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{{quote|'''"To get a job done, a dwarf has to do it."''' - Boss Urist McOverstates-the-obvious}}[[File:v50_labor_preview.png|right]]'''Labor''' is how jobs get done in a fortress; which labors are restricted to a dwarf determines which jobs they can or can't do. The [[skill]] level and [[attribute]]s of an individual determine how effectively they perform a job.
 
  
The game provides many flexible options to the player to allow or disallow certain actions of their dwarves, which can further add efficiency to a fortress. Visiting [[citizen]]s can also perform some labors.
+
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is [[food hauling]], [[mining]], [[hunting]], or any of dozens of other tasks. For instance, only a dwarf with the [[wood cutting]] labor enabled will cut down [[tree]]s whenever trees are designated to be cut.
  
==Introduction to labor==
+
Note that a labor is ''not'' a "'''job'''", nor a "[[skill]]".  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menuA list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.
*Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able.
 
*Most jobs correspond to a '''labor''', which dwarves can be restricted from doing.
 
*Labors can be restricted to specific dwarves in groups called '''work details'''.
 
*'''Jobs''', the specific tasks to be completed, are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf who does not have that labor disabled will be assigned the job.
 
*As dwarves perform jobs, their '''skill''' in those areas increase. (The terms labor and skill are '''not''' synonymsSkill is a measure of proficiency for a given labor, while a labor is the ability to do the work.)
 
**Some skills don't correspond to jobs, like [[social skills]] and miscellaneous abilities like [[swimming]].
 
  
==Labor menu==
+
Once designated as a '''labor preference''', a single [[skill]] can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the "bone carving" skill.
The '''Labor''' menu tab is accessed with {{k|y}} or the fourth menu button at the bottom-left of the main [[interface]]. It contains four sub-tabs; [[Labor#Work details|Work details]], [[Labor#Standing orders|Standing orders]], [[Labor#Kitchen|Kitchen]], and [[Labor#Stone use|Stone use]].
 
  
===Work details===
+
Note that many labor preferences, especially [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.
The '''Work details''' tab lists the current sets of labors and who is allowed to do them. The work details are listed on the left side of the screen, selecting one shows a list of all labor assignable citizens in your fortress on the right. Each line shows the citizen's name, profession, applicable skill levels for this detail, specialization button, assigned details, and finally a check mark for this selected work detail. Clicking the specialization button will toggle specialization for that citizen, but clicking '''any''' other part of the line will toggle this selected work detail for that citizen, even other work detail icons.
 
  
Above the list, each work detail has a setting controlling how it is assigned to citizens:
+
The [[mining]], [[wood cutting]], and [[hunting]] labors require the dwarf to either pick up and wield a [[pick]], [[battle axe]], or [[crossbow]]. For this reason, a dwarf cannot be assigned to any combination of mining, wood cutting, or hunting at the same time. Additionally, the assignment of these tools '''overrides''' any [[uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.
  
*When "Only selected do this" is selected, the work detail will be assigned to any citizen with a check in the rightmost box on their line.
+
Jobs that are not labors: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], [[pull lever|pulling levers]], and [[rest]]ing. A few things are listed as "No Job" but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].
*With "Everybody does this" selected, all citizens in the fortress will have permission to do the work detail's labors. (Any checked boxes will be white, showing that the citizen in question will do this job even if specialized).
 
*When "Nobody does this" is selected, all citizens in the fortress will be ''banned'' from doing the work detail's labors. This does ''not'' override permission given by other works details. Any check marks/permissions set up before selecting "Nobody does this" will go red, showing that they are paused and they will be restored if you go back to "Only selected do this".
 
  
Labors associated with dwarf's [[occupation]] (such as being a [[Doctor]]) are always allowed.
+
==Viewing labors==
  
Additionally, each citizen has the option to be '''specialized''', this is shown by the hammer and lock icon just to the right of their name (It can also be viewed and interacted with from the {{k|u}} Citizens menu). When this setting is on (icon is red [[File:Labor specialized.png]]), the citizen will only accept tasks given by workshops/[[occupation]]s they are assigned to and labors which have been assigned to them and are not restricted to "Nobody does this".
+
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}
 +
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.
  
Here are all the possibilities:
+
Using {{k|u}} can help you locate dwarves. Select a dwarf, hit {{k|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.
  
{| class="wikitable"
+
Labors are divided into skill trees - for instance, accessing [[metalsmithing]] allows you to enable various jobs that are related to working with metal, such as [[weaponsmithing]] and [[armorsmith]]ing.
|+ A dwarf can take a job if ''any'' of the Yes conditions below are satisfied:
 
|-
 
!  !! Specialized [[File:Labor specialized.png]] !! Unspecialized [[File:Labor unspecialized.png]]
 
|-
 
| [[File:UI add worker.png]] The dwarf is assigned to the [[workshop]] or [[lever]] giving this job.  || style="background:lightgreen" | Yes  ||  style="background:pink" | No, unless a Yes applies
 
|-
 
| [[File:UI add worker.png]] The dwarf is assigned to the [[occupation]] giving this job. || style="background:lightgreen" | Yes  || style="background:lightgreen"| Yes
 
|-
 
| The dwarf is '''selected''' under any work detail containing this job set to:
 
  
[[File:Interface white check.png]] "Everybody does this"  OR
+
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''
  
