v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "23a:Labor"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Fixing links within namespace (507/950))
 
(22 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{av}}{{Quality|Unrated}}
+
{{quality|Fine|21:51, 23 September 2010 (UTC)}}{{av}}
A {{L|dwarf}}'s '''labor''' preferences define the tasks that he or she will do, whether it is {{L|hauling}}, {{L|mining}}, {{L|farming}}, {{L|hunting}}, {{L|crafts|craftsworking}}, erecting {{L|buildings}}, or any of dozens of other tasks. For instance, a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.   
+
A [[dwarf]]'s '''labor''' preferences define the tasks that he or she will do, whether it is [[hauling]], [[mining]], [[farming]], [[hunting]], [[crafts|craftsworking]], erecting [[buildings]], or any of dozens of other tasks. For instance, a dwarf with the [[wood cutting]] labor enabled will cut down [[trees]] whenever trees are designated to be cut.   
  
 
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.
 
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.
  
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battleaxe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.
+
The [[mining]] and [[wood cutting]] labors require the dwarf to pick up and wield a [[pick]] or [[battleaxe]], respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.
  
Note that a labor is '''not''' a {{L|job}}. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.
+
Note that a labor is '''not''' a [[job]]. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.
  
 
== Default labors ==
 
== Default labors ==
  
All new arrivals at the fortress (including your initial seven dwarves) will have all the {{L|hauling}} jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:
+
All new arrivals at the fortress (including your initial seven dwarves) will have all the [[hauling]] jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:
 
 
(''Note: this is slightly incomplete/out of date'')
 
  
 
{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
Line 18: Line 16:
 
|-
 
|-
 
| All ||
 
| All ||
* {{L|Health Care}}
+
* [[Health care]]
* Stone {{L|Hauling}}
+
* [[Stone hauling]]
* Wood Hauling
+
* [[Wood hauling]]
* Item Hauling
+
* [[Item hauling]]
* Burial
+
* [[Burial]]
* Food Hauling
+
* [[Food hauling]]
* Refuse Hauling
+
* [[Refuse hauling]]
* Furniture Hauling
+
* [[Furniture hauling]]
* Animal Hauling
+
* [[Animal hauling]]
* {{L|Cleaning}}
+
* [[Cleaning]]
 
|-
 
|-
 
| Miner ||
 
| Miner ||
* {{L|Mining}}
+
* [[Mining]]
 
|-
 
|-
 
| Carpenter ||
 
| Carpenter ||
* {{L|Wood Cutting}}
+
* [[Wood cutting]]
* {{L|Carpentry}}
+
* [[Carpentry]]
* {{L|Crossbow-making}}
+
* [[Crossbow-making]]
* {{L|Siege Engineering}}
+
* [[Siege engineering]]
 
|-
 
|-
 
| Mason ||
 
| Mason ||
* {{L|Masonry}}
+
* [[Masonry]]
* {{L|Stone Detailing}}
+
* [[Stone detailing]]
* {{L|Architecture}}
+
* [[Architecture]]
 
|-
 
|-
 
| Trapper ||
 
| Trapper ||
* {{L|Animal Training}}
+
* [[Animal training]]
* {{L|Animal Care}}
+
* [[Animal care]]
* {{L|Hunting}}
+
* [[Hunting]]
* {{L|Trapping}}
+
* [[Trapping]]
 
|-
 
|-
 
| Metalsmith ||
 
| Metalsmith ||
* {{L|Furnace Operating}}
+
* [[Furnace operating]]
* {{L|Metalsmithing}}
+
* [[Metalsmithing]]
 
|-
 
|-
 
| Jeweler ||
 
| Jeweler ||
* {{L|Jeweler|Jeweling}}
+
* [[Jeweling]]
 
|-
 
|-
 
| Craftsdwarf ||
 
| Craftsdwarf ||
* {{L|Leatherworking}}
+
* [[Leatherworking]]
* {{L|Craftsworking}}
+
* [[Craftsworking]]
* {{L|Glassmaking}}
+
* [[Glassmaking]]
* {{L|Weaving}}
+
* [[Weaving]]
* {{L|Clothesmaking}}
+
* [[Clothesmaking]]
 
|-
 
|-
 
| Fisherdwarf ||
 
| Fisherdwarf ||
* {{L|Fish Cleaning}}
+
* [[Fish cleaning]]
* {{L|Fishing}}
+
* [[Fishing]]
 
