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) - prepared meals and food products (and by-products like oil)
- booze/mead - booze/mead
- thread/cloth/dye - 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 - crafts and totems from otherwise unusable by-products
- mechanisms/cages - mechanisms/cages
- splints/crutches - splints/crutches
- lye/soap - lye/soap
- ash/potash - ash/potash
- beds/wheelbarrows/minecarts - beds/wheelbarrows/minecarts
- scrolls
You should import it as soon as you have enough dwarves to perform the tasks. 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. 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: order to save resources. It handles:
- charcoal (including smelting of bituminous coal and lignite) - charcoal (including smelting of bituminous coal and lignite)
- plaster
- pearlash - pearlash
- sand - sand
- green/clear/crystal glass - green/clear/crystal glass
- adamantine processing - adamantine processing
- item melting - 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>` :source:`military.json <data/examples/orders/military.json>`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -97,11 +101,11 @@ produces weapons and armor:
- leather backpacks/waterskins/cloaks/quivers/armor - leather backpacks/waterskins/cloaks/quivers/armor
- bone/wooden bolts - bone/wooden bolts
- smelting for platinum, silver, steel, bronze, and copper (and their - smelting for platinum, silver, steel, bronze, bismuth bronze, and copper (and
dependencies) their dependencies)
- bronze/copper bolts - bronze/bismuth bronze/copper bolts
- platinum/silver/steel/iron/bronze/copper weapons and armor, with checks to - platinum/silver/steel/iron/bismuth bronze/bronze/copper weapons and armor,
ensure only the best available materials are being used 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 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), 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 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 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 ores will be covered if a player imports ``smelting`` but not ``military``, but
higher-volume military orders will take priority if both are imported. the higher-volume ``military`` orders will take priority if both are imported.
:source:`rockstock.json <data/examples/orders/rockstock.json>` :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 focus just a few dwarves on cooking since
well-crafted meals make dwarves very happy. They well-crafted meals make dwarves very happy. They
are also an excellent trade good. 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. Glassmaker's workshops, and kilns.
Doctor 0 2-4 The full suite of medical labors, plus Animal Doctor 0 2-4 The full suite of medical labors, plus Animal
Caretaking for those using the dwarfvet plugin. 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 profession also has the ``Alchemist`` labor
enabled since they need to focus on food-related 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 Fisherdwarf 0 0-1 Fishing and fish cleaning. If you assign this
profession to any dwarf, be prepared to be profession to any dwarf, be prepared to be
inundated with fish. Fisherdwarves *never stop 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 skilled mechanics so your haulers don't make
low-quality mechanisms. low-quality mechanisms.
Laborer 0 10-12 All labors that don't improve quality with skill, Laborer 0 10-12 All labors that don't improve quality with skill,
such as Soapmaking or furnace labors. such as Soapmaking and furnace labors.
Marksdwarf 0 10-30 Same as Hauler, but with a different name so you Marksdwarf 0 10-30 Similar to Hauler. See the description for
can find your military dwarves more easily. Meleedwarf below for more details.
Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
Architecture. In the early game, you may need to Architecture. In the early game, you may need to
run "`prioritize` ConstructBuilding" to get your 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 busy crafting stone furniture. Late game, you can
turn off their Architecture labor since that will turn off their Architecture labor since that will
be better handled by your Haulers. be better handled by your Haulers.
Meleedwarf 0 20-50 Mostly the same as Hauler, but with a different Meleedwarf 0 20-50 Similar to Hauler, but without most civilian
name so you can find your military dwarves more labors. This profession is separate from Hauler
easily. This profession also has the Recover so you can find your military dwarves easily.
Wounded labor enabled. Meleedwarves and Meleedwarves and Marksdwarves have Mechanics and
Marksdwarves are similar to Haulers so you can hauling labors enabled so you can temporarily
temporarily deactivate your military after sieges deactivate your military after sieges and allow
to allow your military dwarves to help clean up. your military dwarves to help clean up.
Migrant 0 0 You can assign this profession to new migrants Migrant 0 0 You can assign this profession to new migrants
temporarily while you sort them into professions. temporarily while you sort them into professions.
Like Marksdwarf and Meleedwarf, the purpose of 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. maximize equipment quality.
StartManager 1 0 All skills not covered by the other starting StartManager 1 0 All skills not covered by the other starting
professions (Miner, Mason, Outdoorsdwarf, and 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 assist in critical tasks at the beginning of the
game. Individual labors should be turned off as game. Individual labors should be turned off as
migrants are assigned more specialized migrants are assigned more specialized