184 lines
9.8 KiB
ReStructuredText
184 lines
9.8 KiB
ReStructuredText
manipulator
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===========
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Tags:
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An in-game labor management interface. It is equivalent to the popular Dwarf
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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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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 charts below, the "At Start" and "Max" columns indicate the approximate
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number of dwarves of each profession that you are likely to need at the start of
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the game 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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============= ======== ===== =================================================
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Profession At Start Max Description
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============= ======== ===== =================================================
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Chef 0 3 Buchery, Tanning, and Cooking. It is important to
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focus just a few dwarves on cooking since
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well-crafted meals make dwarves very happy. They
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are also an excellent trade good.
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Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops,
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Glassmaker's workshops, and kilns.
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Doctor 0 2-4 The full suite of medical labors, plus Animal
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Caretaking for those using the `dwarfvet` plugin.
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Farmer 1 4 Food- and animal product-related labors.
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Fisherdwarf 0 0-1 Fishing and fish cleaning. If you assign this
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profession to any dwarf, be prepared to be
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inundated with fish. Fisherdwarves *never stop
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fishing*. Be sure to also run ``prioritize -a
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PrepareRawFish ExtractFromRawFish`` or else
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caught fish will just be left to rot.
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Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
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(so haulers can assist in reloading traps) and
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Architecture (so haulers can help build massive
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windmill farms and pump stacks). As you
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accumulate enough Haulers, you can turn off
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hauling labors for other dwarves so they can
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focus on their skilled tasks. You may also want
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to restrict your Mechanic's workshops to only
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skilled mechanics so your unskilled haulers don't
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make low-quality mechanisms.
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Laborer 0 10-12 All labors that don't improve quality with skill,
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such as Soapmaking and furnace labors.
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Marksdwarf 0 10-30 Similar to Hauler. See the description for
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Meleedwarf below for more details.
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Mason 2 2-4 Masonry and Gem Cutting/Encrusting.
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Meleedwarf 0 20-50 Similar to Hauler, but without most civilian
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labors. This profession is separate from Hauler
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so you can find your military dwarves easily.
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Meleedwarves and Marksdwarves have Mechanics and
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hauling labors enabled so you can temporarily
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deactivate your military after sieges and allow
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your military dwarves to help clean up and reset
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traps.
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Migrant 0 0 You can assign this profession to new migrants
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temporarily while you sort them into professions.
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Like Marksdwarf and Meleedwarf, the purpose of
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this profession is so you can find your new
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dwarves more easily.
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Miner 2 2-10 Mining and Engraving. This profession also has
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the ``Alchemist`` labor enabled, which disables
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hauling for those using the `autohauler` plugin.
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Once the need for Miners tapers off in the late
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game, dwarves with this profession make good
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military dwarves, wielding their picks as
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weapons.
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Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
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Trapping, Plant Gathering, Beekeeping, and Siege
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Engineering.
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Smith 0 2-4 Smithing labors. You may want to specialize your
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Smiths to focus on a single smithing skill to
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maximize equipment quality.
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StartManager 1 0 All skills not covered by the other starting
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professions (Miner, Mason, Outdoorsdwarf, and
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Farmer), plus a few overlapping skills to
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assist in critical tasks at the beginning of the
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game. Individual labors should be turned off as
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migrants are assigned more specialized
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professions that cover them, and the StartManager
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dwarf can eventually convert to some other
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profession.
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Tailor 0 2 Textile industry labors: Dying, Leatherworking,
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Weaving, and Clothesmaking.
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============= ======== ===== =================================================
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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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