|-
 
|-
 
| Farmer ||
 
| Farmer ||
* {{L|Butchery}}
+
* [[Butchery]]
* {{L|Tanning}}
+
* [[Tanning]]
* {{L|Farming (Fields)}}
+
* [[Farming (fields)]]
* {{L|Dyeing}}
+
* [[Dyeing]]
* {{L|Alchemy}}
+
* [[Alchemy]]
* {{L|Ashery Operating}}
+
* [[Ashery operating]]
* {{L|Milling}}
+
* [[Milling]]
* {{L|Brewing}}
+
* [[Brewing]]
* {{L|Farming (Workshop)}}
+
* [[Farming (workshop)]]
* {{L|Plant Gathering}}
+
* [[Plant gathering]]
* {{L|Cooking}}
+
* [[Cooking]]
 
|-
 
|-
 
| Mechanic ||
 
| Mechanic ||
* {{L|Mechanics}}
+
* [[Mechanics]]
 
|-
 
|-
 
| None ||
 
| None ||
* {{L|Siege Operating}}
+
* [[Siege operating]]
 
|}
 
|}
  
 
== Labors and skills ==
 
== Labors and skills ==
  
Each labor may have several sub-{{L|skills}} associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:
+
Each labor may have several sub-[[skill]]s associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:
  
 
{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
Line 95: Line 93:
 
| '''Profession''' || '''Labor''' || '''Associated skills''' || '''Associated buildings'''
 
| '''Profession''' || '''Labor''' || '''Associated skills''' || '''Associated buildings'''
 
|-
 
|-
| Miner || {{L|Mining}} || {{L|Miner}} ||  
+
| Miner || [[Mining]] || [[Miner]] ||  
*''designated walls, {{L|ore}} veins, or {{L|gem}} clusters''
+
*''designated walls, [[ore]] veins, or [[gem]] clusters''
* build {{L|channel}}s, {{L|well}}s, {{L|floodgate}}s
+
* build [[channel]]s, [[well]]s, [[floodgate]]s
 
|-
 
|-
| - || {{L|Wood Cutting}} || {{L|Wood Cutter}} ||  
+
| - || [[Wood cutting]] || [[Wood cutter]] ||  
*''designated {{L|trees}}''
+
*''designated [[tree]]s''
 
|-
 
|-
| Carpenter || {{L|Carpentry}} || {{L|Carpenter}} ||  
+
| Carpenter || [[Carpentry]] || [[Carpenter]] ||  
*{{L|Carpenter's Workshop}}
+
*[[Carpenter's workshop]]
 
|-
 
|-
| Mason || {{L|Masonry}} || {{L|Mason}} ||
+
| Mason || [[Masonry]] || [[Mason]] ||
*{{L|Mason's Workshop}}
+
*[[Mason's workshop]]
*''{{L|stone}} and {{L|glass}} structure construction ({{L|bridges}}, etc.)''
+
*''[[stone]] and [[glass]] structure construction ([[bridge]]s, etc.)''
 
|-
 
|-
| Mason || {{L|Stone Detailing}} || {{L|Engraver}} ||
+
| Mason || [[Stone detailing]] || [[Engraver]] ||
 
*''designated walls or floors''
 
*''designated walls or floors''
 
|-
 
|-
| Trapper || {{L|Animal Training}} || {{L|Animal Trainer}} ||
+
| Trapper || [[Animal training]] || [[Animal trainer]] ||
*{{L|Kennels}}
+
*[[Kennel]]s
 
|-
 
|-
| Trapper || {{L|Animal Care}} || {{L|Animal Caretaker}} ||
+
| Trapper || [[Animal care]] || [[Animal caretaker]] ||
 
*''any wounded tame animal''
 
*''any wounded tame animal''
 
|-
 
|-
| - || Health Care || - ||
+
| - || [[Health care]] || - ||
 
*''any wounded dwarf''
 
