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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`` (needed 0, >20)
Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
(so haulers can assist in reloading traps) and reloading traps) and Architecture (so haulers can help build massive
Architecture (so haulers can help build massive windmill farms and pump stacks). As you accumulate enough Haulers, you can
windmill farms and pump stacks). As you turn off hauling labors for other dwarves so they can focus on their skilled
accumulate enough Haulers, you can turn off tasks. You may also want to restrict your Mechanic's workshops to only
hauling labors for other dwarves so they can skilled mechanics so your unskilled haulers don't make low-quality
focus on their skilled tasks. You may also want mechanisms.
to restrict your Mechanic's workshops to only ``Laborer`` (needed 0, 10-12)
skilled mechanics so your unskilled haulers don't All labors that don't improve quality with skill, such as Soapmaking and
make low-quality mechanisms. furnace labors.
Laborer 0 10-12 All labors that don't improve quality with skill, ``Marksdwarf`` (needed 0, 10-30)
such as Soapmaking and furnace labors. Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
Marksdwarf 0 10-30 Similar to Hauler. See the description for details.
Meleedwarf below for more details. ``Mason`` (needed 2, 2-4)
Mason 2 2-4 Masonry and Gem Cutting/Encrusting. Masonry and Gem Cutting/Encrusting.
Meleedwarf 0 20-50 Similar to Hauler, but without most civilian ``Meleedwarf`` (needed 0, 20-50)
labors. This profession is separate from Hauler Similar to ``Hauler``, but without most civilian labors. This profession is
so you can find your military dwarves easily. separate from ``Hauler`` so you can find your military dwarves easily.
Meleedwarves and Marksdwarves have Mechanics and ``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
hauling labors enabled so you can temporarily enabled so you can temporarily deactivate your military after sieges and
deactivate your military after sieges and allow allow your military dwarves to help clean up and reset traps.
your military dwarves to help clean up and reset ``Migrant`` (needed 0, 0)
traps. You can assign this profession to new migrants temporarily while you sort
Migrant 0 0 You can assign this profession to new migrants them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
temporarily while you sort them into professions. of this profession is so you can find your new dwarves more easily.
Like Marksdwarf and Meleedwarf, the purpose of ``Miner`` (needed 2, 2-10)
this profession is so you can find your new Mining and Engraving. This profession also has the ``Alchemist`` labor
dwarves more easily. enabled, which disables hauling for those using the `autohauler` plugin.
Miner 2 2-10 Mining and Engraving. This profession also has Once the need for Miners tapers off in the late game, dwarves with this
the ``Alchemist`` labor enabled, which disables profession make good military dwarves, wielding their picks as weapons.
hauling for those using the `autohauler` plugin. ``Outdoorsdwarf`` (needed 1, 2-4)
Once the need for Miners tapers off in the late Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
game, dwarves with this profession make good Beekeeping, and Siege Engineering.
military dwarves, wielding their picks as ``Smith`` (needed 0, 2-4)
weapons. Smithing labors. You may want to specialize your Smiths to focus on a single
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training, smithing skill to maximize equipment quality.
Trapping, Plant Gathering, Beekeeping, and Siege ``StartManager`` (needed 1, 0)
Engineering. All skills not covered by the other starting professions (``Miner``,
Smith 0 2-4 Smithing labors. You may want to specialize your ``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
Smiths to focus on a single smithing skill to to assist in critical tasks at the beginning of the game. Individual labors
maximize equipment quality. should be turned off as migrants are assigned more specialized professions
StartManager 1 0 All skills not covered by the other starting that cover them, and the StartManager dwarf can eventually convert to some
professions (Miner, Mason, Outdoorsdwarf, and other profession.
Farmer), plus a few overlapping skills to ``Tailor`` (needed 0, 2)
assist in critical tasks at the beginning of the Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
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.
============= ======== ===== =================================================
A note on autohauler A note on autohauler
~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~