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Utility:Dwarf Therapist/Addons Repository
Recent version of Dwarf Therapists include a very large set of customizable tools for managing your dwarves, namely custom roles, custom professions, custom grid views, filter scripts, and optimization plans, which greatly enhance the user's ability to manage their fort in a well-optimized, pain-free manner. This page serves as a repository for packaged exports of custom definitions for these tools, created by other players and made available for other users here. This page is only meant to serve Splinterz's current fork of Dwarf Therapist; earlier versions of the utility did not yet implement many of the features described here. If you need help understanding what's documented on this page, or would like to learn how to write Dwarf Therapist customizations yourself, refer to the Dwarf Therapist User Guide. All exports should be hosted at the Dwarf Fortress File Depot.
You are encouraged to standardize the upload format to "Dwarf Therapist Export---<Package Name>".
Military Starter
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Custom Roles
Thistleknot's Melee and Ranged Roles
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Labor Optimizer Tutorial
http://www.youtube.com/embed/Jz_6hMZahU4
Optimization Plans
Slyrdvs's Optimization Plan
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Note from SlyrDVS in a pm: I still have to sit down and plan the jobs out again, reoptimize for a new version. As for why I have so many trappers/hunters, they are the firstline defense, they can then later become the army. :P
Thistleknot's Optimization Plan
Thistleknot's Optimization Plans |
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Import these as .csv
Naming convention is
Name, % of dwarfs, # of Labors to assign
Vanilla 8 Labor's Per (early fort)
Latest Plan100-8,8,100,0,0,0,0,0,0
Animal Caretaker,16,0.0243,1
Animal Trainer,15,0.265,1
Architect,14,0.9,1
Armorsmith,47,0.7929,1
Metalsmith,48,0.7929,1
Bone Carver,54,0.613,0.75
Brewer,29,0.9108,1
Butcher,24,0.265,1.25
Carpenter,11,0.826,1.25
Cheesemaker,36,0.1379,0.75
Clothier,33,0.1379,1.25
Cook,38,0.5495,1.25
Bowyer,59,0.7067,1
Chief Medical,17,0.826,1
Wound Dresser,21,0.7433,0.75
Dyer,63,0.1081,1.25
Farmer,39,0.9343,2
Fish Cleaner,42,0.3228,1.25
Fisherdwarf,41,0.3851,1.25
Furnace Operator,45,0.0243,1.25
Gem Cutter,50,0.8461,1
Hunter,44,0.6438,1
Leatherworker,27,0.9134,1.25
Lyemaker,62,0.6438,0.75
Mason,13,0.826,2.5
Mechanic,60,0.7433,1.25
Metalcrafter,49,0.7929,1
Milker,37,0.0243,0.75
Miller,34,0.5171,0.75
Miner,0,0.9771,2.5
Herbalist,40,0.5495,2.5
Thresher,35,0.7433,1
Potash Maker,61,0.1676,0.75
Bone Doctor,19,0.7433,0.75
,66,0.0243,0.75
Siege Engineer,57,0.3078,1.25
Siege Operator,58,0.8461,1.25
Soaper,31,0.2131,0.75
,67,0.3078,1.25
Engraver,12,0.6438,1
Stone Crafter,53,0.613,0.75
Surgeon,18,0.7433,0.75
Suturer,20,0.7433,0.75
Tanner,28,0.3078,1
Trapper,25,0.5333,0.75
Weaponsmith,46,0.7929,1
Weaver,32,0.2011,1.25
Wood Burner,64,0.0243,1.5
Woodcutter,10,0.4506,1.5
Wood Crafter,52,0.613,0.75
Vanilla 12 Labor's Per
Latest Plan100-12,12,100,0,0,0,0,0,0