*''any wounded dwarf''
 
|-
 
|-
|rowspan="2"| Fisherdwarf ||rowspan="2"| {{L|Fish Cleaning}} || {{L|Fish Dissector}} ||rowspan="2"|
+
|rowspan="2"| Fisherdwarf ||rowspan="2"| [[Fish cleaning]] || [[Fish dissector]] ||rowspan="2"|
*{{L|Fishery}}
+
*[[Fishery]]
 
|-
 
|-
| {{L|Fish Cleaner}}
+
| [[Fish cleaner]]
 
|-
 
|-
| Farmer || {{L|Butchery}} || {{L|Butcher}} ||
+
| Farmer || [[Butchery]] || [[Butcher]] ||
*{{L|Butcher's Shop}}
+
*[[Butcher's shop]]
 
|-
 
|-
| Farmer || {{L|Leatherworking}} || {{L|Leatherworker}} ||
+
| Craftsdwarf || [[Leatherworking]] || [[Leatherworker]] ||
*{{L|Leather Works}}
+
*[[Leather works]]
 
|-
 
|-
| Farmer || {{L|Tanning}} || {{L|Tanner}} ||
+
| Farmer || [[Tanning]] || [[Tanner]] ||
*{{L|Tannery}}
+
*[[Tanner's shop]]
 
|-
 
|-
| Farmer || {{L|Farming (Fields)}} || {{L|Grower}} ||
+
| Farmer || [[Farming (fields)]] || [[Grower]] ||
*{{L|Farm Plot}}
+
*[[Farm plot]]
 
|-
 
|-
| Fisherdwarf || {{L|Fishing}} || {{L|Fisherdwarf}} ||
+
| Fisherdwarf || [[Fishing]] || [[Fisherdwarf]] ||
 
*''any river/pond''
 
*''any river/pond''
 
|-
 
|-
| Farmer || {{L|Dyeing}} || {{L|Dyer}} ||
+
| Farmer || [[Dyeing]] || [[Dyer]] ||
*{{L|Dyer's Workshop}}
+
*[[Dyer's shop]]
 
|-
 
|-
|rowspan="2"| Farmer ||rowspan="2"| {{L|Alchemy}} || {{L|Alchemist}} ||rowspan="2"|
+
|rowspan="2"| Farmer ||rowspan="2"| [[Alchemy]] || [[Alchemist]] ||rowspan="2"|
*{{L|Alchemist's Laboratory}}
+
*[[Alchemist's laboratory]]
 
|-
 
|-
| {{L|Soaper}}
+
| [[Soaper]]
 
|-
 
|-
| Metalsmith || {{L|Furnace Operating}} || {{L|Furnace Operator}} ||
+
| Metalsmith || [[Furnace operating]] || [[Furnace operator]] ||
*{{L|Smelter}}
+
*[[Smelter]]
*{{L|Magma Smelter}}
+
*[[Magma smelter]]
*{{L|Kiln}}
+
*[[Kiln]]
*{{L|Magma Kiln}}
+
*[[Magma kiln]]
 
|-
 
|-
| Farmer || {{L|Wood Burning}} || {{L|Wood Burner}} ||
+
| Farmer || [[Wood burning]] || [[Wood burner]] ||
*{{L|Wood Furnace}}
+
*[[Wood furnace]]
 
|-
 
|-
|rowspan="2"| Farmer ||rowspan="2"| {{L|Ashery Operating}} || {{L|Lye Maker}} ||rowspan="2"|
+
|rowspan="2"| Farmer ||rowspan="2"| [[Ashery operating]] || [[Lye maker]] ||rowspan="2"|
*{{L|Ashery}}
+
*[[Ashery]]
 
|-
 
|-
| {{L|Potash Maker}}
+
| [[Potash maker]]
 
|-
 
|-
|rowspan="4"| Metalsmith ||rowspan="4"| {{L|Metalsmithing}} || {{L|Weaponsmith}} ||rowspan="4"|
+
|rowspan="4"| Metalsmith ||rowspan="4"| [[Metalsmithing]] || [[Weaponsmith]] ||rowspan="4"|
*{{L|Metalsmith's Forge}}
+
*[[Metalsmith's forge]]
*{{L|Magma Forge}}
+
*[[Magma forge]]
*''{{L|metal}} structure construction''
+
*''[[metal]] structure construction''
 
|-
 
|-
| {{L|Armorsmith}}
+
| [[Armorsmith]]
 
|-
 
|-
| {{L|Metalsmith}}
+
| [[Metalsmith]]
 
|-
 
|-
| {{L|Metal Crafter}}
+
| [[Metal crafter]]
 
|-
 
|-
|rowspan="2"| Jeweler ||rowspan="2"| {{L|Jeweling}} || {{L|Gem Cutter}} ||rowspan="2"|
+
|rowspan="2"| Jeweler ||rowspan="2"| [[Jeweling]] || [[Gem cutter]] ||rowspan="2"|
* {{L|Jeweler's Workshop}}
+
* [[Jeweler's workshop]]
 
