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#####################
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Managing Dwarven Jobs
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#####################
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.. warning::
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This tutorial is based on an old version of DF, and needs to be
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updated.
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In this tutorial we’ll look at managing our dwarfs, a topic we have
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ignored until now. Dwarf management isn’t that hard, but there’s lots
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of subtlety to it, as I’m sure you can imagine. You also have to learn
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to navigate the interface, which is its own special challenge!
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So lets dive right in! In the end you will find managing your dwarfs
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well quite rewarding, trust me!
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In-game interface
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=================
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Hit :kbd:`u`! You will be presented with a list much like this:
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.. image:: images/dftutorial68.png
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:align: center
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On the left, a list of dwarfs with their name and current profession
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(the game works out the dwarf’s profession based on their best skill,
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unless you assign them a custom profession name, more on that later).
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On the right, we have the current job the listed dwarf is doing. You
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will note that the list includes more then just dwarfs. You can scroll
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up and down using :kbd:`PageUp` and :kbd:`PageDown` as well as the
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arrow keys so have a look around. This is the full list of all living
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creatures in the current area (excluding vermin), so it’s a good way
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to see how many goblins you’re facing when the inevitable siege occurs!
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Had a good look? Great! Now lets get on with working with our dwarfs.
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With the first dwarf selected, hit :kbd:`c` for :guilabel:`Zoom-Cre`.
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Using this shortcut will become extremely familiar to you as you jump
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to this list, select a dwarf, and whack :kbd:`c` to see what on earth
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they are up to now!
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.. image:: images/dftutorial69.png
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:align: center
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Lets examine what we can see here. On the left we have a yellow X over
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the dwarf we selected. If we were to move the X around using the arrow
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keys we’d see the info on the right change as the closest dwarf to the
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X changes. By the way, you can pull up the X directly without going
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through :kbd:`u` just by hitting :kbd:`v` from the main map. This is
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really handy for when you’re trying to work out which dwarf is
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skulking around the dining room not doing any work!
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So, lets focus back on Ingish Noramshem, Miner. You can see some info
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about this stunty. First up, you can go to the :kbd:`l` for “Labour”
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menu, the :kbd:`e` for “Work Dogs”, :kbd:`s` for “Soldiering and
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Hunting” or you can :kbd:`A` “activate” the dwarf. Don’t worry about
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any of those just yet! Instead, look at the bottom menu list. We’ve
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got :kbd:`z`, “View profile” and a list of other shortcuts.
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Things can get a little confusing from here, so follow along
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carefully. For some reason known only to Toady, the coder, the menus
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get extremely circular, but we’ll get there in the end!
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So, hit :kbd:`z`, and you’ll see this:
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.. image:: images/dftutorial70.png
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:align: center
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Not much to see. We can see that this dwarf owns 14 things (*snore*),
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has a modest quarters. The text is in blue, which I’m guessing is a
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good thing which means that it is over and above the quality demanded
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by that noble (thank Ookpik). Below, we can see we have three options,
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we can hit enter, view relationships with “r” or customize with “y”.
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Lets go ahead and hit “enter”. Oof! Wall of text!
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.. image:: images/dftutorial71.png
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:align: center
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You’ll have to read this on your own screen to see what it says. In
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essence it’s a blow by blow of the happy thoughts and sad thoughts of
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the selected dwarf as well as some bio details. As you will read from
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the first paragraph Ingish is quite happy, except for the vermin
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problem (erm, my fault, I forgot to bring any cats with us. A couple
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of cats will hunt vermin away). On the whole, a content dwarf, which
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is good. Upset dwarfs go crazy and kill other dwarfs. It’s annoying.
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The text in blue concerns the religious and group affiliations of this
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dwarf. I’ve never found much need to worry about this stuff, although
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of note is that the god the dwarf worships can be read about in
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Legends mode. Reading about the gods, creatures and civilisations in
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your world can be quite an amusing post-game sideline.
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Next you’ll see a list of things the dwarf likes. Over time it’s quite
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possible your dwarf will accumulate items based on the things they
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like, especially once the dwarven economy kicks in. Of note is that
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this dwarf likes “cows for their haunting moos”, how strange! Mind
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you, we could take advantage of this later on by putting a cage in
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this dwarf’s quarters and shoving a cow in it. Then the dwarf will be
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happy ever time they see the cow, because it’s a favoured animal of
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theirs.
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Food preferences are interesting as well. This dwarf likes quarry bush
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leaves. We’re not growing any right now (you need to grow them in an
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indoors field and then at a Farmer’s Workshop, process them to a bag),
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but it might be a good idea to grow some if we ever worried about this
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dwarf’s happiness, or just to ensure those dwarfs that do like quary
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bush leaves are kept extra happy.
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The next block of text covers the personality traits of the dwarf.
