update docs for example orders and professions

develop
myk002 2021-09-21 00:27:04 -07:00 committed by Myk
parent 24e5bd7b2c
commit e6d93f4170
1 changed files with 29 additions and 23 deletions

@ -63,13 +63,15 @@ This collection of orders handles basic fort necessities:
- prepared meals and food products (and by-products like oil)
- booze/mead
- thread/cloth/dye
- pots/jugs/buckets/bags (of leather, cloth, silk, and yarn)
- pots/jugs/buckets
- bags of leather, cloth, silk, and yarn
- crafts and totems from otherwise unusable by-products
- mechanisms/cages
- splints/crutches
- lye/soap
- ash/potash
- beds/wheelbarrows/minecarts
- scrolls
You should import it as soon as you have enough dwarves to perform the tasks.
Right after the first migration wave is usually a good time.
@ -82,13 +84,15 @@ This collection creates basic items that require heat. It is separated out from
order to save resources. It handles:
- charcoal (including smelting of bituminous coal and lignite)
- plaster
- pearlash
- sand
- green/clear/crystal glass
- adamantine processing
- item melting
Orders are missing for plaster powder until DF `bug 11803
<https://www.bay12games.com/dwarves/mantisbt/view.php?id=11803>`_ is fixed.
:source:`military.json <data/examples/orders/military.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -97,11 +101,11 @@ produces weapons and armor:
- leather backpacks/waterskins/cloaks/quivers/armor
- bone/wooden bolts
- smelting for platinum, silver, steel, bronze, and copper (and their
dependencies)
- bronze/copper bolts
- platinum/silver/steel/iron/bronze/copper weapons and armor, with checks to
ensure only the best available materials are being used
- smelting for platinum, silver, steel, bronze, bismuth bronze, and copper (and
their dependencies)
- bronze/bismuth bronze/copper bolts
- platinum/silver/steel/iron/bismuth bronze/bronze/copper weapons and armor,
with checks to ensure only the best available materials are being used
If you set a stockpile to take weapons and armor of less than masterwork quality
and turn on `automelt` (like what `dreamfort` provides on its industry level),
@ -116,8 +120,8 @@ This file should only be imported, of course, if you need to equip a military.
This collection adds smelting jobs for all ores. It includes handling the ores
already managed by ``military.json``, but has lower limits. This ensures all
ores will be covered if a player imports smelting but not military, but the
higher-volume military orders will take priority if both are imported.
ores will be covered if a player imports ``smelting`` but not ``military``, but
the higher-volume ``military`` orders will take priority if both are imported.
:source:`rockstock.json <data/examples/orders/rockstock.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -176,14 +180,16 @@ 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 1 4-6 All labors used at Craftsdwarf's workshops,
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 0 4 Food- and animal product-related labors. This
Farmer 1 4 Food- and animal product-related labors. This
profession also has the ``Alchemist`` labor
enabled since they need to focus on food-related
jobs.
jobs, though you might want to disable
``Alchemist`` for your first farmer until there
are actual farming duties to perform.
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
@ -202,9 +208,9 @@ Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
skilled mechanics so your haulers don't make
low-quality mechanisms.
Laborer 0 10-12 All labors that don't improve quality with skill,
such as Soapmaking or furnace labors.
Marksdwarf 0 10-30 Same as Hauler, but with a different name so you
can find your military dwarves more easily.
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, Gem Cutting/Encrusting, and
Architecture. In the early game, you may need to
run "`prioritize` ConstructBuilding" to get your
@ -212,13 +218,13 @@ Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
busy crafting stone furniture. Late game, you can
turn off their Architecture labor since that will
be better handled by your Haulers.
Meleedwarf 0 20-50 Mostly the same as Hauler, but with a different
name so you can find your military dwarves more
easily. This profession also has the Recover
Wounded labor enabled. Meleedwarves and
Marksdwarves are similar to Haulers so you can
temporarily deactivate your military after sieges
to allow your military dwarves to help clean up.
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.
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
@ -239,7 +245,7 @@ Smith 0 2-4 Smithing labors. You may want to specialize your
maximize equipment quality.
StartManager 1 0 All skills not covered by the other starting
professions (Miner, Mason, Outdoorsdwarf, and
Craftsdwarf), plus a few overlapping skills to
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