From a6fb509cc7076c1f304571fb2c960b80b2b0be01 Mon Sep 17 00:00:00 2001 From: myk002 Date: Thu, 28 Jul 2022 04:05:41 -0700 Subject: [PATCH] convert table to list so it's readable in text rendering --- docs/plugins/manipulator.rst | 140 +++++++++++++++++------------------ 1 file changed, 66 insertions(+), 74 deletions(-) diff --git a/docs/plugins/manipulator.rst b/docs/plugins/manipulator.rst index 305499308..c8140a3bf 100644 --- a/docs/plugins/manipulator.rst +++ b/docs/plugins/manipulator.rst @@ -90,82 +90,74 @@ 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 -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. These are just +In the list below, the "needed" range indicates 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. These are just approximations. Your playstyle may demand more or fewer of each profession. -============= ======== ===== ================================================= -Profession At Start Max Description -============= ======== ===== ================================================= -Chef 0 3 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. -Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops, - Glassmaker's workshops, and kilns. -Doctor 0 2-4 The full suite of medical labors, plus Animal - Caretaking for those using the `dwarfvet` plugin. -Farmer 1 4 Food- and animal product-related labors. -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 else - caught fish will just be left to rot. -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 unskilled haulers don't - make low-quality mechanisms. -Laborer 0 10-12 All labors that don't improve quality with skill, - such as Soapmaking and furnace labors. -Marksdwarf 0 10-30 Similar to Hauler. See the description for - Meleedwarf below for more details. -Mason 2 2-4 Masonry and Gem Cutting/Encrusting. -Meleedwarf 0 20-50 Similar to Hauler, but without most civilian - labors. This profession is separate from Hauler - so you can find your military dwarves easily. - Meleedwarves and Marksdwarves have Mechanics and - hauling labors enabled so you can temporarily - deactivate your military after sieges and allow - your military dwarves to help clean up and reset - traps. -Migrant 0 0 You can assign this profession to new migrants - temporarily while you sort them into professions. - Like Marksdwarf and Meleedwarf, the purpose of - this profession is so you can find your new - dwarves more easily. -Miner 2 2-10 Mining and Engraving. This profession also has - the ``Alchemist`` labor enabled, which disables - hauling for those using the `autohauler` plugin. - Once the need for Miners tapers off in the late - game, dwarves with this profession make good - military dwarves, wielding their picks as - weapons. -Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training, - Trapping, Plant Gathering, Beekeeping, and Siege - Engineering. -Smith 0 2-4 Smithing labors. You may want to specialize your - Smiths to focus on a single smithing skill to - maximize equipment quality. -StartManager 1 0 All skills not covered by the other starting - professions (Miner, Mason, Outdoorsdwarf, and - Farmer), plus a few overlapping skills to - assist in critical tasks at the beginning of the - game. Individual labors should be turned off as - migrants are assigned more specialized - professions that cover them, and the StartManager - dwarf can eventually convert to some other - profession. -Tailor 0 2 Textile industry labors: Dying, Leatherworking, - Weaving, and Clothesmaking. -============= ======== ===== ================================================= +- ``Chef`` (needed: 0, 3) + 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. +- ``Craftsdwarf`` (needed: 0, 4-6) + All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and + kilns. +``Doctor`` (needed: 0, 2-4) + The full suite of medical labors, plus Animal Caretaking for those using + the `dwarfvet` plugin. +``Farmer`` (needed 1, 4) + Food- and animal product-related labors. +``Fisherdwarf`` (needed 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 else + caught fish will just be left to rot. +``Hauler`` (needed 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 unskilled haulers don't make low-quality + mechanisms. +``Laborer`` (needed 0, 10-12) + All labors that don't improve quality with skill, such as Soapmaking and + furnace labors. +``Marksdwarf`` (needed 0, 10-30) + Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more + details. +``Mason`` (needed 2, 2-4) + Masonry and Gem Cutting/Encrusting. +``Meleedwarf`` (needed 0, 20-50) + Similar to ``Hauler``, but without most civilian labors. This profession is + separate from ``Hauler`` so you can find your military dwarves easily. + ``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors + enabled so you can temporarily deactivate your military after sieges and + allow your military dwarves to help clean up and reset traps. +``Migrant`` (needed 0, 0) + You can assign this profession to new migrants temporarily while you sort + them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose + of this profession is so you can find your new dwarves more easily. +``Miner`` (needed 2, 2-10) + Mining and Engraving. This profession also has the ``Alchemist`` labor + enabled, which disables hauling for those using the `autohauler` plugin. + Once the need for Miners tapers off in the late game, dwarves with this + profession make good military dwarves, wielding their picks as weapons. +``Outdoorsdwarf`` (needed 1, 2-4) + Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering, + Beekeeping, and Siege Engineering. +``Smith`` (needed 0, 2-4) + Smithing labors. You may want to specialize your Smiths to focus on a single + smithing skill to maximize equipment quality. +``StartManager`` (needed 1, 0) + All skills not covered by the other starting professions (``Miner``, + ``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills + to assist in critical tasks at the beginning of the game. Individual labors + should be turned off as migrants are assigned more specialized professions + that cover them, and the StartManager dwarf can eventually convert to some + other profession. +``Tailor`` (needed 0, 2) + Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking. A note on autohauler ~~~~~~~~~~~~~~~~~~~~