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There’s not much to act on here, although it’s interesting to note the
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dwarf’s tolerance for the outside world. Over time dwarfs that spend
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all their time underground will become nauseous at the sight of the
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sun, which slows them down when they go outside. This can have a big
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impact on your military and so some fortress designers like to build
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open air spaces into their fortress. But more on that later.
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Don’t be alarmed by the note on drinking. All dwarfs love drink!
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With this examining done, space back a menu and hit :kbd:`r`.
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.. image:: images/dftutorial72.png
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:align: center
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To be honest, I seldom view this screen and I’m not sure if we really
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need to. I just noticed that with the selection over the deity you can
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hit :kbd:`v` and get information on the god worshipped, cool! This
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dwarf worships Agesh, who “often takes the form of a female dwarf and
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is associated with fame, rumors, agriculture, the rain and rainbows”,
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sounds delightful!
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You also get a list of friends here, and in time, partners and
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children. It’s interesting, but not particularly useful
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Anyway, back out of that menu and hit :kbd:`y` for “Customize”. You
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get an option now, customize nickname and customise profession. Some
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people use these to tag their dwarfs for more easy viewing, or to name
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them after friends and family for general hilarity, I leave this
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option alone because I have plans for them using the Dwarf Manager
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utility, but more on that later.
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Hit :kbd:`Esc` and back out to the main dwarf menu. Hit :kbd:`g` for
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“Gen”. You’ll see some skill information and stat information for this
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dwarf:
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.. image:: images/dftutorial73.png
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:align: center
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As you can see, all of this mining and digging has made our dwarf
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tough and agile. Ingish is also becoming a skilled miner and is also
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an adept mason! Other skills have been built up through time in our
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fortress. There’s more to see than this list though, I’ve highlighted
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the down arrow which indicates that there are more skills and so use
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“alt”+”down arrow” and have a look. You should see “Dabbling Grower”
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at the bottom, looks like our shorty has been picking some plants in
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the fields!
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Now, next menu item, hit :kbd:`i` for “Inventory”. You will see a list
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of items your dwarf is carrying, it should look something like this:
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.. image:: images/dftutorial74.png
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:align: center
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If you want to make this list easier to read, hit :kbd:`Tab` a few
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times until the menu takes up half the screen. Then you can see all
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the item names in full (this tip is especially helpful with some
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workshop menus where item names are long). You can use this list of
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inventory items to check closely what your dwarf is carrying. Scroll
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through each item using the alt-scroll method, and hit :kbd:`Enter`
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and :kbd:`v` if you want to learn more. The inventory screen is one
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you’ll use often when dealing with the military side of Dwarf
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Fortress. Don’t worry too much about it for now.
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Lets move on and hit :kbd:`w`. This is a list of wounds:
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.. image:: images/dftutorial75.png
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:align: center
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White is good. Nothing injured. Light grey indicates bruised, yellow
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indicates broken, red, mangled and grey is “lopped off”. In a game I’m
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playing now I currently have a goblin I stuck in a special goblin pit
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with both eyes missing after a fight with my dwarfs (and those are the
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only wounds! Good shot marksdwarfs!). He keeps wandering around and
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passing out before waking up and wandering around again, no doubt
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bumping into other goblins before collapsing again. Ok, so I found it
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amusing, anyway…
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What you can’t immediately see in this list are organs. Yes, Dwarf
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Fortress does model internal organs! If your dwarfs, or critters, get
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wounded, you can see exactly how much and to what degree from this
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screen. Dwarfs that get wounded will be taken (or make their own way)
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to your barracks where they will be fed, watered (you need a bucket
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made in the carpenters for your dwarfs to fetch water for the injured
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dwarf) and left to recover. This can take a substantial amount of
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time, weeks, months or even years! And they may never recover from
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some injuries.
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Hit :kbd:`p` to be taken back to the info-screen about that dwarf. For
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now, ignore the “Activate” and “Work Dogs” option (we have no trained
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dogs yet) and lets focus on “Labour”. When you hit :kbd:`l` you’ll see
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a screen like this:
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.. image:: images/dftutorial76.png
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:align: center
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What you’re looking at is a big, big list (it goes down a couple of
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pages) of different “labours” that the dwarf is enabled for. The jobs
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in white are turned on, the ones in grey, off. At the bottom of the
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list are all the hauling jobs, from stone hauling to cleaning.
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An important job in DF is thinking about and managing the labours of
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your dwarfs. For example, do you want your wood cutter to also have
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hauling jobs on? If they have that job on they’re going to spend their
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time cutting wood and then walking half way across the map to move a
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piece of food to a food store, and then walk back across the map to go
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back to chopping. Perhaps it would be best if you turn off the hauling
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jobs on your woodcutter? How about your miner? Do you have a lot of
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mining work to do? Turn off all the jobs except mining and your digger
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will drink, eat, sleep, rest and dig, and that’s all. No distractions!
