|
|
Mining and Engraving. This profession also has the ``Alchemist`` labor
|
|
|
|
enabled, which disables hauling for those using the `autohauler` plugin.
|
|
|
|
Once the need for Miners tapers off in the late game, dwarves with this
|
|
|
|
profession make good military dwarves, wielding their picks as weapons.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Outdoorsdwarf`` (needed 1, 2-4)
|
2022-07-28 05:05:41 -06:00
|
|
|
Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
|
|
|
|
Beekeeping, and Siege Engineering.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Smith`` (needed 0, 2-4)
|
2022-07-28 05:05:41 -06:00
|
|
|
Smithing labors. You may want to specialize your Smiths to focus on a single
|
|
|
|
smithing skill to maximize equipment quality.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``StartManager`` (needed 1, 0)
|
2022-07-28 05:05:41 -06:00
|
|
|
All skills not covered by the other starting professions (``Miner``,
|
|
|
|
``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
|
|
|
|
to assist in critical tasks at the beginning of the game. Individual labors
|
|
|
|
should be turned off as migrants are assigned more specialized professions
|
|
|
|
that cover them, and the StartManager dwarf can eventually convert to some
|
|
|
|
other profession.
|
2022-07-28 07:05:35 -06:00
|
|
|
- ``Tailor`` (needed 0, 2)
|
2022-07-28 05:05:41 -06:00
|
|
|
Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
|
2022-07-10 00:01:46 -06:00
|
|
|
|
|
|
|
A note on autohauler
|
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
These profession definitions are designed to work well with or without the
|
|
|
|
`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
|
|
|
|
instead of constantly being distracted by hauling). If you do want to use
|
|
|
|
autohauler, adding the following lines to your ``onMapLoad.init`` file will
|
|
|
|
configure it to let the professions manage the "Feed water to civilians" and
|
|
|
|
"Recover wounded" labors instead of enabling those labors for all hauling
|
|
|
|
dwarves::
|
|
|
|
|
|
|
|
on-new-fortress enable autohauler
|
|
|
|
on-new-fortress autohauler FEED_WATER_CIVILIANS allow
|
|
|
|
on-new-fortress autohauler RECOVER_WOUNDED allow
|