2022-04-01 10:21:16 -06:00
|
|
|
.. _config-examples-guide:
|
2021-08-16 06:57:40 -06:00
|
|
|
.. _dfhack-examples-guide:
|
|
|
|
|
2022-03-21 13:58:17 -06:00
|
|
|
DFHack Example Configuration File Index
|
2021-08-16 06:57:40 -06:00
|
|
|
=======================================
|
|
|
|
|
|
|
|
The :source:`hack/examples <data/examples>` folder contains ready-to-use
|
|
|
|
examples of various DFHack configuration files. You can use them by copying them
|
|
|
|
to appropriate folders where DFHack and its plugins can find them (details
|
|
|
|
below). You can use them unmodified, or you can customize them to better suit
|
|
|
|
your preferences.
|
|
|
|
|
|
|
|
The ``init/`` subfolder
|
|
|
|
-----------------------
|
|
|
|
|
|
|
|
The :source:`init/ <data/examples/init>` subfolder contains useful DFHack
|
|
|
|
`init-files` that you can copy into your main Dwarf Fortress folder -- the same
|
|
|
|
directory as ``dfhack.init``.
|
|
|
|
|
2021-08-31 00:02:34 -06:00
|
|
|
.. _onMapLoad-dreamfort-init:
|
2021-08-30 23:59:15 -06:00
|
|
|
|
2021-08-16 06:57:40 -06:00
|
|
|
:source:`onMapLoad_dreamfort.init <data/examples/init/onMapLoad_dreamfort.init>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This is the config file that comes with the `dreamfort` set of blueprints, but
|
|
|
|
it is useful (and customizable) for any fort. It includes the following config:
|
|
|
|
|
|
|
|
- Calls `ban-cooking` for items that have important alternate uses and should
|
|
|
|
not be cooked. This configuration is only set when a fortress is first
|
|
|
|
started, so later manual changes will not be overridden.
|
|
|
|
- Automates calling of various fort maintenance and `scripts-fix`, like
|
|
|
|
`cleanowned` and `fix/stuckdoors`.
|
2021-09-01 14:06:07 -06:00
|
|
|
- Keeps your manager orders intelligently ordered with `orders` ``sort`` so no
|
|
|
|
orders block other orders from ever getting completed.
|
2021-08-16 06:57:40 -06:00
|
|
|
- Periodically enqueues orders to shear and milk shearable and milkable pets.
|
|
|
|
- Sets up `autofarm` to grow 30 units of every crop, except for pig tails, which
|
|
|
|
is set to 150 units to support the textile industry.
|
|
|
|
- Sets up `seedwatch` to keep 30 of every type of seed.
|
2021-08-30 23:59:15 -06:00
|
|
|
- Configures `prioritize` to automatically boost the priority of important and
|
|
|
|
time-sensitive tasks that could otherwise get ignored in busy forts, like
|
|
|
|
hauling food, tanning hides, storing items in vehicles, pulling levers, and
|
|
|
|
removing constructions.
|
2021-08-16 06:57:40 -06:00
|
|
|
- Optimizes `autobutcher` settings for raising geese, alpacas, sheep, llamas,
|
|
|
|
and pigs. Adds sensible defaults for all other animals, including dogs and
|
|
|
|
cats. There are instructions in the file for customizing the settings for
|
|
|
|
other combinations of animals. These settings are also only set when a
|
|
|
|
fortress is first started, so any later changes you make to autobutcher
|
|
|
|
settings won't be overridden.
|
|
|
|
- Enables `automelt`, `tailor`, `zone`, `nestboxes`, and `autonestbox`.
|
|
|
|
|
|
|
|
The ``orders/`` subfolder
|
|
|
|
-------------------------
|
|
|
|
|
|
|
|
The :source:`orders/ <data/examples/orders>` subfolder contains manager orders
|
|
|
|
that, along with the ``onMapLoad_dreamfort.init`` file above, allow a fort to be
|
|
|
|
self-sustaining. Copy them to your ``dfhack-config/orders/`` folder and import
|
|
|
|
as required with the `orders` DFHack plugin.