Animal Caretaker,16,0.0243,1
Animal Trainer,15,0.265,1
Architect,14,0.9,1
Armorsmith,47,0.7929,1
Metalsmith,48,0.7929,1
Bone Carver,54,0.613,0.75
Brewer,29,0.9108,1
Butcher,24,0.75,1.25
Carpenter,11,0.826,1.25
Cheesemaker,36,0.1379,0.75
Clothier,33,0.1379,1.25
Cook,38,0.5495,1.25
Bowyer,59,0.7067,1
Chief Medical,17,0.826,1
Wound Dresser,21,0.7433,0.75
Dyer,63,0.1081,1.25
Farmer,39,0.9343,2
Fish Cleaner,42,0.3228,1.25
Fisherdwarf,41,0.3851,1.25
Furnace Operator,45,0.0243,1.25
Gem Cutter,50,0.8461,1
Hunter,44,0.6438,1
Leatherworker,27,0.9134,1.25
Lyemaker,62,0.6438,0.75
Mason,13,0.826,2.5
Mechanic,60,0.7433,1.25
Metalcrafter,49,0.7929,1
Milker,37,0.0243,0.75
Miller,34,0.5171,0.75
Miner,0,0.9771,2.5
Herbalist,40,0.5495,2.5
Thresher,35,0.7433,1
Potash Maker,61,0.1676,0.75
Bone Doctor,19,0.7433,0.75
,66,0.0243,0.75
Siege Engineer,57,0.3078,1.25
Siege Operator,58,0.8461,1.25
Soaper,31,0.2131,0.75
,67,0.3078,1.25
Engraver,12,0.6438,1
Stone Crafter,53,0.613,0.75
Surgeon,18,0.7433,0.75
Suturer,20,0.7433,0.75
Tanner,28,0.3078,1
Trapper,25,0.5333,0.75
Weaponsmith,46,0.7929,1
Weaver,32,0.2011,1.25
Wood Burner,64,0.0243,1.5
Woodcutter,10,0.4506,1.5
Wood Crafter,52,0.613,0.75
Masterwork 8 Labor's Per (early fort)
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0
Stone Crafter,53,0.95,0.75
Soaper,31,0.75,0.75
Surgeon,18,0.9,0.75
Gem Cutter,50,0.85,1
Architect,14,0.85,1
Leatherworker,27,1,1.25
Tanner,28,0.8,1
,47,1,1
Carpenter,11,1,1.25
Animal Caretaker,16,0.75,1
Miller,34,0.8,0.75
Miner,0,1,2
,61,0.75,0.75
Hunter,44,0.85,1
Metalcrafter,49,0.95,1
Brewer,29,0.85,1
Weaponsmith,46,1,1
,15,0.85,1
Mechanic,60,0.8,1.5
Furnace Operator,45,0.75,1.25
,25,0.8,0.75
Miller,35,0.8,1
Spinner,67,0.8,1.25
Suturer,20,0.9,0.75
Milker,37,0.75,0.75
,66,0.75,0.75
Weaver,32,0.75,1.25
Bowyer,59,1,1
,33,0.75,1.25
Farmer,39,1,2
Cook,57,0.8,1.25
,62,0.8,0.75
Bone Doctor,19,0.9,0.75
Cook,38,0.85,1.25
Cheesemaker,36,0.75,0.75
Fish Cleaner,42,0.8,1.25
Bone Carver,54,0.95,0.75
Metalsmith,48,0.95,1
,10,0.85,1.5
Dodger,63,0.75,1.25
,12,0.95,1
Fisherdwarf,41,0.8,0.65
Macedwarf,13,0.95,1.75
Gem Cutter,40,1,2
Butcher,24,0.8,1.25
Siege Operator,58,0.85,1.25
Weaver,21,0.9,0.75
Chief Medical,17,0.9,1
,64,0.21,1.5
Wood Crafter,52,0.95,0.75
,70,0.75,1
,56,1,1
,68,1,0.75
,26,0.75,0.75
,43,0.8,0.65
Masterwork 12 Labor's Per
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0
,61,0.75,0.75
Animal Caretaker,16,0.75,0.75
Animal Trainer,15,0.85,0.75
Miller,34,0.8,1.15
Architect,14,1,1
Armorsmith,47,1,1
Metalsmith,48,0.95,1
Bone Carver,54,0.95,0.75
Brewer,29,0.85,1
Butcher,24,0.8,1.25
Carpenter,11,1,1.25
Cheesemaker,36,0.75,0.75
Lyemaker,62,0.8,0.75
Cook,38,0.85,1.25
Bowyer,59,1,1
Chief Medical,17,0.9,1
,28,0.8,1
Wound Dresser,21,0.9,0.75
Dyer,63,0.75,1.25
Farmer,39,1,2
Fish Cleaner,42,0.8,1.25
Fisherdwarf,41,0.8,1.25
Furnace Operator,45,0.75,1.25
Gem Cutter,50,0.85,1
Herbalist,40,0.85,2.5
Hunter,44,0.85,1
Leatherworker,27,1,1.25
Mason,13,0.95,2.5
Mechanic,60,0.8,1.25
Metalcrafter,49,0.95,1
Milker,37,0.75,0.75
Miller,35,0.8,1
Miner,0,1,2.5
Furnace Operator,64,0.75,1.5
,31,0.75,0.75
Bone Doctor,19,0.9,0.75
,66,0.75,0.75
,57,0.8,1.25
Siege Operator,58,0.85,1.25