|-
 
|-
| {{L|Jeweler}}
+
| [[Jeweler]]
 
|-
 
|-
|rowspan="3"| Craftsdwarf ||rowspan="3"| {{L|Craftsworking}} || {{L|Bone Carver}} ||rowspan="3"|
+
|rowspan="3"| Craftsdwarf ||rowspan="3"| [[Craftsworking]] || [[Bone carver]] ||rowspan="3"|
*{{L|Craftsdwarf's Workshop}}
+
*[[Craftsdwarf's workshop]]
 
|-
 
|-
| {{L|Stone Crafter}}
+
| [[Stone crafter]]
 
|-
 
|-
| {{L|Wood Crafter}}
+
| [[Wood crafter]]
 
|-
 
|-
| Craftsdwarf || {{L|Glassmaking}} || {{L|Glassmaker}} ||
+
| Craftsdwarf || [[Glassmaking]] || [[Glassmaker]] ||
*{{L|Glass Furnace}}
+
*[[Glass furnace]]
*{{L|Magma Glass Furnace}}
+
*[[Magma glass furnace]]
 
|-
 
|-
| Carpenter || {{L|Siege Engineering}} || {{L|Engineer}} ||
+
| Carpenter || [[Siege engineering]] || [[Engineer]] ||
*{{L|Siege Workshop}}
+
*[[Siege workshop]]
 
|-
 
|-
| - || {{L|Siege Operating}} || {{L|Operator}} ||
+
| - || [[Siege operating]] || [[Operator]] ||
*{{L|Ballista}} or {{L|Catapult}}
+
*[[Ballista]] or [[Catapult]]
 
|-
 
|-
| Mechanic || {{L|Mechanics}} || {{L|Mechanic}} ||
+
| Mechanic || [[Mechanics]] || [[Mechanic]] ||
*{{L|Mechanic's Workshop}}
+
*[[Mechanic's workshop]]
 
|-
 
|-
| Carpenter || {{L|Crossbow-making}} || {{L|Bowyer}} ||
+
| Carpenter || [[Crossbow-making]] || [[Bowyer]] ||
*{{L|Bowyer's Workshop}}
+
*[[Bowyer's workshop]]
 
|-
 
|-
| Craftsdwarf || {{L|Weaving}} || {{L|Weaver}} ||
+
| Craftsdwarf || [[Weaving]] || [[Weaver]] ||
*{{L|Loom}}
+
*[[Loom]]
 
|-
 
|-
| Craftsdwarf || {{L|Clothesmaking}} || {{L|Clothes Maker}} ||
+
| Craftsdwarf || [[Clothesmaking]] || [[Clothes maker]] ||
*{{L|Clothier's shop}}
+
*[[Clothes maker's shop]]
 
|-
 
|-
| Farmer || {{L|Milling}} || {{L|Miller}} ||
+
| Farmer || [[Milling]] || [[Miller]] ||
*{{L|Mill}}
+
*[[Mill]]
 
|-
 
|-
|rowspan="2"| Trapper ||rowspan="2"| {{L|Hunting}} || {{L|Ambusher}} ||rowspan="2"|
+
|rowspan="2"| Trapper ||rowspan="2"| [[Hunting]] || [[Ambusher]] ||rowspan="2"|
 
*''outdoors''
 
*''outdoors''
 
|-
 
|-
 
|''weapon skill''
 
|''weapon skill''
 
|-
 
|-
| Farmer || {{L|Brewing}} || {{L|Brewer}} ||
+
| Farmer || [[Brewing]] || [[Brewer]] ||
*{{L|Still}}
+
*[[Still]]
 
|-
 
|-
| Farmer || {{L|Plant Gathering}} || {{L|Herbalist}} ||
+
| Farmer || [[Plant gathering]] || [[Herbalist]] ||
*''designated {{L|shrubs}}''
+
*''designated [[shrub]]s''
 
|-
 
|-
|rowspan="3"| Farmer ||rowspan="3"| {{L|Farming (Workshop)}} || {{L|Thresher}} ||rowspan="3"|
+
|rowspan="3"| Farmer ||rowspan="3"| [[Farming (workshop)]] || [[Thresher]] ||rowspan="3"|
*{{L|Farmer's Workshop}}
+
*[[Farmer's workshop]]
 
|-
 
|-
| {{L|Cheese Maker}}
+
| [[Cheese maker]]
 
|-
 
|-
| {{L|Milker}}
+
| [[Milker]]
 
|-
 
|-
| Farmer || {{L|Cooking}} || {{L|Cook}} ||
+
| Farmer || [[Cooking]] || [[Cook]] ||
*{{L|Kitchen}}
+
*[[Kitchen]]
 
|-
 
|-
|rowspan="2"| Trapper ||rowspan="2"| {{L|Trapping}} || {{L|Trapper}} ||
+
|rowspan="2"| Trapper ||rowspan="2"| [[Trapping]] || [[Trapper]] ||
 