|
|
|
|
|
|
|
|
:source:`basic.json <data/examples/orders/basic.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This collection of orders handles basic fort necessities:
|
|
|
|
|
|
|
|
- prepared meals and food products (and by-products like oil)
|
|
|
|
- booze/mead
|
|
|
|
- thread/cloth/dye
|
2022-03-12 14:42:04 -07:00
|
|
|
- pots/jugs/buckets/mugs
|
2021-09-21 01:27:04 -06:00
|
|
|
- bags of leather, cloth, silk, and yarn
|
2021-08-16 06:57:40 -06:00
|
|
|
- crafts and totems from otherwise unusable by-products
|
2021-08-30 23:59:15 -06:00
|
|
|
- mechanisms/cages
|
2021-08-16 06:57:40 -06:00
|
|
|
- splints/crutches
|
|
|
|
- lye/soap
|
|
|
|
- ash/potash
|
2021-09-03 01:27:48 -06:00
|
|
|
- beds/wheelbarrows/minecarts
|
2021-09-21 01:27:04 -06:00
|
|
|
- scrolls
|
2021-08-16 06:57:40 -06:00
|
|
|
|
2021-09-03 01:27:48 -06:00
|
|
|
You should import it as soon as you have enough dwarves to perform the tasks.
|
|
|
|
Right after the first migration wave is usually a good time.
|
2021-08-16 06:57:40 -06:00
|
|
|
|
|
|
|
:source:`furnace.json <data/examples/orders/furnace.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This collection creates basic items that require heat. It is separated out from
|
|
|
|
``basic.json`` to give players the opportunity to set up magma furnaces first in
|
|
|
|
order to save resources. It handles:
|
|
|
|
|
|
|
|
- charcoal (including smelting of bituminous coal and lignite)
|
|
|
|
- pearlash
|
|
|
|
- sand
|
|
|
|
- green/clear/crystal glass
|
|
|
|
- adamantine processing
|
|
|
|
- item melting
|
|
|
|
|
2022-06-08 20:02:58 -06:00
|
|
|
Orders are missing for plaster powder until DF :bug:`11803` is fixed.
|
2021-09-21 01:27:04 -06:00
|
|
|
|
2021-08-16 06:57:40 -06:00
|
|
|
:source:`military.json <data/examples/orders/military.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This collection adds high-volume smelting jobs for military-grade metal ores and
|
|
|
|
produces weapons and armor:
|
|
|
|
|
|
|
|
- leather backpacks/waterskins/cloaks/quivers/armor
|
|
|
|
- bone/wooden bolts
|
2021-09-21 01:27:04 -06:00
|
|
|
- smelting for platinum, silver, steel, bronze, bismuth bronze, and copper (and
|
|
|
|
their dependencies)
|
|
|
|
- bronze/bismuth bronze/copper bolts
|
|
|
|
- platinum/silver/steel/iron/bismuth bronze/bronze/copper weapons and armor,
|
|
|
|
with checks to ensure only the best available materials are being used
|
2021-08-16 06:57:40 -06:00
|
|
|
|
|
|
|
If you set a stockpile to take weapons and armor of less than masterwork quality
|
|
|
|
and turn on `automelt` (like what `dreamfort` provides on its industry level),
|
|
|
|
these orders will automatically upgrade your military equipment to masterwork.
|
|
|
|
Make sure you have a lot of fuel (or magma forges and furnaces) before you turn
|
|
|
|
``automelt`` on, though!
|
|
|
|
|
|
|
|
This file should only be imported, of course, if you need to equip a military.
|
|
|
|
|
|
|
|
:source:`smelting.json <data/examples/orders/smelting.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This collection adds smelting jobs for all ores. It includes handling the ores
|
|
|
|
already managed by ``military.json``, but has lower limits. This ensures all
|
2021-09-21 01:27:04 -06:00
|
|
|
ores will be covered if a player imports ``smelting`` but not ``military``, but
|
|
|
|
the higher-volume ``military`` orders will take priority if both are imported.