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But hauling jobs are important, so how about turning all the
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extraneous labours of all those lye makers and potash maker immigrants
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and turning them into full-time peasant haulers. You can’t go wrong
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with up to 1/4 of your workforce just hauling stuff and the rest
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divided between important jobs. At times you’ll want to do a lot of
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bulk job modifying so you can get a lot of hauling done, or a lot of
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digging, or whathaveyou. This is especially the case once your
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fortress grows to a substantial size and you have multiple dwarfs
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doing about the same sort of job.
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Dwarf Therapist
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===============
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.. warning::
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This section uses the precursor to current tools. Look up Dwarf
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Therapist instead, and admire the fantastic user manual it comes
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with.
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But how does one do this without working ones way through dozens of
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labour settings for dozens of dwarfs? Well thankfully the answer is at
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your fingertips! Remember the “Dwarf Manager” shortcut we made right
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at the start? Good! Run it! If you skipped that step you’ll find
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“Dwarf Manager” in your Dwarf Fortress folder. Run the exe in there.
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If the program doesn’t run, you may need to do some .net installing.
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You can check this all out at the Dwarf Manager website. ** NOTE:
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Dwarf Therapist is currently the favoured dwarf management program.
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You may wish to try it instead. It is fairly self-explanatory and
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works in much the same way. **
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Once you get the program up and running, the first thing you should do
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is hit the “Load from DF” button in the bottom right of the program.
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The program will pull all the dwarf data from DF and you should see a
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screen something like this:
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.. image:: images/dftutorial77.png
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:align: center
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The extremely cunning among you may have noticed that my Dwarf Manager
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is v0.2, but the one on the website is v0.6. I suggest we all go to
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the Dwarf Manager website, grab the latest version, and install it on
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top of the Dwarf Manager folder in your DF folder. Come back when
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you’re done!
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What you’re looking at now is a very neat way of adjusting the labour
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of large numbers of dwarfs at once. It also gives you a great way of
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quickly seeing what your dwarfs are set to do, and it allows grouping
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in useful ways. Please note, in my screenshot I’ve had a few
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immigrants, so don’t worry if your numbers next to professions don’t
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match mine.
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Now, go through and double click on each profession and expand them
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out. The green blocks show what labour the dwarf has, the grey dot in
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the middle shows how skilled they are at that labour – the bigger the
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dot, the better they are. If you double click on any dwarf name you
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can pull up more information about the dwarf including their name and
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profession and what they’re skilled in.
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Note that the grey bars across the profession names indicate what is
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turned on in that profession group. Clicking on those boxes turns on
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jobs for everyone in that profession. And this is where we can make
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things easier for ourselves. I’ll show you how:
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* Look at your miners in Dwarf Manager.
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* Double click on the first one, change their “Profession” to “Digger”.
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* Hit enter.
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You have now created a custom profession. Now right-click on the next
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dwarf, chose custom profession, click on “Digger”, like the picture.
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.. image:: images/dftutorial78.png
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:align: center
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Do this for all of your miners, and then hit the bottom right button
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“Write to DF” (you need to do this to make any change stick, and
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always click “Load from DF” before making any modifications to!). With
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this custom profession I now have easy control over groups of dwarfs.
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I group dwarfs into the following groups, how you do it is up to you
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though:
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* Diggers (miners)
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* Farmers (dwarfs who farm!)
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* Minions (dwarfs that only haul)
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* Crafters (dwarfs with all the craft skills on)
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* Brickies (dwarfs who engrave and do masonry)
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* Chippies (dwarfs who cut wood and do carpentry)
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* Metalers (dwarfs who smelt/armor/weaponsmith)
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* Foodies (dwarfs who cook and brew)
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…And so on. I’m sure you can come up with a scheme of your own.
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Anyway, the point is, once you get beyond a dozen dwarfs Dwarf Manager
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is an awesome way of herding your shorties easily and quickly. Give it
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a go yourself!
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Managing labour is how you get things done. If you see a building or
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workshop not being built, hit “q” and check to see if there’s a “need
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XYZ labour” message. If there is, check to see if anyone has the
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labour on. If they don’t, find someone, and turn it on. Your dwarfs
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can do just about anything you set them to do, but remember they do
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it better when they are good at it, not only quicker, but with higher
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quality.
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Keep in mind that mining and wood cutting require specialist tools (a
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pickaxe and a waraxe respectively). Also note that farmers with no
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skill may screw up and lose your seed, producing no food. While this
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is ok when you’ve got a lot of food and farmers and you’re training up
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some new recruits, it’s not so useful when you are low on food and
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supplies!
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I think this may be enough for this lesson. I am sure I will come up
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with more useful tips as we go, but now you have the tools to look
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after your dwarfs so taking advantage of my tips will be no problem!
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Next lesson we’re going to get back to expanding the fortress and
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increasing our uberness!
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