183 lines
10 KiB
ReStructuredText
183 lines
10 KiB
ReStructuredText
manipulator
|
|
===========
|
|
An in-game equivalent to the popular program Dwarf Therapist.
|
|
|
|
To activate, open the unit screen and press :kbd:`l`.
|
|
|
|
.. image:: ../images/manipulator.png
|
|
|
|
The far left column displays the unit's Happiness (color-coded based on its
|
|
value), Name, Profession/Squad, and the right half of the screen displays each
|
|
dwarf's labor settings and skill levels (0-9 for Dabbling through Professional,
|
|
A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).
|
|
|
|
Cells with teal backgrounds denote skills not controlled by labors, e.g.
|
|
military and social skills.
|
|
|
|
.. image:: ../images/manipulator2.png
|
|
|
|
Press :kbd:`t` to toggle between Profession, Squad, and Job views.
|
|
|
|
.. image:: ../images/manipulator3.png
|
|
|
|
Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
|
|
move 10 tiles at a time.
|
|
|
|
Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
|
|
categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
|
|
in the list. :kbd:`Backspace` seeks to the top left corner.
|
|
|
|
Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
|
|
to toggle all labors within the selected category.
|
|
|
|
Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
|
|
skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
|
|
Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
|
|
|
|
With a unit selected, you can press the :kbd:`v` key to view its properties (and
|
|
possibly set a custom nickname or profession) or the :kbd:`c` key to exit
|
|
Manipulator and zoom to its position within your fortress.
|
|
|
|
The following mouse shortcuts are also available:
|
|
|
|
* Click on a column header to sort the unit list. Left-click to sort it in one
|
|
direction (descending for happiness or labors/skills, ascending for name,
|
|
profession or squad) and right-click to sort it in the opposite direction.
|
|
* Left-click on a labor cell to toggle that labor. Right-click to move the
|
|
cursor onto that cell instead of toggling it.
|
|
* Left-click on a unit's name, profession or squad to view its properties.
|
|
* Right-click on a unit's name, profession or squad to zoom to it.
|
|
|
|
Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
|
|
directly to the main dwarf mode screen.
|
|
|
|
Professions
|
|
-----------
|
|
|
|
The manipulator plugin supports saving professions: a named set of labors that can be
|
|
quickly applied to one or multiple dwarves.
|
|
|
|
To save a profession, highlight a dwarf and press :kbd:`P`. The profession will be saved using
|
|
the custom profession name of the dwarf, or the default for that dwarf if no custom profession
|
|
name has been set.
|
|
|
|
To apply a profession, either highlight a single dwarf or select multiple with
|
|
:kbd:`x`, and press :kbd:`p` to select the profession to apply. All labors for
|
|
the selected dwarves will be reset to the labors of the chosen profession.
|
|
|
|
Professions are saved as human-readable text files in the
|
|
``dfhack-config/professions`` folder within the DF folder, and can be edited or
|
|
deleted there.
|
|
|
|
The professions library
|
|
~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
The manipulator plugin comes with a library of professions that you can assign
|
|
to your dwarves.
|
|
|
|
If you'd rather use Dwarf Therapist to manage your labors, it is easy to import
|
|
these professions to DT and use them there. Simply assign the professions you
|
|
want to import to a dwarf. Once you have assigned a profession to at least one
|
|
dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
|
|
professions will then be available for use in DT.
|
|
|
|
In the charts below, the "At Start" and "Max" columns indicate the approximate
|
|
number of dwarves of each profession that you are likely to need at the start of
|
|
the game and how many you are likely to need in a mature fort. These are just
|
|
approximations. Your playstyle may demand more or fewer of each profession.
|
|
|
|
============= ======== ===== =================================================
|
|
Profession At Start Max Description
|
|
============= ======== ===== =================================================
|
|
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 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 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, 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
|
|
fishing*. Be sure to also run ``prioritize -a
|
|
PrepareRawFish ExtractFromRawFish`` or else
|
|
caught fish will just be left to rot.
|
|
Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
|
|
(so haulers can assist in reloading traps) and
|
|
Architecture (so haulers can help build massive
|
|
windmill farms and pump stacks). As you
|
|
accumulate enough Haulers, you can turn off
|
|
hauling labors for other dwarves so they can
|
|
focus on their skilled tasks. You may also want
|
|
to restrict your Mechanic's workshops to only
|
|
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 and furnace labors.
|
|
Marksdwarf 0 10-30 Similar to Hauler. See the description for
|
|
Meleedwarf below for more details.
|
|
Mason 2 2-4 Masonry and Gem Cutting/Encrusting. In the early
|
|
game, you may need to run "`prioritize`
|
|
ConstructBuilding" to get your masons to build
|
|
wells and bridges if they are too busy crafting
|
|
stone furniture.
|
|
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
|
|
this profession is so you can find your new
|
|
dwarves more easily.
|
|
Miner 2 2-10 Mining and Engraving. This profession also has
|
|
the ``Alchemist`` labor enabled, which disables
|
|
hauling for those using the `autohauler` plugin.
|
|
Once the need for Miners tapers off in the late
|
|
game, dwarves with this profession make good
|
|
military dwarves, wielding their picks as
|
|
weapons.
|
|
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
|
|
Trapping, Plant Gathering, Beekeeping, and Siege
|
|
Engineering.
|
|
Smith 0 2-4 Smithing labors. You may want to specialize your
|
|
Smiths to focus on a single smithing skill to
|
|
maximize equipment quality.
|
|
StartManager 1 0 All skills not covered by the other starting
|
|
professions (Miner, Mason, Outdoorsdwarf, and
|
|
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
|
|
professions that cover them, and the StartManager
|
|
dwarf can eventually convert to some other
|
|
profession.
|
|
Tailor 0 2 Textile industry labors: Dying, Leatherworking,
|
|
Weaving, and Clothesmaking.
|
|
============= ======== ===== =================================================
|
|
|
|
A note on autohauler
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
These profession definitions are designed to work well with or without the
|
|
`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
|
|
instead of constantly being distracted by hauling). If you do want to use
|
|
autohauler, adding the following lines to your ``onMapLoad.init`` file will
|
|
configure it to let the professions manage the "Feed water to civilians" and
|
|
"Recover wounded" labors instead of enabling those labors for all hauling
|
|
dwarves::
|
|
|
|
on-new-fortress enable autohauler
|
|
on-new-fortress autohauler FEED_WATER_CIVILIANS allow
|
|
on-new-fortress autohauler RECOVER_WOUNDED allow
|