|
2021-08-16 06:57:40 -06:00
|
|
|
|
2021-08-30 23:59:15 -06:00
|
|
|
:source:`rockstock.json <data/examples/orders/rockstock.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
This collection of orders keeps a small stock of all types of rock furniture.
|
|
|
|
This allows you to do ad-hoc furnishings of guildhalls, libraries, temples, or
|
|
|
|
other rooms with `buildingplan` and your masons will make sure there is always
|
|
|
|
stock on hand to fulfill the plans.
|
|
|
|
|
|
|
|
:source:`glassstock.json <data/examples/orders/glassstock.json>`
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Similar to ``rockstock`` above, this collection keeps a small stock of all types
|
|
|
|
of glass furniture. If you have a functioning glass industry, this is more
|
|
|
|
sustainable than ``rockstock`` since you can never run out of sand. If you have
|
|
|
|
plenty of rock and just want the variety, you can import both ``rockstock`` and
|
|
|
|
``glassstock`` to get a mixture of rock and glass furnishings in your fort.
|
|
|
|
|
|
|
|
There are a few items that ``glassstock`` produces that ``rockstock`` does not,
|
|
|
|
since there are some items that can not be made out of rock, for example:
|
|
|
|
|
|
|
|
- tubes and corkscrews for building magma-safe screw pumps
|
|
|
|
- windows
|
|
|
|
- terrariums (as an alternative to wooden cages)
|
|
|
|
|
2021-08-16 06:57:40 -06:00
|
|
|
The ``professions/`` subfolder
|
|
|
|
------------------------------
|
|
|
|
|
|
|
|
The :source:`professions/ <data/examples/professions>` subfolder contains
|
|
|
|
professions, or sets of related labors, that you can assign to your dwarves with
|
|
|
|
the DFHack `manipulator` plugin. Copy them into the ``professions/``
|
|
|
|
subdirectory under the main Dwarf Fortress folder (you may have to create this
|
|
|
|
subdirectory) and assign them to your dwarves in the manipulator UI, accessible
|
|
|
|
from the ``units`` screen via the :kbd:`l` hotkey. Make sure that the
|
|
|
|
``manipulator`` plugin is enabled in your ``dfhack.init`` file! You can assign a
|
|
|
|
profession to a dwarf by selecting the dwarf in the ``manipulator`` UI and
|
|
|
|
hitting :kbd:`p`. The list of professions that you copied into the
|
|
|
|
``professions/`` folder will show up for you to choose from. This is very useful
|
|
|
|
for assigning roles to new migrants to ensure that all the tasks in your fort
|
|
|
|
have adequate numbers of dwarves attending to them.
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
2021-08-30 23:59:15 -06:00
|
|
|
In the charts below, the "At Start" and "Max" columns indicate the approximate
|
2021-08-16 06:57:40 -06:00
|
|
|
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.
|
|
|
|
|
|
|
|
============= ======== ===== =================================================
|
|
|
|
Profession At Start Max Description
|
|
|
|
============= ======== ===== =================================================
|
2021-09-03 01:27:48 -06:00
|
|
|
Chef 0 3 Buchery, Tanning, and Cooking. It is important to
|
2021-08-30 23:59:15 -06:00
|
|
|
focus just a few dwarves on cooking since
|
|
|
|
well-crafted meals make dwarves very happy. They
|
|
|
|
are also an excellent trade good.
|
2021-09-21 01:27:04 -06:00
|
|
|
Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops,
|
2021-08-31 00:50:24 -06:00
|
|
|
Glassmaker's workshops, and kilns.
|
2021-08-16 06:57:40 -06:00
|
|
|
Doctor 0 2-4 The full suite of medical labors, plus Animal
|
|
|
|
Caretaking for those using the dwarfvet plugin.
