minor adjustments to professions; more to come

develop
myk002 2021-08-21 18:51:52 -07:00 committed by Myk
parent d5be63823d
commit 4b9df5c2db
5 changed files with 30 additions and 28 deletions

@ -11,24 +11,7 @@ MILK
SHEARER
SPINNER
PRESSING
BEEKEEPING
GELD
CLEAN_FISH
DISSECT_FISH
PAPERMAKING
HAUL_STONE
HAUL_WOOD
HAUL_ITEM
HAUL_BODY
HAUL_FOOD
HAUL_REFUSE
HAUL_FURNITURE
HAUL_ANIMALS
HANDLE_VEHICLES
HAUL_TRADE
HAUL_WATER
CLEAN
PULL_LEVER
BUILD_ROAD
BUILD_CONSTRUCTION
REMOVE_CONSTRUCTION
ALCHEMIST

@ -1,5 +1,4 @@
NAME Unskilled
TANNER
NAME Laborer
SOAP_MAKER
BURN_WOOD
POTASH_MAKING

@ -1,5 +1,5 @@
NAME Miner
MINE
DETAIL
HANDLE_VEHICLES
RECOVER_WOUNDED
ALCHEMIST

@ -1,4 +1,4 @@
NAME Clothier
NAME Tailor
DYER
LEATHER
WEAVER

@ -177,20 +177,27 @@ Chef 0 2 Cooking. It is important to focus just a few
dwarves on cooking since well-crafted meals make
dwarves very happy. They are also an excellent
trade good.
Clothier 0 2 Textile industry labors: Dying, Leatherworking,
Tailor 0 2 Textile industry labors: Dying, Leatherworking,
Weaving, and Clothesmaking.
Doctor 0 2-4 The full suite of medical labors, plus Animal
Caretaking for those using the dwarfvet plugin.
Farmer 0 5 Food- and animal product-related labors.
Fisherdwarf 0 0 Fishing. If you assign this profession to any
dwarf, be prepared to be inundated with fish.
Fisherdwarves *never stop fishing*.
Fisherdwarf 0 0 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 use the
``onMapLoad_dreamfort.init`` file above) or else
caught fish will just be left to rot.
Hauler 0 >20 All hauling labors plus 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.
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.
Marksdwarf 0 10 Same as Hauler, but with a different name so you
can find your military dwarves more easily.
Meleedwarf 0 50 Mostly the same as Hauler, but with a different
@ -201,7 +208,20 @@ Smith 0 4 Smithing, Glassmaking, Pottery, and Siege
Engineering labors. You will likely want to
specialize your Smiths to focus on either weapons
or armor to maximize equipment quality.
Unskilled 0 10-12 All labors that don't improve quality with skill,
Laborer 0 10-12 All labors that don't improve quality with skill,
such as furnace labors, Soapmaking, and Pump
Operating.
============= ======== ===== =================================================
A note on autohauler
~~~~~~~~~~~~~~~~~~~~
These profession definitions are designed to work well with or without the
`autohauler` plugin. 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::
on-new-fortress enable autohauler
on-new-fortress autohauler FEED_WATER_CIVILIANS allow
on-new-fortress autohauler RECOVER_WOUNDED allow