*''outdoors or indoors''
 
*''outdoors or indoors''
 
|-
 
|-
| {{L|Animal Dissector}} ||
+
| [[Animal dissector]] ||
*{{L|Butcher's Shop}}
+
*[[Butcher's shop]]
 
|-
 
|-
| - || Stone Hauling || - ||
+
| - || [[Stone hauling]] || - ||
*Stone/Ore {{L|Stockpile}}
+
*Stone/Ore [[Stockpile]]
 
|-
 
|-
| - || Wood Hauling || - ||
+
| - || [[Wood hauling]] || - ||
*Wood {{L|Stockpile}}
+
*Wood [[Stockpile]]
 
|-
 
|-
| - || Item Hauling || - ||
+
| - || [[Item hauling]] || - ||
*{{L|Stockpile}}
+
*[[Stockpile]]
 
|-
 
|-
| - || Burial || - ||
+
| - || [[Burial]] || - ||
*Graveyard {{L|Stockpile}}
+
*Graveyard [[Stockpile]]
*{{L|Coffin}}
+
*[[Coffin]]
 
|-
 
|-
| - || Food Hauling || - ||
+
| - || [[Food hauling]] || - ||
*Food {{L|Stockpile}}
+
*Food [[Stockpile]]
 
|-
 
|-
| - || Refuse Hauling || - ||
+
| - || [[Refuse hauling]] || - ||
*Refuse {{L|Stockpile}}
+
*Refuse [[Stockpile]]
*{{L|Chasm}}
+
*[[Chasm]]
 
|-
 
|-
| - || Furniture Hauling || - ||
+
| - || [[Furniture hauling]] || - ||
*Furniture {{L|Stockpile}}
+
*Furniture [[Stockpile]]
 
*''building location''
 
*''building location''
 
|-
 
|-
| - || Animal Hauling || - ||
+
| - || [[Animal hauling]] || - ||
*Animal {{L|Stockpile}}
+
*Animal [[Stockpile]]
 
|-
 
|-
| - || Cleaning || - ||
+
| - || [[Cleaning]] || - ||
 
*''blood/ichor/vomit''
 
*''blood/ichor/vomit''
 
|-
 
|-
| - || {{L|Architecture}} || {{L|Building Designer}} ||
+
| - || [[Architecture]] || [[Building designer]] ||
*''{{L|road}} construction''
+
*''[[road]] construction''
*''{{L|bridge}} construction''
+
*''[[bridge]] construction''
*''{{L|furnace}} construction''
+
*''[[furnace]] construction''
*''{{L|well}} construction''
+
*''[[well]] construction''
 
|-
 
|-
|rowspan="2"| ? ||rowspan="2"| {{L|Adamantine Extraction}} || {{L|Adamantine Extractor}} ||
+
| Craftsdwarf || [[Adamantine extraction]] || [[Adamantine extractor]] ||
*{{L|Craftsdwarf's Workshop}}
+
*[[Craftsdwarf's workshop]]
 
|-
 
|-
| {{L|Adamantine Smelter}} ||
+
|rowspan="2"| - ||rowspan="3"| [[Adamantine working]] || [[Adamantine weaver]] ||
*{{L|Magma Smelter}}
+
*[[Loom]]
 
|-
 
|-
|rowspan="2"| ? ||rowspan="2"| {{L|Adamantine Working}} || {{L|Adamantine Weaver}} ||
+
| [[Adamantine smelter]] ||
*{{L|Loom}}
+
*[[Magma smelter]]
 
|-
 
|-
| {{L|Adamantine Worker}} ||
+
| Metalsmith || [[Adamantine worker]] ||
*{{L|Metalsmith's Forge}}
+
*[[Metalsmith's forge]]
*{{L|Magma Forge}}
+
*[[Magma forge]]
 
|}
 
|}
  
Line 291: Line 289:
  
 
===Soldiers===
 
===Soldiers===
{{L|Soldiers}} (including those in the {{L|Royal Guard}} and {{L|Fortress Guard}}) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time {{L|sparring}} in the {{L|barracks}} (if you have built any) or shooting at {{L|archery target}}s (if they are armed with a {{L|crossbow}}).  Soldiers will grow progressively unhappier if they remain on duty for too long.
+
[[Soldiers]] (including those in the [[Royal guard]] and [[Fortress guard]]) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time [[sparring]] in the [[barracks]] (if you have built any) or shooting at [[archery target]]s (if they are armed with a [[crossbow]]).  Soldiers will grow progressively unhappier if they remain on duty for too long.
  