|
2021-09-21 01:27:04 -06:00
|
|
|
Farmer 1 4 Food- and animal product-related labors. This
|
2021-08-30 23:59:15 -06:00
|
|
|
profession also has the ``Alchemist`` labor
|
|
|
|
enabled since they need to focus on food-related
|
2021-09-21 01:27:04 -06:00
|
|
|
jobs, though you might want to disable
|
|
|
|
``Alchemist`` for your first farmer until there
|
|
|
|
are actual farming duties to perform.
|
2021-08-30 23:59:15 -06:00
|
|
|
Fisherdwarf 0 0-1 Fishing and fish cleaning. If you assign this
|
2021-08-21 19:51:52 -06:00
|
|
|
profession to any dwarf, be prepared to be
|
|
|
|
inundated with fish. Fisherdwarves *never stop
|
2021-08-21 21:09:02 -06:00
|
|
|
fishing*. Be sure to also run ``prioritize -a
|
|
|
|
PrepareRawFish ExtractFromRawFish`` (or use the
|
2021-08-21 19:51:52 -06:00
|
|
|
``onMapLoad_dreamfort.init`` file above) or else
|
|
|
|
caught fish will just be left to rot.
|
2021-08-30 23:59:15 -06:00
|
|
|
Hauler 0 >20 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 haulers don't make
|
|
|
|
low-quality mechanisms.
|
2021-08-31 00:50:24 -06:00
|
|
|
Laborer 0 10-12 All labors that don't improve quality with skill,
|
2021-09-21 01:27:04 -06:00
|
|
|
such as Soapmaking and furnace labors.
|
|
|
|
Marksdwarf 0 10-30 Similar to Hauler. See the description for
|
|
|
|
Meleedwarf below for more details.
|
2021-08-31 00:50:24 -06:00
|
|
|
Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
|
|
|
|
Architecture. In the early game, you may need to
|
|
|
|
run "`prioritize` ConstructBuilding" to get your
|
|
|
|
masons to build wells and bridges if they are too
|
2022-02-19 18:21:41 -07:00
|
|
|
busy crafting stone furniture.
|
2021-09-21 01:27:04 -06:00
|
|
|
Meleedwarf 0 20-50 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.
|
2021-08-31 00:50:24 -06:00
|
|
|
Migrant 0 0 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.
|
|
|
|
Miner 2 2-10 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.
|
|
|
|
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
|
|
|
|
Trapping, Plant Gathering, Beekeeping, and Siege
|
|
|
|
Engineering.
|
2021-09-03 01:27:48 -06:00
|
|
|
Smith 0 2-4 Smithing labors. You may want to specialize your
|
2021-08-30 23:59:15 -06:00
|
|
|
Smiths to focus on a single smithing skill to
|
|
|
|
maximize equipment quality.
|
2021-08-31 00:50:24 -06:00
|
|
|
StartManager 1 0 All skills not covered by the other starting
|
|
|
|
professions (Miner, Mason, Outdoorsdwarf, and
|
2021-09-21 01:27:04 -06:00
|
|
|
Farmer), plus a few overlapping skills to
|
2021-08-31 00:50:24 -06:00
|
|
|
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.
|
|
|
|
Tailor 0 2 Textile industry labors: Dying, Leatherworking,
|
|
|
|
Weaving, and Clothesmaking.
|
2021-08-16 06:57:40 -06:00
|
|
|
============= ======== ===== =================================================
|
2021-08-21 19:51:52 -06:00
|
|
|
|
|
|
|
A note on autohauler
|
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
These profession definitions are designed to work well with or without the
|
2021-08-30 23:59:15 -06:00
|
|
|
`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::
|
2021-08-21 19:51:52 -06:00
|
|
|
|
|
|
|
on-new-fortress enable autohauler
|
|
|
|
on-new-fortress autohauler FEED_WATER_CIVILIANS allow
|
|
|
|
on-new-fortress autohauler RECOVER_WOUNDED allow
|