|
|
@ -102,17 +102,17 @@ approximations. Your playstyle may demand more or fewer of each profession.
|
|
|
|
- ``Craftsdwarf`` (needed: 0, 4-6)
|
|
|
|
- ``Craftsdwarf`` (needed: 0, 4-6)
|
|
|
|
All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
|
|
|
|
All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
|
|
|
|
kilns.
|
|
|
|
kilns.
|
|
|
|
``Doctor`` (needed: 0, 2-4)
|
|
|
|
- ``Doctor`` (needed: 0, 2-4)
|
|
|
|
The full suite of medical labors, plus Animal Caretaking for those using
|
|
|
|
The full suite of medical labors, plus Animal Caretaking for those using
|
|
|
|
the `dwarfvet` plugin.
|
|
|
|
the `dwarfvet` plugin.
|
|
|
|
``Farmer`` (needed 1, 4)
|
|
|
|
- ``Farmer`` (needed 1, 4)
|
|
|
|
Food- and animal product-related labors.
|
|
|
|
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
|
|
|
|
Fishing and fish cleaning. If you assign this profession to any dwarf, be
|
|
|
|
prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
|
|
|
|
prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
|
|
|
|
sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
|
|
|
|
sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
|
|
|
|
caught fish will just be left to rot.
|
|
|
|
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
|
|
|
|
All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
|
|
|
|
reloading traps) and Architecture (so haulers can help build massive
|
|
|
|
reloading traps) and Architecture (so haulers can help build massive
|
|
|
|
windmill farms and pump stacks). As you accumulate enough Haulers, you can
|
|
|
|
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
|
|
|
|
tasks. You may also want to restrict your Mechanic's workshops to only
|
|
|
|
skilled mechanics so your unskilled haulers don't make low-quality
|
|
|
|
skilled mechanics so your unskilled haulers don't make low-quality
|
|
|
|
mechanisms.
|
|
|
|
mechanisms.
|
|
|
|
``Laborer`` (needed 0, 10-12)
|
|
|
|
- ``Laborer`` (needed 0, 10-12)
|
|
|
|
All labors that don't improve quality with skill, such as Soapmaking and
|
|
|
|
All labors that don't improve quality with skill, such as Soapmaking and
|
|
|
|
furnace labors.
|
|
|
|
furnace labors.
|
|
|
|
``Marksdwarf`` (needed 0, 10-30)
|
|
|
|
- ``Marksdwarf`` (needed 0, 10-30)
|
|
|
|
Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
|
|
|
|
Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
|
|
|
|
details.
|
|
|
|
details.
|
|
|
|
``Mason`` (needed 2, 2-4)
|
|
|
|
- ``Mason`` (needed 2, 2-4)
|
|
|
|
Masonry and Gem Cutting/Encrusting.
|
|
|
|
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
|
|
|
|
Similar to ``Hauler``, but without most civilian labors. This profession is
|
|
|
|
separate from ``Hauler`` so you can find your military dwarves easily.
|
|
|
|
separate from ``Hauler`` so you can find your military dwarves easily.
|
|
|
|
``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
|
|
|
|
``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
|
|
|
|
enabled so you can temporarily deactivate your military after sieges and
|
|
|
|
enabled so you can temporarily deactivate your military after sieges and
|
|
|
|
allow your military dwarves to help clean up and reset traps.
|
|
|
|
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
|
|
|
|
You can assign this profession to new migrants temporarily while you sort
|
|
|
|
them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
|
|
|
|
them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
|
|
|
|
of this profession is so you can find your new dwarves more easily.
|
|
|
|
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
|
|
|
|
Mining and Engraving. This profession also has the ``Alchemist`` labor
|
|
|
|
enabled, which disables hauling for those using the `autohauler` plugin.
|
|
|
|
enabled, which disables hauling for those using the `autohauler` plugin.
|
|
|
|
Once the need for Miners tapers off in the late game, dwarves with this
|
|
|
|
Once the need for Miners tapers off in the late game, dwarves with this
|
|
|
|
profession make good military dwarves, wielding their picks as weapons.
|
|
|
|
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,
|
|
|
|
Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
|
|
|
|
Beekeeping, and Siege Engineering.
|
|
|
|
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 labors. You may want to specialize your Smiths to focus on a single
|
|
|
|
smithing skill to maximize equipment quality.
|
|
|
|
smithing skill to maximize equipment quality.
|
|
|
|
``StartManager`` (needed 1, 0)
|
|
|
|
- ``StartManager`` (needed 1, 0)
|
|
|
|
All skills not covered by the other starting professions (``Miner``,
|
|
|
|
All skills not covered by the other starting professions (``Miner``,
|
|
|
|
``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
|
|
|
|
``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
|
|
|
|
to assist in critical tasks at the beginning of the game. Individual labors
|
|
|
|
to assist in critical tasks at the beginning of the game. Individual labors
|
|
|
|
should be turned off as migrants are assigned more specialized professions
|
|
|
|
should be turned off as migrants are assigned more specialized professions
|
|
|
|
that cover them, and the StartManager dwarf can eventually convert to some
|
|
|
|
that cover them, and the StartManager dwarf can eventually convert to some
|
|
|
|
other profession.
|
|
|
|
other profession.
|
|
|
|
``Tailor`` (needed 0, 2)
|
|
|
|
- ``Tailor`` (needed 0, 2)
|
|
|
|
Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
|
|
|
|
Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
|
|
|
|
|
|
|
|
|
|
|
|
A note on autohauler
|
|
|
|
A note on autohauler
|
|
|
|