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@ -177,20 +177,27 @@ Chef 0 2 Cooking. It is important to focus just a few
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dwarves on cooking since well-crafted meals make
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dwarves very happy. They are also an excellent
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trade good.
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Clothier 0 2 Textile industry labors: Dying, Leatherworking,
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Tailor 0 2 Textile industry labors: Dying, Leatherworking,
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Weaving, and Clothesmaking.
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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 5 Food- and animal product-related labors.
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Fisherdwarf 0 0 Fishing. If you assign this profession to any
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dwarf, be prepared to be inundated with fish.
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Fisherdwarves *never stop fishing*.
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Fisherdwarf 0 0 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 Mechanic (so haulers can
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assist in reloading traps) and Architecture (so
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haulers can help build massive windmill farms and
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pump stacks). As you accumulate enough Haulers,
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you can turn off hauling labors for other dwarves
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so they can focus on their skilled tasks.
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so they can focus on their skilled tasks. You may
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also want to restrict your Mechanic's workshops
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to only skilled mechanics so your haulers don't
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make low-quality mechanisms.
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Marksdwarf 0 10 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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Meleedwarf 0 50 Mostly the same as Hauler, but with a different
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@ -201,7 +208,20 @@ Smith 0 4 Smithing, Glassmaking, Pottery, and Siege
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Engineering labors. You will likely want to
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specialize your Smiths to focus on either weapons
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or armor to maximize equipment quality.
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Unskilled 0 10-12 All labors that don't improve quality with skill,
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Laborer 0 10-12 All labors that don't improve quality with skill,
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such as furnace labors, Soapmaking, and Pump
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Operating.
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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. If you do want to use autohauler, adding the following
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lines to your ``onMapLoad.init`` file will configure it to let the professions
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manage the "Feed water to civilians" and "Recover wounded" labors instead of
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enabling those labors for all hauling 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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