- 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.
Difference between revisions of "23a:Labor"
(Fixing links within namespace (507/950)) |
|||
(34 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | + | {{quality|Fine|21:51, 23 September 2010 (UTC)}}{{av}} | |
+ | 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 | + | 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 | + | 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 | + | 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: |
− | |||
− | |||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
Line 17: | Line 16: | ||
|- | |- | ||
| All || | | All || | ||
− | * | + | * [[Health care]] |
− | * Stone | + | * [[Stone hauling]] |
− | * Wood | + | * [[Wood hauling]] |
− | * Item | + | * [[Item hauling]] |
− | * Burial | + | * [[Burial]] |
− | * Food | + | * [[Food hauling]] |
− | * Refuse | + | * [[Refuse hauling]] |
− | * Furniture | + | * [[Furniture hauling]] |
− | * Animal | + | * [[Animal hauling]] |
− | * | + | * [[Cleaning]] |
|- | |- | ||
| Miner || | | Miner || | ||
− | * | + | * [[Mining]] |
|- | |- | ||
| Carpenter || | | Carpenter || | ||
− | * | + | * [[Wood cutting]] |
− | * | + | * [[Carpentry]] |
− | * | + | * [[Crossbow-making]] |
− | * | + | * [[Siege engineering]] |
|- | |- | ||
| Mason || | | Mason || | ||
− | * | + | * [[Masonry]] |
− | * | + | * [[Stone detailing]] |
− | * | + | * [[Architecture]] |
|- | |- | ||
| Trapper || | | Trapper || | ||
− | * | + | * [[Animal training]] |
− | * | + | * [[Animal care]] |
− | * | + | * [[Hunting]] |
− | * | + | * [[Trapping]] |
|- | |- | ||
| Metalsmith || | | Metalsmith || | ||
− | * | + | * [[Furnace operating]] |
− | * | + | * [[Metalsmithing]] |
|- | |- | ||
| Jeweler || | | Jeweler || | ||
− | * | + | * [[Jeweling]] |
|- | |- | ||
| Craftsdwarf || | | Craftsdwarf || | ||
− | * | + | * [[Leatherworking]] |
− | * | + | * [[Craftsworking]] |
− | * | + | * [[Glassmaking]] |
− | * | + | * [[Weaving]] |
− | * | + | * [[Clothesmaking]] |
|- | |- | ||
| Fisherdwarf || | | Fisherdwarf || | ||
− | * | + | * [[Fish cleaning]] |
− | * | + | * [[Fishing]] |
|- | |- | ||
| Farmer || | | Farmer || | ||
− | * | + | * [[Butchery]] |
− | * | + | * [[Tanning]] |
− | * | + | * [[Farming (fields)]] |
− | * | + | * [[Dyeing]] |
− | * | + | * [[Alchemy]] |
− | * | + | * [[Ashery operating]] |
− | * | + | * [[Milling]] |
− | * | + | * [[Brewing]] |
− | * | + | * [[Farming (workshop)]] |
− | * | + | * [[Plant gathering]] |
− | * | + | * [[Cooking]] |
|- | |- | ||
| Mechanic || | | Mechanic || | ||
− | * | + | * [[Mechanics]] |
|- | |- | ||
| None || | | None || | ||
− | * | + | * [[Siege operating]] |
|} | |} | ||
== Labors and skills == | == Labors and skills == | ||
− | Each labor may have several sub- | + | 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" | ||
|- | |- | ||
− | | '''Labor''' || '''Associated skills''' || '''Associated buildings''' | + | | '''Profession''' || '''Labor''' || '''Associated skills''' || '''Associated buildings''' |
|- | |- | ||
− | | Mining || | + | | Miner || [[Mining]] || [[Miner]] || |
− | + | *''designated walls, [[ore]] veins, or [[gem]] clusters'' | |
− | || | + | * build [[channel]]s, [[well]]s, [[floodgate]]s |
− | *''designated walls, | ||
− | * build | ||
|- | |- | ||
− | | Wood | + | | - || [[Wood cutting]] || [[Wood cutter]] || |
