From e6d93f41707af034939f7b1907abab6cf2960f07 Mon Sep 17 00:00:00 2001 From: myk002 Date: Tue, 21 Sep 2021 00:27:04 -0700 Subject: [PATCH] update docs for example orders and professions --- docs/guides/examples-guide.rst | 52 +++++++++++++++++++--------------- 1 file changed, 29 insertions(+), 23 deletions(-) diff --git a/docs/guides/examples-guide.rst b/docs/guides/examples-guide.rst index f31fbf32f..4300f412d 100644 --- a/docs/guides/examples-guide.rst +++ b/docs/guides/examples-guide.rst @@ -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 +`_ is fixed. + :source:`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 ` ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -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