update examples documentation

develop
myk002 2021-08-30 22:59:15 -07:00 committed by Myk
parent c33a20c589
commit 62bbfb1296
2 changed files with 88 additions and 48 deletions

@ -1,6 +1,8 @@
NAME Meleedwarf
RECOVER_WOUNDED
SIEGEOPERATE
MECHANIC
OPERATE_PUMP
HAUL_STONE
HAUL_WOOD
HAUL_ITEM
@ -12,6 +14,7 @@ HAUL_ANIMALS
HANDLE_VEHICLES
HAUL_TRADE
HAUL_WATER
ARCHITECT
CLEAN
PULL_LEVER
BUILD_ROAD

@ -16,6 +16,8 @@ The :source:`init/ <data/examples/init>` subfolder contains useful DFHack
`init-files` that you can copy into your main Dwarf Fortress folder -- the same
directory as ``dfhack.init``.
.. _onMapLoad-dreamfort-init
:source:`onMapLoad_dreamfort.init <data/examples/init/onMapLoad_dreamfort.init>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -31,9 +33,10 @@ it is useful (and customizable) for any fort. It includes the following config:
- Sets up `autofarm` to grow 30 units of every crop, except for pig tails, which
is set to 150 units to support the textile industry.
- Sets up `seedwatch` to keep 30 of every type of seed.
- Configures `prioritize` to automatically boost the priority of important tasks
that could otherwise get ignored in busy forts, like storing items in
vehicles, pulling levers, and removing constructions.
- Configures `prioritize` to automatically boost the priority of important and
time-sensitive tasks that could otherwise get ignored in busy forts, like
hauling food, tanning hides, storing items in vehicles, pulling levers, and
removing constructions.
- Optimizes `autobutcher` settings for raising geese, alpacas, sheep, llamas,
and pigs. Adds sensible defaults for all other animals, including dogs and
cats. There are instructions in the file for customizing the settings for
@ -60,6 +63,7 @@ This collection of orders handles basic fort necessities:
- thread/cloth/dye
- pots/jugs/buckets/bags (of leather, cloth, silk, and yarn)
- crafts and totems from otherwise unusable by-products
- mechanisms/cages
- splints/crutches
- lye/soap
- ash/potash
@ -112,6 +116,36 @@ already managed by ``military.json``, but has lower limits. This ensures all
ores will be covered if a player imports smelting but not military, but the
higher-volume military orders will take priority if both are imported.
:source:`rockstock.json <data/examples/orders/rockstock.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This collection of orders keeps a small stock of all types of rock furniture.
This allows you to do ad-hoc furnishings of guildhalls, libraries, temples, or
other rooms with `buildingplan` and your masons will make sure there is always
stock on hand to fulfill the plans.
:source:`glassstock.json <data/examples/orders/glassstock.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Similar to ``rockstock`` above, this collection keeps a small stock of all types
of glass furniture. If you have a functioning glass industry, this is more
sustainable than ``rockstock`` since you can never run out of sand. If you have
plenty of rock and just want the variety, you can import both ``rockstock`` and
``glassstock`` to get a mixture of rock and glass furnishings in your fort.
There are a few items that ``glassstock`` produces that ``rockstock`` does not,
since there are some items that can not be made out of rock, for example:
- tubes and corkscrews for building magma-safe screw pumps
- windows
- terrariums (as an alternative to wooden cages)
:source:`otherstock.json <data/examples/orders/otherstock.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This last collection keeps a small stock of other commonly needed items, like
beds, wheelbarrows, and minecarts.
The ``professions/`` subfolder
------------------------------
@ -134,7 +168,7 @@ want to import to a dwarf. Once you have assigned a profession to at least one
dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
professions will then be available for use in DT.
In the charts below the "At Start" and "Max" columns indicate the approximate
In the charts below, the "At Start" and "Max" columns indicate the approximate
number of dwarves of each profession that you are likely to need at the start of
the game and how many you are likely to need in a mature fort.
@ -148,9 +182,8 @@ StartManager 1 0 All skills not covered by the other starting
game. Individual labors should be turned off as
migrants are assigned more specialized
professions that cover them, and the StartManager
dwarf convert to some other profession once there
are enough dwarves to cover all the specialized
professions.
dwarf can eventually convert to some other
profession.
Miner 2 2-10 Mining and Engraving. This profession also has
the ``Alchemist`` labor enabled, which disables
hauling for those using the `autohauler` plugin.
@ -158,69 +191,73 @@ Miner 2 2-10 Mining and Engraving. This profession also has
game, dwarves with this profession make good
military dwarves, wielding their picks as
weapons.
Mason 2 2-4 Masonry and Architecture. In the early game, you
may need to run "`prioritize` ConstructBuilding"
to get your masons to build wells and bridges if
they are too busy crafting stone furniture. Late
game, you can turn off their Architcture labors
since that will be better handled by your
Haulers.
Outdoorsdwarf 1 2-3 Woodcutting, Animal Training, Trapping, Plant
Gathering, Beekeeping, and Mechanics. This
profession is also the only non-military
profession to have Recover wounded enabled (since
Outdoorsdwarves will have a battleaxe to defend
themselves with).
Craftsdwarf 1 3-4 All labors used at Carpenter's workshops,
Jeweler's workshops, and Craftsdwarf's workshops.
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.
Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
Architecture. In the early game, you may need to
run "`prioritize` ConstructBuilding" to get your
masons to build wells and bridges if they are too
busy crafting stone furniture. Late game, you can
turn off their Architecture labor since that will
be better handled by your Haulers.
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
Trapping, Plant Gathering, Beekeeping, and Siege
Engineering.
Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops,
Glassmaker's workshops, and kilns.
Chef 0 2 Buchery, Tanning, and 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.
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 and fish cleaning. If you assign this
Farmer 0 5 Food- and animal product-related labors. This
profession also has the ``Alchemist`` labor
enabled since they need to focus on food-related
jobs.
Fisherdwarf 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 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. You may
also want to restrict your Mechanic's workshops
to only skilled mechanics so your haulers don't
make low-quality mechanisms.
Hauler 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 turn off
hauling labors for other dwarves 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
name so you can find your military dwarves more
easily. This profession also has the Recover
Wounded labor enabled.
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.
Wounded labor enabled. Meleedwarves and
Marksdwarves are similar to Haulers so you can
temporarily deactivate your military after sieges
to allow your military dwarves to help clean up.
Smith 0 4 Smithing labors. You may want to specialize your
Smiths to focus on a single smithing skill to
maximize equipment quality.
Laborer 0 10-12 All labors that don't improve quality with skill,
such as furnace labors, Soapmaking, and Pump
Operating.
such as Soapmaking or furnace labors.
============= ======== ===== =================================================
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::
`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
instead of constantly being distracted by hauling). 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