182 lines
8.3 KiB
ReStructuredText
182 lines
8.3 KiB
ReStructuredText
manipulator
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===========
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.. dfhack-tool::
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:summary: An in-game labor management interface.
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:tags: unavailable fort productivity labors
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:no-command:
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It is equivalent to the popular Dwarf Therapist utility.
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To activate, open the unit screen and press :kbd:`l`.
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Usage
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-----
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::
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enable manipulator
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.. image:: ../images/manipulator.png
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The far left column displays the unit's name, happiness (color-coded based on
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its value), profession, or squad, and the right half of the screen displays each
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dwarf's labor settings and skill levels (0-9 for Dabbling through Professional,
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A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).
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Cells with teal backgrounds denote skills not controlled by labors, e.g.
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military and social skills.
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.. image:: ../images/manipulator2.png
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Press :kbd:`t` to toggle between Profession, Squad, and Job views.
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.. image:: ../images/manipulator3.png
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Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
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move 10 tiles at a time.
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Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
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categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
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in the list. :kbd:`Backspace` seeks to the top left corner.
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Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
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to toggle all labors within the selected category.
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Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
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skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
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Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
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With a unit selected, you can press the :kbd:`v` key to view its properties (and
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possibly set a custom nickname or profession) or the :kbd:`c` key to exit
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Manipulator and zoom to its position within your fortress.
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The following mouse shortcuts are also available:
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* Click on a column header to sort the unit list. Left-click to sort it in one
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direction (descending for happiness or labors/skills, ascending for name,
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profession or squad) and right-click to sort it in the opposite direction.
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* Left-click on a labor cell to toggle that labor. Right-click to move the
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cursor onto that cell instead of toggling it.
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* Left-click on a unit's name, profession or squad to view its properties.
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* Right-click on a unit's name, profession or squad to zoom to it.
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Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
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directly to the main dwarf mode screen.
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Professions
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-----------
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The manipulator plugin supports saving professions: a named set of labors that can be
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quickly applied to one or multiple dwarves.
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To save a profession, highlight a dwarf and press :kbd:`P`. The profession will be saved using
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the custom profession name of the dwarf, or the default profession name for that dwarf if no
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custom profession name has been set.
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To apply a profession, either highlight a single dwarf or select multiple with
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:kbd:`x`, and press :kbd:`p` to select the profession to apply. All labors for
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the selected dwarves will be reset to the labors of the chosen profession and
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the custom profession names for those dwarves will be set to the applied
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profession.
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Professions are saved as human-readable text files in the
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``dfhack-config/professions`` folder within the DF folder, and can be edited or
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deleted there.
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The professions library
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~~~~~~~~~~~~~~~~~~~~~~~
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The manipulator plugin comes with a library of professions that you can assign
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to your dwarves.
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If you'd rather use Dwarf Therapist to manage your labors, it is easy to import
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these professions to DT and use them there. Simply assign the professions you
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want to import to a dwarf. Once you have assigned a profession to at least one
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dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
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professions will then be available for use in DT.
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In the list below, the "needed" range indicates the approximate number of
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dwarves of each profession that you are likely to need at the start of the game
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and how many you are likely to need in a mature fort. These are just
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approximations. Your playstyle may demand more or fewer of each profession.
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- ``Chef`` (needed: 0, 3)
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Butchery, Tanning, and Cooking. It is important to focus just a few dwarves
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on cooking since well-crafted meals make dwarves very happy. They are also
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an excellent trade good.
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- ``Craftsdwarf`` (needed: 0, 4-6)
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All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and
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kilns.
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- ``Doctor`` (needed: 0, 2-4)
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The full suite of medical labors, plus Animal Caretaking for those using
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the `dwarfvet` plugin.
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- ``Farmer`` (needed 1, 4)
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Food- and animal product-related labors.
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- ``Fisherdwarf`` (needed 0, 0-1)
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Fishing and fish cleaning. If you assign this profession to any dwarf, be
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prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be
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sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else
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caught fish will just be left to rot.
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- ``Hauler`` (needed 0, >20)
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All hauling labors plus Siege Operating, Mechanic (so haulers can assist in
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reloading traps) and Architecture (so haulers can help build massive
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windmill farms and pump stacks). As you accumulate enough Haulers, you can
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turn off hauling labors for other dwarves so they can focus on their skilled
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tasks. You may also want to restrict your Mechanic's workshops to only
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skilled mechanics so your unskilled haulers don't make low-quality
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mechanisms.
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- ``Laborer`` (needed 0, 10-12)
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All labors that don't improve quality with skill, such as Soapmaking and
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furnace labors.
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- ``Marksdwarf`` (needed 0, 10-30)
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Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more
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details.
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- ``Mason`` (needed 2, 2-4)
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Masonry and Gem Cutting/Encrusting.
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- ``Meleedwarf`` (needed 0, 20-50)
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Similar to ``Hauler``, but without most civilian labors. This profession is
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separate from ``Hauler`` so you can find your military dwarves easily.
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``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors
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enabled so you can temporarily deactivate your military after sieges and
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allow your military dwarves to help clean up and reset traps.
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- ``Migrant`` (needed 0, 0)
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You can assign this profession to new migrants temporarily while you sort
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them into professions. Like ``Marksdwarf`` and ``Meleedwarf``, the purpose
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of this profession is so you can find your new dwarves more easily.
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- ``Miner`` (needed 2, 2-10)
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Mining and Engraving. This profession also has the ``Alchemist`` labor
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enabled, which disables hauling for those using the `autohauler` plugin.
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Once the need for Miners tapers off in the late game, dwarves with this
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profession make good military dwarves, wielding their picks as weapons.
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- ``Outdoorsdwarf`` (needed 1, 2-4)
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Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering,
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Beekeeping, and Siege Engineering.
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- ``Smith`` (needed 0, 2-4)
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Smithing labors. You may want to specialize your Smiths to focus on a single
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smithing skill to maximize equipment quality.
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- ``StartManager`` (needed 1, 0)
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All skills not covered by the other starting professions (``Miner``,
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``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills
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to assist in critical tasks at the beginning of the game. Individual labors
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should be turned off as migrants are assigned more specialized professions
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that cover them, and the StartManager dwarf can eventually convert to some
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other profession.
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- ``Tailor`` (needed 0, 2)
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Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking.
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A note on autohauler
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~~~~~~~~~~~~~~~~~~~~
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These profession definitions are designed to work well with or without the
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`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
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instead of constantly being distracted by hauling). If you do want to use
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autohauler, adding the following lines to your ``onMapLoad.init`` file will
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configure it to let the professions manage the "Feed water to civilians" and
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"Recover wounded" labors instead of enabling those labors for all hauling
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dwarves::
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on-new-fortress enable autohauler
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on-new-fortress autohauler FEED_WATER_CIVILIANS allow
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on-new-fortress autohauler RECOVER_WOUNDED allow
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