− | + | *''designated [[tree]]s'' | |
− | || | ||
− | *''designated | ||
|- | |- | ||
− | | Carpentry || | + | | Carpenter || [[Carpentry]] || [[Carpenter]] || |
− | + | *[[Carpenter's workshop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | Masonry || | + | | Mason || [[Masonry]] || [[Mason]] || |
− | + | *[[Mason's workshop]] | |
− | || | + | *''[[stone]] and [[glass]] structure construction ([[bridge]]s, etc.)'' |
− | * | ||
− | *'' | ||
|- | |- | ||
− | | Stone | + | | Mason || [[Stone detailing]] || [[Engraver]] || |
− | |||
− | || | ||
*''designated walls or floors'' | *''designated walls or floors'' | ||
|- | |- | ||
− | | Animal | + | | Trapper || [[Animal training]] || [[Animal trainer]] || |
− | + | *[[Kennel]]s | |
− | || | ||
− | * | ||
|- | |- | ||
− | | Animal | + | | Trapper || [[Animal care]] || [[Animal caretaker]] || |
− | |||
− | || | ||
*''any wounded tame animal'' | *''any wounded tame animal'' | ||
|- | |- | ||
− | | Health | + | | - || [[Health care]] || - || |
− | |||
− | || | ||
*''any wounded dwarf'' | *''any wounded dwarf'' | ||
|- | |- | ||
− | | Fish | + | |rowspan="2"| Fisherdwarf ||rowspan="2"| [[Fish cleaning]] || [[Fish dissector]] ||rowspan="2"| |
− | + | *[[Fishery]] | |
− | |||
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | [[Fish cleaner]] |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Farmer || [[Butchery]] || [[Butcher]] || |
− | + | *[[Butcher's shop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | Craftsdwarf || [[Leatherworking]] || [[Leatherworker]] || |
− | + | *[[Leather works]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | Farmer || [[Tanning]] || [[Tanner]] || |
− | + | *[[Tanner's shop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | Farmer || [[Farming (fields)]] || [[Grower]] || |
− | *Fisherdwarf | + | *[[Farm plot]] |
− | || | + | |- |
+ | | Fisherdwarf || [[Fishing]] || [[Fisherdwarf]] || | ||
*''any river/pond'' | *''any river/pond'' | ||
|- | |- | ||
− | | | + | | Farmer || [[Dyeing]] || [[Dyer]] || |
− | * | + | *[[Dyer's shop]] |
− | + | |- | |
− | || | + | |rowspan="2"| Farmer ||rowspan="2"| [[Alchemy]] || [[Alchemist]] ||rowspan="2"| |
− | * | + | *[[Alchemist's laboratory]] |
+ | |- | ||
+ | | [[Soaper]] | ||
|- | |- | ||
− | | Furnace | + | | Metalsmith || [[Furnace operating]] || [[Furnace operator]] || |
− | + | *[[Smelter]] | |
− | + | *[[Magma smelter]] | |
− | || | + | *[[Kiln]] |
− | * | + | *[[Magma kiln]] |
− | |||
− | * | ||
− | * | ||
− | * | ||
|- | |- | ||
− | | Wood | + | | Farmer || [[Wood burning]] || [[Wood burner]] || |
− | + | *[[Wood furnace]] | |
− | |||
− | || | ||
− | * | ||
|- | |- | ||
− | | Ashery | + | |rowspan="2"| Farmer ||rowspan="2"| [[Ashery operating]] || [[Lye maker]] ||rowspan="2"| |
− | + | *[[Ashery]] | |
− | |||
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | [[Potash maker]] |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |rowspan="4"| Metalsmith ||rowspan="4"| [[Metalsmithing]] || [[Weaponsmith]] ||rowspan="4"| |
− | * | + | *[[Metalsmith's forge]] |
− | * | + | *[[Magma forge]] |
− | + | *''[[metal]] structure construction'' | |
− | * | ||
|- | |- | ||
− | | | + | | [[Armorsmith]] |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | [[Metalsmith]] |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | [[Metal crafter]] |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |rowspan="2"| Jeweler ||rowspan="2"| [[Jeweling]] || [[Gem cutter]] ||rowspan="2"| |