 
=== Noble endeavors and child labor ===
 
=== Noble endeavors and child labor ===
{{L|Nobles}} and {{L|children}} cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:
+
[[Noble]]s and [[child]]ren cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:
  
* {{L|Harvest}} Plants (if you have "All Dwarves Harvest" set on the ['''o''']rders menu)
+
* [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the ['''o''']rders menu)
* Pull a {{L|Lever}}
+
* Pull a [[Lever]]
* Move Item to {{L|Trade Depot}}
+
* Move Item to [[Trade depot]]
* Move Item to {{L|Shop}}
+
* Move Item to [[Shop]]
* Confine animals to (or release them from) {{L|cage}}s/{{L|restraint}}s
+
* Confine animals to (or release them from) [[cage]]s/[[restraint]]s
* Clean Trap (when a {{L|Trap#Weapon traps|weapon trap}} has a creature stuck in it)
+
* Clean Trap (when a [[Trap#Weapon traps|weapon trap]] has a creature stuck in it)
* Fill a {{L|Pond}}
+
* Fill a [[Pond]]
  
Periodically enabling "All Dwarves Harvest" for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested {{L|crops}} which are threatening to wither.
+
Periodically enabling "All Dwarves Harvest" for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested [[crops]] which are threatening to wither.
  
 
== Get back to work ==
 
== Get back to work ==
 
===On Break===
 
===On Break===
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go "On Break".  If you do not supply them with {{L|alcohol}}, they will go on break far more often.   
+
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go "On Break".  If you do not supply them with [[alcohol]], they will go on break far more often.   
 
===Attend Party===
 
===Attend Party===
If you have built any {{L|statue garden}}s, {{L|meeting hall}}s, or {{L|zoo}}s, dwarves may occasionally "Attend Party" and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being "On Break" is not known. Regardless, a party can be ended by "free"-ing the room at the Set Building Tasks screen ("q"); The dwarves are reset to "No Job" and resume work.
+
If you have built any [[sculpture garden]]s, [[meeting hall]]s, or [[zoo]]s, dwarves may occasionally "Attend Party" and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being "On Break" is not known. Regardless, a party can be ended by "free"-ing the room at the Set Building Tasks screen ("q"); The dwarves are reset to "No Job" and resume work.
  
 
===No Job===
 
===No Job===
 
If dwarves are listed as having "No Job", they may be "between jobs", and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:
 
If dwarves are listed as having "No Job", they may be "between jobs", and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:
  
*Job-related materials are unavailable or unreachable (this is usually {{L|announcements|announced}})
+
*Job-related materials are unavailable or unreachable (this is usually [[announcements|announced]])
*One or another material is set to be "ignored" on the {{L|orders}} screen
+
*One or another material is set to be "ignored" on the [[orders]] screen
*A backlog of unperformed {{L|hauling}} tasks, causing all items to be inaccessible
+
*A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible
*All relevant jobs being in {{L|suspend}}ed status; suspended jobs must always be restarted manually
+
*All relevant jobs being in [[suspend]]ed status; suspended jobs must always be restarted manually
  
 
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).
 
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).
Line 325: Line 323:
 
Dwarves will also periodically do a variety of other less than productive tasks.
 
Dwarves will also periodically do a variety of other less than productive tasks.
  
*"Check Chest" jobs are generated when there is a {{L|container}} or {{L|cabinet}} installed in an unassigned room.
+
*"Check Chest" jobs are generated when there is a [[container]] or [[cabinet]] installed in an unassigned room.
*"Pickup Equipment" is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new {{L|weapons}} or {{L|armor}} or need a {{L|pick}} or {{L|battle axe}} for mining and wood cutting jobs.
+
*"Pickup Equipment" is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new [[weapons]] or [[armor]] or need a [[pick]] or [[battle axe]] for mining and wood cutting jobs.
*"Store Owned Item" occurs when dwarves have both an object they {{L|ownership|own}} (such as {{L|coins}} or discarded shoes) and a room to store it in.
+
*"Store Owned Item" occurs when dwarves have both an object they [[ownership|own]] (such as [[coins]] or discarded shoes) and a room to store it in.
*"Go Shopping" occurs when a dwarf needs a new piece of clothing post {{L|economy}}.  Sometimes they will also just feel like buying a new trinket.  Requires a {{L|shop}}.
+
*"Go Shopping" occurs when a dwarf needs a new piece of clothing post [[dwarven economy|economy]].  Sometimes they will also just feel like buying a new trinket.  Requires a [[shop]].
  