Spinner,67,0.8,1.25
,12,0.95,1
,53,0.95,1.5
Surgeon,18,0.9,0.75
Suturer,20,0.9,0.75
,33,0.75,1.25
,25,0.8,0.75
Weaponsmith,46,1,1
Weaver,32,0.75,1.25
,10,0.85,1.5
Wood Crafter,52,0.95,0.75
,30,1,1
,70,0.75,1
,68,1,0.75
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Using AutoLabor to manage hauling jobs alongside Labor Optimizer
Since I prefer Dwarf Therapist's %'s on calculating my roles to labor mappings via the Labor Optimizer, I found the dynamic ability that autolabor has missing. So to alleviate this. I still do my own labor optimizations every few migrant waves; however, I get the advantage of autolabor's hauling behaviour (I believe it doesn't enable hauling on dwarfs that have a labor enabled for queued job).
run this inside a DFHack console
Copy and paste into DFHack console |
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note:
I just realized, copying and pasting this doesn't work too well. So what I propose, is downloading notepad++, do a search & replace for the word " disable" and replace with " disable\n" and check the checkbox next to "regular expressions" before you hit replace all, it will save you the headache of manually doing the newlines.
autolabor 1
autolabor MINE disable
autolabor FEED_WATER_CIVILIANS haulers 1
autolabor CUTWOOD disable
autolabor CARPENTER disable
autolabor DETAIL disable
autolabor MASON disable
autolabor ARCHITECT disable
autolabor ANIMALTRAIN disable
autolabor ANIMALCARE disable
autolabor DIAGNOSE disable
autolabor SURGERY disable
autolabor BONE_SETTING disable
autolabor SUTURING disable
autolabor DRESSING_WOUNDS disable
autolabor BUTCHER disable
autolabor TRAPPER disable
autolabor DISSECT_VERMIN disable
autolabor LEATHER disable
autolabor TANNER disable
autolabor BREWER disable
autolabor ALCHEMIST disable
autolabor SOAP_MAKER disable
autolabor WEAVER disable
autolabor CLOTHESMAKER disable
autolabor MILLER disable
autolabor PROCESS_PLANT disable
autolabor MAKE_CHEESE disable
autolabor MILK disable
autolabor COOK disable
autolabor PLANT disable
autolabor HERBALIST disable
autolabor FISH disable
autolabor CLEAN_FISH disable
autolabor DISSECT_FISH disable
autolabor HUNT disable
autolabor SMELT disable
autolabor FORGE_WEAPON disable
autolabor FORGE_ARMOR disable
autolabor FORGE_FURNITURE disable
autolabor METAL_CRAFT disable
autolabor CUT_GEM disable
autolabor ENCRUST_GEM disable
autolabor WOOD_CRAFT disable
autolabor STONE_CRAFT disable
autolabor BONE_CARVE disable
autolabor GLASSMAKER disable
autolabor EXTRACT_STRAND disable
autolabor SIEGECRAFT disable
autolabor SIEGEOPERATE disable
autolabor BOWYER disable
autolabor MECHANIC disable
autolabor POTASH_MAKING disable
autolabor LYE_MAKING disable
autolabor DYER disable
autolabor BURN_WOOD disable
autolabor OPERATE_PUMP disable
autolabor SHEARER disable
autolabor SPINNER disable
autolabor POTTERY disable
autolabor GLAZING disable
autolabor PRESSING disable
autolabor BEEKEEPING disable
autolabor WAX_WORKING disable
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Using AutoLabor to disable hauling jobs on your important dwarfs
Autolabor allows one to disable autolabor on dwarves inside burrows.