− | + | * [[Jeweler's workshop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | [[Jeweler]] |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |rowspan="3"| Craftsdwarf ||rowspan="3"| [[Craftsworking]] || [[Bone carver]] ||rowspan="3"| |
− | + | *[[Craftsdwarf's workshop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | [[Stone crafter]] |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | [[Wood crafter]] |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Craftsdwarf || [[Glassmaking]] || [[Glassmaker]] || |
− | * | + | *[[Glass furnace]] |
− | + | *[[Magma glass furnace]] | |
− | * | ||
|- | |- | ||
− | | | + | | Carpenter || [[Siege engineering]] || [[Engineer]] || |
− | *'' | + | *[[Siege workshop]] |
− | *Ambusher | + | |- |
− | || | + | | - || [[Siege operating]] || [[Operator]] || |
+ | *[[Ballista]] or [[Catapult]] | ||
+ | |- | ||
+ | | Mechanic || [[Mechanics]] || [[Mechanic]] || | ||
+ | *[[Mechanic's workshop]] | ||
+ | |- | ||
+ | | Carpenter || [[Crossbow-making]] || [[Bowyer]] || | ||
+ | *[[Bowyer's workshop]] | ||
+ | |- | ||
+ | | Craftsdwarf || [[Weaving]] || [[Weaver]] || | ||
+ | *[[Loom]] | ||
+ | |- | ||
+ | | Craftsdwarf || [[Clothesmaking]] || [[Clothes maker]] || | ||
+ | *[[Clothes maker's shop]] | ||
+ | |- | ||
+ | | Farmer || [[Milling]] || [[Miller]] || | ||
+ | *[[Mill]] | ||
+ | |- | ||
+ | |rowspan="2"| Trapper ||rowspan="2"| [[Hunting]] || [[Ambusher]] ||rowspan="2"| | ||
*''outdoors'' | *''outdoors'' | ||
|- | |- | ||
− | | | + | |''weapon skill'' |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Farmer || [[Brewing]] || [[Brewer]] || |
− | + | *[[Still]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | Farmer || [[Plant gathering]] || [[Herbalist]] || |
− | + | *''designated [[shrub]]s'' | |
− | |||
− | |||
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | |rowspan="3"| Farmer ||rowspan="3"| [[Farming (workshop)]] || [[Thresher]] ||rowspan="3"| |
− | + | *[[Farmer's workshop]] | |
− | || | ||
− | * | ||
|- | |- | ||
− | | | + | | [[Cheese maker]] |
− | *Trapper | + | |- |
− | || | + | | [[Milker]] |
+ | |- | ||
+ | | Farmer || [[Cooking]] || [[Cook]] || | ||
+ | *[[Kitchen]] | ||
+ | |- | ||
+ | |rowspan="2"| Trapper ||rowspan="2"| [[Trapping]] || [[Trapper]] || | ||
*''outdoors or indoors'' | *''outdoors or indoors'' | ||
|- | |- | ||
− | | | + | | [[Animal dissector]] || |
− | *' | + | *[[Butcher's shop]] |
− | |||
|- | |- | ||
− | | | + | | - || [[Stone hauling]] || - || |
− | * | + | *Stone/Ore [[Stockpile]] |
− | |||
|- | |- | ||
− | | | + | | - || [[Wood hauling]] || - || |
− | * | + | *Wood [[Stockpile]] |
− | |||
|- | |- | ||
− | | | + | | - || [[Item hauling]] || - || |
− | * | + | *[[Stockpile]] |
− | |||
|- | |- | ||
− | | | + | | - || [[Burial]] || - || |
− | * | + | *Graveyard [[Stockpile]] |
− | + | *[[Coffin]] | |
|- | |- | ||
− | | | + | | - || [[Food hauling]] || - || |
− | * | + | *Food [[Stockpile]] |
− | |||
|- | |- | ||
− | | | + | | - || [[Refuse hauling]] || - || |
− | * | + | *Refuse [[Stockpile]] |
− | + | *[[Chasm]] | |
|- | |- | ||
− | | | + | | - || [[Furniture hauling]] || - || |
− | *'' | + | *Furniture [[Stockpile]] |
− | + | *''building location'' | |
|- | |- | ||
− | | | + | | - || [[Animal hauling]] || - || |
− | * | + | *Animal [[Stockpile]] |
