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