I've found when hauling jobs trump regular jobs, there's not much I can do about it. So the "core" of my work can't get done because my main dwarfs are constantly being spammed for hauling jobs.
To resolve this, I'll use my criteria to mark out my "worker" dwarfs in Therapist (say I'll sort by health issues, exclude military and nobles via a filter script). Then I assign my "core" to an optimization plan, then I Mass Nickname them, and assign them to a fortress burrow (using dfhack Sort by Name). For example, nicknamed to "NH-" To signify these dwarves [at the time of labor assignment] had no health issues. It also serves as a reminder that these dwarfs are my burrow restricted dwarf's (aka my non hauling).
Then I do the rest of my dwarf's (injured, nobles, militar, etc) however I want, I usually just assign skilled using the right click menu option when clicking on a dwarf name.
Mass Nickname Assignment for Sub-set Identification
Workshop Profiles
By mass assigning nicknames inside Dwarf Therapist to "mark" dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).
This is useful for workshops in various mods that train skills that you wish were limited to certain dwarfs, such as dwarfs who have a skill that is to be trained. (ex... train your axedwarf for your militia dwarfs (these would be the dwarfs that would be tagged with the nickname), via the warfare library)
Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes
In this video (http://www.youtube.com/watch?v=gNVci8h1MkY), I actually do this method to assign my militia, but it could be extended for "super labors" as well.
What I do is assign a custom role to something I wish to assign that Dwarf Therapist doesn't currently support (such as assign militia dwarfs via the labor optimizer). So I use an optimization plan to assign a specific role (such as melee dwarfs) to a meaningless labor, then when the labors are assigned. I hand assign them inside the Therapist tool to the melee role.
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).
It goes without saying that one should unassign the meaningless labor.
Filter Scripts
Ramblurr's Filter Pack
A small collection of filter scripts useful when using the labor optimizer.
Ramblurr's Filter Pack |
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Military
d.squad_id() >= 0
Nobles
d.noble_position()
Non-Mil
d.squad_id() < 0
Non Noble
!d.noble_position()
Non-Mil and Non-Noble
!d.noble_position() && d.squad_id() < 0
Not Missing Limbs
!d.has_health_issue(31,0) && !d.has_health_issue(31,1)
Missing Limbs
d.has_health_issue(31,0) || d.has_health_issue(31,1)
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Thistleknot's Filter Pack
I pretty much use the 1st three every migrant wave. I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).
Then I run the second script to see who rates high for noble roles, and pick them
Then I run the 3rd to apply a labor optimization plan.
Thistleknot's Filter Pack |
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1. Not Injured/Missing Limb && Not Cursed (Used to find military candidates)
d.current_job_id()!=52
//not missing limbs
(
(
!d.has_health_issue(31,0) &&
!d.has_health_issue(31,1))
//OR
||
!d.has_health_issue(31,-1)
)
)
&&
d.curse_name() == ""
2. Non military && Not Injured && Not Cursed (Used to find noble candidates)
d.squad_id() < 0
&&
d.current_job_id()!=52
&&
d.curse_name() == ""
3. Non Military, Non Noble, Not Injured && Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)
!d.noble_position()
&&
d.squad_id()<0
&&
d.current_job_id()!=52
&&
d.curse_name()==""
Military
d.squad_id() >= 0
Noble & Non_military
d.noble_position()
&&
d.squad_id()<0
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Grid Views
Masterwork Dwarf Therapist
Highly customized version of Dwarf Therapist for use with Masterwork dwarf fortress. It uses the same binary build as Splinterminds, just uses a new .dtg (default grid view) as well as a .ini file that covers name changes for Masterwork.
http://www.bay12forums.com/smf/index.php?topic=132010.0
ResMar's Advanced Labor View
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