− | || | + | |- |
+ | | - || [[Cleaning]] || - || | ||
*''blood/ichor/vomit'' | *''blood/ichor/vomit'' | ||
|- | |- | ||
− | | Architecture || | + | | - || [[Architecture]] || [[Building designer]] || |
− | + | *''[[road]] construction'' | |
− | || | + | *''[[bridge]] construction'' |
− | *'' | + | *''[[furnace]] construction'' |
− | *'' | + | *''[[well]] construction'' |
− | *'' | + | |- |
− | *'' | + | | Craftsdwarf || [[Adamantine extraction]] || [[Adamantine extractor]] || |
+ | *[[Craftsdwarf's workshop]] | ||
+ | |- | ||
+ | |rowspan="2"| - ||rowspan="3"| [[Adamantine working]] || [[Adamantine weaver]] || | ||
+ | *[[Loom]] | ||
|- | |- | ||
− | | Adamantine | + | | [[Adamantine smelter]] || |
− | * | + | *[[Magma smelter]] |
− | || | + | |- |
− | * | + | | Metalsmith || [[Adamantine worker]] || |
+ | *[[Metalsmith's forge]] | ||
+ | *[[Magma forge]] | ||
|} | |} | ||
Line 347: | Line 289: | ||
===Soldiers=== | ===Soldiers=== | ||
− | + | [[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 === | ||
− | + | [[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: | |
− | * | + | * [[Harvest]] Plants (if you have "All Dwarves Harvest" set on the ['''o''']rders menu) |
− | * Pull a | + | * Pull a [[Lever]] |
− | * Move Item to | + | * Move Item to [[Trade depot]] |
− | * Move Item to | + | * Move Item to [[Shop]] |
− | * Confine animals to (or release them from) | + | * Confine animals to (or release them from) [[cage]]s/[[restraint]]s |
− | * Clean Trap (when a | + | * Clean Trap (when a [[Trap#Weapon traps|weapon trap]] has a creature stuck in it) |
− | * Fill a | + | * 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 | + | 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 | + | 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 | + | 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 | + | *Job-related materials are unavailable or unreachable (this is usually [[announcements|announced]]) |
− | *One or another material is set to be "ignored" on the | + | *One or another material is set to be "ignored" on the [[orders]] screen |
− | *A backlog of unperformed | + | *A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible |
− | *All relevant jobs being in | + | *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 381: | 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 | + | *"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 | + | *"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 | + | *"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 | + | *"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 | + | Dwarves may spontaneously go into [[strange mood]]s. |
− | Dwarves may become | + | 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 | + | 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 | + | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {{Category|Dwarves}} | |
− | + | {{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:
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:
- Harvest Plants (if you have "All Dwarves Harvest" set on the [o]rders menu)
- Pull a Lever
- Move Item to Trade depot
- Move Item to Shop
- Confine animals to (or release them from) cages/restraints
- Clean Trap (when a weapon trap has a creature stuck in it)
- 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 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.