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@ -16,6 +16,8 @@ The :source:`init/ <data/examples/init>` subfolder contains useful DFHack
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`init-files` that you can copy into your main Dwarf Fortress folder -- the same
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directory as ``dfhack.init``.
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.. _onMapLoad-dreamfort-init
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:source:`onMapLoad_dreamfort.init <data/examples/init/onMapLoad_dreamfort.init>`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -31,9 +33,10 @@ it is useful (and customizable) for any fort. It includes the following config:
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- Sets up `autofarm` to grow 30 units of every crop, except for pig tails, which
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is set to 150 units to support the textile industry.
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- Sets up `seedwatch` to keep 30 of every type of seed.
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- Configures `prioritize` to automatically boost the priority of important tasks
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that could otherwise get ignored in busy forts, like storing items in
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vehicles, pulling levers, and removing constructions.
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- Configures `prioritize` to automatically boost the priority of important and
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time-sensitive tasks that could otherwise get ignored in busy forts, like
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hauling food, tanning hides, storing items in vehicles, pulling levers, and
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removing constructions.
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- Optimizes `autobutcher` settings for raising geese, alpacas, sheep, llamas,
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and pigs. Adds sensible defaults for all other animals, including dogs and
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cats. There are instructions in the file for customizing the settings for
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@ -60,6 +63,7 @@ This collection of orders handles basic fort necessities:
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- thread/cloth/dye
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- pots/jugs/buckets/bags (of leather, cloth, silk, and yarn)
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- crafts and totems from otherwise unusable by-products
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- mechanisms/cages
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- splints/crutches
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- lye/soap
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- ash/potash
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@ -112,6 +116,36 @@ already managed by ``military.json``, but has lower limits. This ensures all
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ores will be covered if a player imports smelting but not military, but the
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higher-volume military orders will take priority if both are imported.
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:source:`rockstock.json <data/examples/orders/rockstock.json>`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This collection of orders keeps a small stock of all types of rock furniture.
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This allows you to do ad-hoc furnishings of guildhalls, libraries, temples, or
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other rooms with `buildingplan` and your masons will make sure there is always
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stock on hand to fulfill the plans.
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:source:`glassstock.json <data/examples/orders/glassstock.json>`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Similar to ``rockstock`` above, this collection keeps a small stock of all types
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of glass furniture. If you have a functioning glass industry, this is more
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sustainable than ``rockstock`` since you can never run out of sand. If you have
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plenty of rock and just want the variety, you can import both ``rockstock`` and
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``glassstock`` to get a mixture of rock and glass furnishings in your fort.
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There are a few items that ``glassstock`` produces that ``rockstock`` does not,
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since there are some items that can not be made out of rock, for example:
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- tubes and corkscrews for building magma-safe screw pumps
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- windows
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- terrariums (as an alternative to wooden cages)
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:source:`otherstock.json <data/examples/orders/otherstock.json>`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This last collection keeps a small stock of other commonly needed items, like
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beds, wheelbarrows, and minecarts.
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The ``professions/`` subfolder
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------------------------------
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@ -134,7 +168,7 @@ want to import to a dwarf. Once you have assigned a profession to at least one
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dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
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professions will then be available for use in DT.
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In the charts below the "At Start" and "Max" columns indicate the approximate
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In the charts below, the "At Start" and "Max" columns indicate the approximate
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number of dwarves of each profession that you are likely to need at the start of
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the game and how many you are likely to need in a mature fort.
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@ -148,9 +182,8 @@ StartManager 1 0 All skills not covered by the other starting
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game. Individual labors should be turned off as
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migrants are assigned more specialized
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professions that cover them, and the StartManager
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dwarf convert to some other profession once there
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are enough dwarves to cover all the specialized
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professions.
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dwarf can eventually convert to some other
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profession.
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Miner 2 2-10 Mining and Engraving. This profession also has
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the ``Alchemist`` labor enabled, which disables
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hauling for those using the `autohauler` plugin.
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@ -158,69 +191,73 @@ Miner 2 2-10 Mining and Engraving. This profession also has
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game, dwarves with this profession make good
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military dwarves, wielding their picks as
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weapons.
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Mason 2 2-4 Masonry and Architecture. In the early game, you
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may need to run "`prioritize` ConstructBuilding"
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to get your masons to build wells and bridges if
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they are too busy crafting stone furniture. Late
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game, you can turn off their Architcture labors
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since that will be better handled by your
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Haulers.
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Outdoorsdwarf 1 2-3 Woodcutting, Animal Training, Trapping, Plant
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Gathering, Beekeeping, and Mechanics. This
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profession is also the only non-military
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profession to have Recover wounded enabled (since
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Outdoorsdwarves will have a battleaxe to defend
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themselves with).
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Craftsdwarf 1 3-4 All labors used at Carpenter's workshops,
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Jeweler's workshops, and Craftsdwarf's workshops.
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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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Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
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Architecture. In the early game, you may need to
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run "`prioritize` ConstructBuilding" to get your
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masons to build wells and bridges if they are too
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busy crafting stone furniture. Late game, you can
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turn off their Architecture labor since that will
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be better handled by your Haulers.
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Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
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Trapping, Plant Gathering, Beekeeping, and Siege
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Engineering.
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Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops,
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Glassmaker's workshops, and kilns.
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Chef 0 2 Buchery, Tanning, and Cooking. It is important to
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focus just a few dwarves on cooking since
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well-crafted meals make dwarves very happy. They
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are also an excellent trade good.
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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 and fish cleaning. If you assign this
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Farmer 0 5 Food- and animal product-related labors. This
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profession also has the ``Alchemist`` labor
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enabled since they need to focus on food-related
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jobs.
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Fisherdwarf 0 0-1 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. 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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Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
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(so haulers can assist in reloading traps) and
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Architecture (so haulers can help build massive
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windmill farms and pump stacks). As you
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accumulate enough Haulers, you can turn off
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hauling labors for other dwarves so they can
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focus on their skilled tasks. You may also want
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to restrict your Mechanic's workshops to only
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skilled mechanics so your haulers don't make
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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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name so you can find your military dwarves more
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easily. This profession also has the Recover
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Wounded labor enabled.
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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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Wounded labor enabled. Meleedwarves and
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Marksdwarves are similar to Haulers so you can
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temporarily deactivate your military after sieges
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to allow your military dwarves to help clean up.
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Smith 0 4 Smithing labors. You may want to specialize your
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Smiths to focus on a single smithing skill to
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maximize equipment quality.
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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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such as Soapmaking or furnace labors.
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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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`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
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instead of constantly being distracted by hauling). If you do want to use
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autohauler, adding the following lines to your ``onMapLoad.init`` file will
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configure it to let the professions manage the "Feed water to civilians" and
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"Recover wounded" labors instead of enabling those labors for all hauling
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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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