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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
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
~~~~~~~~~~~~~~~~~~~~