From 380b003b5664211ad9aa0b86a7aa660be26f5f8d Mon Sep 17 00:00:00 2001 From: myk002 Date: Thu, 28 Jul 2022 06:05:35 -0700 Subject: [PATCH] fix list formatting for manipulator --- docs/plugins/manipulator.rst | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/docs/plugins/manipulator.rst b/docs/plugins/manipulator.rst index c8140a3bf..87ac4e088 100644 --- a/docs/plugins/manipulator.rst +++ b/docs/plugins/manipulator.rst @@ -102,17 +102,17 @@ approximations. Your playstyle may demand more or fewer of each profession. - ``Craftsdwarf`` (needed: 0, 4-6) All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and kilns. -``Doctor`` (needed: 0, 2-4) +- ``Doctor`` (needed: 0, 2-4) The full suite of medical labors, plus Animal Caretaking for those using the `dwarfvet` plugin. -``Farmer`` (needed 1, 4) +- ``Farmer`` (needed 1, 4) Food- and animal product-related labors. -``Fisherdwarf`` (needed 0, 0-1) +- ``Fisherdwarf`` (needed 0, 0-1) 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. -``Hauler`` (needed 0, >20) +- ``Hauler`` (needed 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 @@ -120,43 +120,43 @@ approximations. Your playstyle may demand more or fewer of each profession. 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. -``Laborer`` (needed 0, 10-12) +- ``Laborer`` (needed 0, 10-12) All labors that don't improve quality with skill, such as Soapmaking and furnace labors. -``Marksdwarf`` (needed 0, 10-30) +- ``Marksdwarf`` (needed 0, 10-30) Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more details. -``Mason`` (needed 2, 2-4) +- ``Mason`` (needed 2, 2-4) Masonry and Gem Cutting/Encrusting. -``Meleedwarf`` (needed 0, 20-50) +- ``Meleedwarf`` (needed 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 and reset traps. -``Migrant`` (needed 0, 0) +- ``Migrant`` (needed 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`` (needed 2, 2-10) +- ``Miner`` (needed 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`` (needed 1, 2-4) +- ``Outdoorsdwarf`` (needed 1, 2-4) Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering, Beekeeping, and Siege Engineering. -``Smith`` (needed 0, 2-4) +- ``Smith`` (needed 0, 2-4) Smithing labors. You may want to specialize your Smiths to focus on a single smithing skill to maximize equipment quality. -``StartManager`` (needed 1, 0) +- ``StartManager`` (needed 1, 0) 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. -``Tailor`` (needed 0, 2) +- ``Tailor`` (needed 0, 2) Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking. A note on autohauler