 
=== Strange mood ===
 
=== Strange mood ===
Dwarves may spontaneously go into {{L|strange mood}}s.
+
Dwarves may spontaneously go into [[strange mood]]s.
Dwarves may become {{L|Melancholy}}, {{L|Berserk}}, or {{L|Insane}}.  This is usually the outcome of a "failed" strange mood, and is never curable.
+
Dwarves may become [[Melancholy]], [[Berserk]], or [[Insane]].  This is usually the outcome of a "failed" strange mood, and is never curable.
  
 
===Tantrum===
 
===Tantrum===
Very Unhappy or Miserable dwarves will often {{L|tantrum}}.  This can be caused by the destruction of one of a dwarf's {{L|masterpiece}}s.
+
Very Unhappy or Miserable dwarves will often [[tantrum]].  This can be caused by the destruction of one of a dwarf's [[masterpiece]]s.
 +
 
 
===Rest (from injury)===
 
===Rest (from injury)===
Severely {{L|wounds|injured}} dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to "Rest", where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show "No Job", or sometimes they will get out of bed and tantrum instead.  Dwarves with the {{L|Health Care}} labor turned on will bring them water in a {{L|bucket}} to keep them from dehydrating and food to keep them from starvation.
+
Severely [[wounds|injured]] dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to "Rest", where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show "No Job", or sometimes they will get out of bed and tantrum instead.  Dwarves with the [[Health care]] labor turned on will bring them water in a [[bucket]] to keep them from dehydrating and food to keep them from starvation.
 
 
== Other oddities ==
 
 
 
* Pickup Equipment -- applies to soldiers or hunters changing weapons, or into a different armor level, or to pick up waterskins, backpacks, or quivers; also applies to miners and woodcutters picking up picks/axes.
 
* Constructing roads (once {{L|architecture|designed}}) -- I had an idle dwarf with "Farming (Fields)"  and no other labors.  When I added "Cleaning", he walked off to build a road.  It's not clear which dwarves will build roads and which won't.
 
  
 
{{Category|Dwarves}}
 
{{Category|Dwarves}}
{{Category|Jobs}}
 
 
{{Category|Interface}}
 
{{Category|Interface}}

Latest revision as of 15:47, 8 December 2011

This article is about an older version of DF.

A dwarf's labor preferences define the tasks that he or she will do, whether it is hauling, mining, farming, hunting, craftsworking, erecting buildings, or any of dozens of other tasks. For instance, a dwarf with the wood cutting labor enabled will cut down trees whenever trees are designated to be cut.

To change a dwarf's labor preferences, view the dwarf, then select preferences and labor.

The mining and wood cutting labors require the dwarf to pick up and wield a pick or battleaxe, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.

Note that a labor is not a job. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the jobs menu. A list of what job each dwarf is currently performing is visible on the units menu.

Default labors[edit]

All new arrivals at the fortress (including your initial seven dwarves) will have all the hauling jobs turned on by default, as well as several other labors if they have a specific profession. The additional default labors for each profession are:

Profession Labors
All
Miner
Carpenter
Mason
Trapper
Metalsmith
Jeweler
Craftsdwarf
Fisherdwarf
Farmer
Mechanic
None

Labors and skills[edit]

Each labor may have several sub-skills associated with it, and may be needed to perform a variety of different tasks. The following is a list of labors, their associated skills, and where those tasks will be performed:

