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@ -90,82 +90,74 @@ 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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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. These are just
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In the list below, the "needed" range indicates the approximate number of
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dwarves of each profession that you are likely to need at the start of the game
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and how many you are likely to need in a mature fort. These are just
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approximations. Your playstyle may demand more or fewer of each profession.
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============= ======== ===== =================================================
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Profession At Start Max Description
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============= ======== ===== =================================================
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Chef 0 3 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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Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops,
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Glassmaker's workshops, and kilns.
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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 1 4 Food- and animal product-related labors.
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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 else
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caught fish will just be left to rot.
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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 unskilled haulers don't
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make low-quality mechanisms.
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Laborer 0 10-12 All labors that don't improve quality with skill,
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such as Soapmaking and furnace labors.
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Marksdwarf 0 10-30 Similar to Hauler. See the description for
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Meleedwarf below for more details.
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Mason 2 2-4 Masonry and Gem Cutting/Encrusting.
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Meleedwarf 0 20-50 Similar to Hauler, but without most civilian
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labors. This profession is separate from Hauler
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so you can find your military dwarves easily.
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Meleedwarves and Marksdwarves have Mechanics and
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hauling labors enabled so you can temporarily
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deactivate your military after sieges and allow
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your military dwarves to help clean up and reset
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traps.
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Migrant 0 0 You can assign this profession to new migrants
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temporarily while you sort them into professions.
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Like Marksdwarf and Meleedwarf, the purpose of
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this profession is so you can find your new
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dwarves more easily.
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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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Once the need for Miners tapers off in the late
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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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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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Smith 0 2-4 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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StartManager 1 0 All skills not covered by the other starting
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professions (Miner, Mason, Outdoorsdwarf, and
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Farmer), plus a few overlapping skills to
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assist in critical tasks at the beginning of the
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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 can eventually convert to some other
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profession.
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Tailor 0 2 Textile industry labors: Dying, Leatherworking,
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Weaving, and Clothesmaking.
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============= ======== ===== =================================================
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- ``Chef`` (needed: 0, 3)
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Buchery, Tanning, and Cooking. It is important to focus just a few dwarves
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on cooking since well-crafted meals make dwarves very happy. They are also
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an excellent trade good.
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- ``Craftsdwarf`` (needed: 0, 4-6)
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All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
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kilns.
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``Doctor`` (needed: 0, 2-4)
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The full suite of medical labors, plus Animal Caretaking for those using
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the `dwarfvet` plugin.
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``Farmer`` (needed 1, 4)
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Food- and animal product-related labors.
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``Fisherdwarf`` (needed 0, 0-1)
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Fishing and fish cleaning. If you assign this profession to any dwarf, be
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prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
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sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
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caught fish will just be left to rot.
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``Hauler`` (needed 0, >20)
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All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
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reloading traps) and Architecture (so haulers can help build massive
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windmill farms and pump stacks). As you accumulate enough Haulers, you can
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turn off hauling labors for other dwarves so they can focus on their skilled
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|
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tasks. You may also want to restrict your Mechanic's workshops to only
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skilled mechanics so your unskilled haulers don't make low-quality
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mechanisms.
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``Laborer`` (needed 0, 10-12)
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All labors that don't improve quality with skill, such as Soapmaking and
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furnace labors.
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``Marksdwarf`` (needed 0, 10-30)
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Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
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details.
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``Mason`` (needed 2, 2-4)
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Masonry and Gem Cutting/Encrusting.
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``Meleedwarf`` (needed 0, 20-50)
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Similar to ``Hauler``, but without most civilian labors. This profession is
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separate from ``Hauler`` so you can find your military dwarves easily.
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``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
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enabled so you can temporarily deactivate your military after sieges and
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allow your military dwarves to help clean up and reset traps.
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``Migrant`` (needed 0, 0)
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You can assign this profession to new migrants temporarily while you sort
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them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
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of this profession is so you can find your new dwarves more easily.
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``Miner`` (needed 2, 2-10)
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Mining and Engraving. This profession also has the ``Alchemist`` labor
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enabled, which disables hauling for those using the `autohauler` plugin.
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Once the need for Miners tapers off in the late game, dwarves with this
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profession make good military dwarves, wielding their picks as weapons.
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``Outdoorsdwarf`` (needed 1, 2-4)
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Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
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Beekeeping, and Siege Engineering.
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``Smith`` (needed 0, 2-4)
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Smithing labors. You may want to specialize your Smiths to focus on a single
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smithing skill to maximize equipment quality.
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``StartManager`` (needed 1, 0)
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All skills not covered by the other starting professions (``Miner``,
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``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
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to assist in critical tasks at the beginning of the game. Individual labors
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should be turned off as migrants are assigned more specialized professions
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that cover them, and the StartManager dwarf can eventually convert to some
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other profession.
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``Tailor`` (needed 0, 2)
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Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
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A note on autohauler
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~~~~~~~~~~~~~~~~~~~~
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