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myk002 2022-07-28 04:05:41 -07:00
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@ -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 dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
professions will then be available for use in DT. professions will then be available for use in DT.
In the charts below, the "At Start" and "Max" columns indicate the approximate In the list below, the "needed" range indicates the approximate number of
number of dwarves of each profession that you are likely to need at the start of dwarves of each profession that you are likely to need at the start of the game
the game and how many you are likely to need in a mature fort. These are just 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. approximations. Your playstyle may demand more or fewer of each profession.
============= ======== ===== ================================================= - ``Chef`` (needed: 0, 3)
Profession At Start Max Description 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
Chef 0 3 Buchery, Tanning, and Cooking. It is important to an excellent trade good.
focus just a few dwarves on cooking since - ``Craftsdwarf`` (needed: 0, 4-6)
well-crafted meals make dwarves very happy. They All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
are also an excellent trade good. kilns.
Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops, ``Doctor`` (needed: 0, 2-4)
Glassmaker's workshops, and kilns. The full suite of medical labors, plus Animal Caretaking for those using
Doctor 0 2-4 The full suite of medical labors, plus Animal the `dwarfvet` plugin.
Caretaking for those using the `dwarfvet` plugin. ``Farmer`` (needed 1, 4)
Farmer 1 4 Food- and animal product-related labors. Food- and animal product-related labors.
Fisherdwarf 0 0-1 Fishing and fish cleaning. If you assign this ``Fisherdwarf`` (needed 0, 0-1)
profession to any dwarf, be prepared to be Fishing and fish cleaning. If you assign this profession to any dwarf, be
inundated with fish. Fisherdwarves *never stop prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
fishing*. Be sure to also run ``prioritize -a sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
PrepareRawFish ExtractFromRawFish`` or else
caught fish will just be left to rot. caught fish will just be left to rot.
Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic ``Hauler`` (needed 0, >20)
(so haulers can assist in reloading traps) and All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
Architecture (so haulers can help build massive reloading traps) and Architecture (so haulers can help build massive
windmill farms and pump stacks). As you windmill farms and pump stacks). As you accumulate enough Haulers, you can
accumulate enough Haulers, you can turn off turn off hauling labors for other dwarves so they can focus on their skilled
hauling labors for other dwarves so they can tasks. You may also want to restrict your Mechanic's workshops to only
focus on their skilled tasks. You may also want skilled mechanics so your unskilled haulers don't make low-quality
to restrict your Mechanic's workshops to only mechanisms.
skilled mechanics so your unskilled haulers don't ``Laborer`` (needed 0, 10-12)
make low-quality mechanisms. All labors that don't improve quality with skill, such as Soapmaking and
Laborer 0 10-12 All labors that don't improve quality with skill, furnace labors.
such as Soapmaking and furnace labors. ``Marksdwarf`` (needed 0, 10-30)
Marksdwarf 0 10-30 Similar to Hauler. See the description for Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
Meleedwarf below for more details. details.
Mason 2 2-4 Masonry and Gem Cutting/Encrusting. ``Mason`` (needed 2, 2-4)
Meleedwarf 0 20-50 Similar to Hauler, but without most civilian Masonry and Gem Cutting/Encrusting.
labors. This profession is separate from Hauler ``Meleedwarf`` (needed 0, 20-50)
so you can find your military dwarves easily. Similar to ``Hauler``, but without most civilian labors. This profession is
Meleedwarves and Marksdwarves have Mechanics and separate from ``Hauler`` so you can find your military dwarves easily.
hauling labors enabled so you can temporarily ``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
deactivate your military after sieges and allow enabled so you can temporarily deactivate your military after sieges and
your military dwarves to help clean up and reset allow your military dwarves to help clean up and reset traps.
traps. ``Migrant`` (needed 0, 0)
Migrant 0 0 You can assign this profession to new migrants You can assign this profession to new migrants temporarily while you sort
temporarily while you sort them into professions. them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
Like Marksdwarf and Meleedwarf, the purpose of of this profession is so you can find your new dwarves more easily.
this profession is so you can find your new ``Miner`` (needed 2, 2-10)
dwarves more easily. Mining and Engraving. This profession also has the ``Alchemist`` labor
Miner 2 2-10 Mining and Engraving. This profession also has enabled, which disables hauling for those using the `autohauler` plugin.
the ``Alchemist`` labor enabled, which disables Once the need for Miners tapers off in the late game, dwarves with this
hauling for those using the `autohauler` plugin. profession make good military dwarves, wielding their picks as weapons.
Once the need for Miners tapers off in the late ``Outdoorsdwarf`` (needed 1, 2-4)
game, dwarves with this profession make good Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
military dwarves, wielding their picks as Beekeeping, and Siege Engineering.
weapons. ``Smith`` (needed 0, 2-4)
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training, Smithing labors. You may want to specialize your Smiths to focus on a single
Trapping, Plant Gathering, Beekeeping, and Siege smithing skill to maximize equipment quality.
Engineering. ``StartManager`` (needed 1, 0)
Smith 0 2-4 Smithing labors. You may want to specialize your All skills not covered by the other starting professions (``Miner``,
Smiths to focus on a single smithing skill to ``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
maximize equipment quality. to assist in critical tasks at the beginning of the game. Individual labors
StartManager 1 0 All skills not covered by the other starting should be turned off as migrants are assigned more specialized professions
professions (Miner, Mason, Outdoorsdwarf, and that cover them, and the StartManager dwarf can eventually convert to some
Farmer), plus a few overlapping skills to other profession.
assist in critical tasks at the beginning of the ``Tailor`` (needed 0, 2)
game. Individual labors should be turned off as Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
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.
============= ======== ===== =================================================
A note on autohauler A note on autohauler
~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~