Profession Labor Associated skills Associated buildings
Miner Mining Miner
- Wood cutting Wood cutter
Carpenter Carpentry Carpenter
Mason Masonry Mason
Mason Stone detailing Engraver
  • designated walls or floors
Trapper Animal training Animal trainer
Trapper Animal care Animal caretaker
  • any wounded tame animal
- Health care -
  • any wounded dwarf
Fisherdwarf Fish cleaning Fish dissector
Fish cleaner
Farmer Butchery Butcher
Craftsdwarf Leatherworking Leatherworker
Farmer Tanning Tanner
Farmer Farming (fields) Grower
Fisherdwarf Fishing Fisherdwarf
  • any river/pond
Farmer Dyeing Dyer
Farmer Alchemy Alchemist
Soaper
Metalsmith Furnace operating Furnace operator
Farmer Wood burning Wood burner
Farmer Ashery operating Lye maker
Potash maker
Metalsmith Metalsmithing Weaponsmith
Armorsmith
Metalsmith
Metal crafter
Jeweler Jeweling Gem cutter
Jeweler
Craftsdwarf Craftsworking Bone carver
Stone crafter
Wood crafter
Craftsdwarf Glassmaking Glassmaker
Carpenter Siege engineering Engineer
- Siege operating Operator
Mechanic Mechanics Mechanic
Carpenter Crossbow-making Bowyer
Craftsdwarf Weaving Weaver
Craftsdwarf Clothesmaking Clothes maker
Farmer Milling Miller
Trapper Hunting Ambusher
  • outdoors
weapon skill
Farmer Brewing Brewer
Farmer Plant gathering Herbalist
Farmer Farming (workshop) Thresher
Cheese maker
Milker
Farmer Cooking Cook
Trapper Trapping Trapper
  • outdoors or indoors
Animal dissector
- Stone hauling -
- Wood hauling -
- Item hauling -
- Burial -
- Food hauling -
- Refuse hauling -
- Furniture hauling -
- Animal hauling -
- Cleaning -
  • blood/ichor/vomit
- Architecture Building designer
Craftsdwarf Adamantine extraction Adamantine extractor
- Adamantine working Adamantine weaver
Adamantine smelter
Metalsmith Adamantine worker

Other professions[edit]

Soldiers[edit]

Soldiers (including those in the Royal guard and Fortress guard) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time sparring in the barracks (if you have built any) or shooting at archery targets (if they are armed with a crossbow). Soldiers will grow progressively unhappier if they remain on duty for too long.

Noble endeavors and child labor[edit]

Nobles and children cannot be assigned any labors, although there are a small number of jobs they will do. These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:

Periodically enabling "All Dwarves Harvest" for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested crops which are threatening to wither.

Get back to work[edit]

On Break[edit]

Often dwarves will not work at all. They must periodically sleep, eat, and drink, and will sometimes go "On Break". If you do not supply them with alcohol, they will go on break far more often.

Attend Party[edit]

If you have built any sculpture gardens, meeting halls, or zoos, dwarves may occasionally "Attend Party" and meet with other partygoing dwarves in these rooms. Whether this is done in place of being "On Break" is not known. Regardless, a party can be ended by "free"-ing the room at the Set Building Tasks screen ("q"); The dwarves are reset to "No Job" and resume work.

No Job[edit]

If dwarves are listed as having "No Job", they may be "between jobs", and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task. Tasks themselves may be held up by various things, including:

  • Job-related materials are unavailable or unreachable (this is usually announced)
  • One or another material is set to be "ignored" on the orders screen
  • A backlog of unperformed hauling tasks, causing all items to be inaccessible
  • All relevant jobs being in suspended status; suspended jobs must always be restarted manually

If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).

Other non-productive tasks[edit]

Dwarves will also periodically do a variety of other less than productive tasks.

  • "Check Chest" jobs are generated when there is a container or cabinet installed in an unassigned room.
  • "Pickup Equipment" is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new weapons or armor or need a pick or battle axe for mining and wood cutting jobs.
  • "Store Owned Item" occurs when dwarves have both an object they own (such as coins or discarded shoes) and a room to store it in.
  • "Go Shopping" occurs when a dwarf needs a new piece of clothing post economy. Sometimes they will also just feel like buying a new trinket. Requires a shop.

Strange mood[edit]

Dwarves may spontaneously go into strange moods. Dwarves may become Melancholy, Berserk, or Insane. This is usually the outcome of a "failed" strange mood, and is never curable.

Tantrum[edit]

Very Unhappy or Miserable dwarves will often tantrum. This can be caused by the destruction of one of a dwarf's masterpieces.

Rest (from injury)[edit]

Severely injured dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to "Rest", where they will stay until their wounds recover. However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show "No Job", or sometimes they will get out of bed and tantrum instead. Dwarves with the Health care labor turned on will bring them water in a bucket to keep them from dehydrating and food to keep them from starvation.