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