dfhack/docs/plugins/manipulator.rst

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manipulator
===========
.. dfhack-tool::
:summary: An in-game labor management interface.
:tags: fort productivity labors
:no-command:
It is equivalent to the popular Dwarf Therapist utility.
To activate, open the unit screen and press :kbd:`l`.
Usage
-----
::
enable manipulator
.. image:: ../images/manipulator.png
The far left column displays the unit's name, happiness (color-coded based on
its value), profession, or 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 profession name 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 and
the custom profession names for those dwarves will be set to the applied
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 list below, the "needed" range indicates 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.
- ``Chef`` (needed: 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`` (needed: 0, 4-6)
All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
kilns.
- ``Doctor`` (needed: 0, 2-4)
The full suite of medical labors, plus Animal Caretaking for those using
the `dwarfvet` plugin.
- ``Farmer`` (needed 1, 4)
Food- and animal product-related labors.
- ``Fisherdwarf`` (needed 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`` (needed 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 unskilled haulers don't make low-quality
mechanisms.
- ``Laborer`` (needed 0, 10-12)
All labors that don't improve quality with skill, such as Soapmaking and
furnace labors.
- ``Marksdwarf`` (needed 0, 10-30)
Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
details.
- ``Mason`` (needed 2, 2-4)
Masonry and Gem Cutting/Encrusting.
- ``Meleedwarf`` (needed 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 and reset traps.
- ``Migrant`` (needed 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`` (needed 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`` (needed 1, 2-4)
Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
Beekeeping, and Siege Engineering.
- ``Smith`` (needed 0, 2-4)
Smithing labors. You may want to specialize your Smiths to focus on a single
smithing skill to maximize equipment quality.
- ``StartManager`` (needed 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`` (needed 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