modify embark guidance based on new professions

develop
myk002 2021-08-27 22:17:32 -07:00 committed by Myk
parent fafd169e20
commit 591db4cf92
1 changed files with 8 additions and 12 deletions

@ -160,15 +160,11 @@ Nothing in Dreamfort depends on these settings staying as they are. Feel free to
"Here are the minimal skills needed for essential tasks in getting Dreamfort up and running, along with suggestions for which dwarves to assign them to. You can enable additional skills as you wish. Skills with an asterisk (*) are especially worth putting points into on the embark preparation screen."
""
Manager / Bookkeeper / Broker,Miner,Miner,Mason,Mason,Outdoorsdwarf,Craftsdwarf
Cook (*),Miner (*),Miner (*),Mason (*),Mason (*),Wood Cutter (*),Carpenter (*)
Brewer,Engraver,Engraver,Architect/Building Designer (*),Architect/Building Designer (*),Mechanic (*),Mechanic
Grower/Farmer,,,,,Bee Keeper,Bee Keeper
Wood Cutter,,,Stone Crafter,Stone Crafter
Judge of Intent (*)
All other labors until you can assign them to a migrant
Mechanic (*),Miner (*),Miner (*),Mason (*),Mason (*),Carpenter (*),Stonecrafter (*)
Wood Cutter,,,Architect/Building Designer,Architect/Building Designer,Wood Cutter (*)
Misc. labors needed for constructing workshops,,,,,Bee Keeper
""
"The most time-consuming tasks in early Dreamfort are: mining, chopping down trees, and making blocks. Starting with at least two miners, two woodcutters (assuming your embark has trees), and two masons helps in keeping the fort from stalling."
"Moreover, it is important to always have one more mason than you have Mason's Workshops (at least in the beginning of the game) so other buildings that require masonry can get built (like furnaces and bridges/gates). Alternately, run DFHack's tweak do-job-now and manually boost the priority in the jobs list when these kinds of tasks come up."
""
We suggest bringing at least:
2 picks,for the two miners
@ -179,16 +175,16 @@ food and seeds,as per usual
7 blocks,for starting workshops and the temporary trade depot. necessary if you have buildingplan configured for blocks only.
many boulders,for quickly turning into more blocks. blocks are the limiting factor in the early stages.
dogs and cats,for protection and vermin control
geese,"for bones and leather. bring at least 1 male and 2 females for the 2 early nestboxes. autobutcher settings in the included onMapLoad.init file are optimized for raising geese. if you prefer another bird, be sure to adjust the autobutcher settings."
geese,"for bones and leather. bring at least 1 male and 2 females for the 2 early nestboxes. autobutcher settings in the included onMapLoad_dreamfort.init file are optimized for raising geese. if you prefer another bird, be sure to adjust the autobutcher settings."
""
Also bring logs for beds if embarking in an area without many trees.
""
See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach
See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach:
https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing
"#ignore Add these lines to the bottom of your ""data/init/embark_profiles.txt"" file to make the ""Dreamfort"" profile available in-game. Also see ldog's dreamfort embark profile for a more advanced, dwarfy approach."
[PROFILE]
[TITLE:Dreamfort]
[SKILL:1:COOK:5]
[SKILL:1:MECHANICS:5]
[SKILL:1:JUDGING_INTENT:1]
[SKILL:1:APPRAISAL:1]
[SKILL:1:ORGANIZATION:1]
@ -202,8 +198,8 @@ https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=shari
[SKILL:5:MASONRY:5]
[SKILL:5:DESIGNBUILDING:1]
[SKILL:6:WOODCUTTING:5]
[SKILL:6:MECHANICS:5]
[SKILL:7:CARPENTRY:5]
[SKILL:6:CARPENTRY:5]
[SKILL:7:STONECRAFT:5]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]

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