[[File:Interface green check.png]] "Only selected do this"
+
The Woodcutting, Mining and Hunting labors are mutually exclusive, since they each require the dwarf to equip a different tool.
| style="background:lightgreen" | Yes
 
| style="background:lightgreen" | Yes
 
|-
 
| No work detail contains this job OR
 
  
the dwarf is '''unselected''' under any work detail containing this job set to
+
Note that changes in labors will not always take effect immediately - if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.
[[File:Interface empty check.png]] "Everybody does this"
 
| style="background:pink" |  No, unless a Yes applies
 
| style="background:lightgreen" | Yes
 
|-
 
|}
 
  
====Default work details====
+
{| border="1" cellpadding="5" cellspacing="0" class="wikitable"
By default, the work details, and the labors associated with them, are as follows{{cite forum|180804/8438104}}
+
! Category !! Labors
 
 
{| class="wikitable"
 
 
|-
 
|-
| Miners†
+
| Mining ||
||
 
 
* [[Mining]]
 
* [[Mining]]
 
|-
 
|-
| Woodcutters†
+
| Woodworker ||
||
+
* [[Carpentry]]
* [[Woodcutting]]
+
* [[Crossbow-making]]
 +
* [[Wood cutting]]
 +
|-
 +
| Stoneworking ||
 +
* [[Masonry]]
 +
* [[Stone detailing]]
 
|-
 
|-
| Hunters†
+
| Hunting/Related ||
||
+
* [[Animal training]]
 +
* [[Animal care]]
 
* [[Hunting]]
 
* [[Hunting]]
 +
* [[Trapping]]
 +
* [[Small animal dissection]]
 
|-
 
|-
| Planters
+
| [[Healthcare]] ||
||
+
* [[Diagnosis]]
 +
* [[Surgery]]
 +
* [[Setting bones]]
 +
* [[Suturing]]
 +
* [[Dressing wounds]]
 +
* [[Feed patients/prisoners]]
 +
* [[Recovering wounded]]
 +
|-
 +
| Farming/Related ||
 +
* [[Butchery]]
 +
* [[Tanning]]
 
* [[Farming (fields)]]
 
* [[Farming (fields)]]
 +
* [[Dyeing]]
 +
* [[Soap making]]
 +
* [[Wood burning]]
 +
* [[Potash making]]
 +
* [[Lye making]]
 +
* [[Milling]]
 +
* [[Brewing]]
 +
* [[Plant gathering]]
 +
* [[Plant processing]]
 +
* [[Cheese making]]
 +
* [[Milking]]
 +
* [[Shearing]]
 +
* [[Spinning]]
 +
* [[Cooking]]
 +
* [[Pressing]]
 +
* [[Beekeeping]]
 
|-
 
|-
| Fisherdwarves
+
| Fishing/Related ||
||
 
 
* [[Fishing]]
 
* [[Fishing]]
 +
* [[Fish cleaning]]
 +
* [[Fish dissection]]
 +
|-
 +
| Metalsmithing ||
 +
* [[Furnace operating]]
 +
* [[Weaponsmithing]]
 +
* [[Armoring]]
 +
* [[Blacksmithing]]
 +
* [[Metalcrafting]]
 
|-
 
|-
| Plant gatherers
+
| Jewelry ||
||
+
* [[Gem cutting]]
* [[Plant gathering]]
+
* [[Gem setting]]
 
|-
 
|-
| Stonecutters
+
| Crafts ||
||
+
* [[Leatherworking]]
* [[Stonecutting]]
+
* [[Woodcrafting]]
 +
* [[Stonecrafting]]
 +
* [[Bone carving]]
 +
* [[Glassmaking]]
 +
* [[Weaving]]
 +
* [[Clothesmaking]]
 +
* [[Strand extraction]]
 +
* [[Pottery]]
 +
* [[Glazing]]
 +
* [[Wax working]]
 
|-
 
|-
| Engravers
+
| Engineering  ||
||
+
* [[Siege engineering]]
* [[Stone engraving]]
+
* [[Siege operating]]
 +
* [[Mechanics]]
 +
* [[Pump operating]]
 +
 
 
|-
 
|-
| Haulers
+
| Hauling ||
||
+
* [[Hauling#Stone hauling|Stone hauling]]
* All [[hauling]] labors
+
* [[Wood hauling]]
 +
* [[Hauling#Item hauling|Item hauling]]
 +
* [[Hauling#Burial|Burial]]
 +
* [[Food hauling]]
 +
* [[Refuse hauling]]
 +
* [[Hauling#Furniture hauling|Furniture hauling]]
 +
* [[Hauling#Animal hauling|Animal hauling]]
 +
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]
 
|-
 
|-
| Orderlies
+
| Other Jobs ||
||
+
* [[Architecture]]
* [[Suturing]]
+
* [[Alchemy]]
* [[Dressing wounds]]
+
* [[Cleaning]]
* [[Feed patients/prisoners]]
 
* [[Recovering wounded]]
 
 
|}
 
|}
  
† The Mining, Woodcutting, and Hunting labors are only accessible from these default work details.
+
==Labors and product quality==
 
+
The [[experience]] a dwarf has with a certain labour will determine how well he goes about performing this labour. A higher experience will get the job done faster in all labours (which doesn't apply for labours in which no experience can be gained, like the nursing and hauling labours). However, only certain (typically crafting oriented) labours will produce products that have a [[quality]] tag.
====Custom work details====
+
The table below lists in which labours the dwarf's experience will impact the quality of produced items and in which labours a higher experience will only be beneficial for the speed of production.  
{{TipBox2|titlebg=#dd0|float=right|Utilities|If you would like more control or information for labor assignments, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can help, when available.}}
 
Additional work details can be defined. Click "Add new work detail", select which [[labor]]s will be associated with it, and then click done. You can then rename the new work detail.
 
 
 
There is currently no way to choose the work detail's icon, so you are stuck with what the game chooses. The roman numerals are in the file <code>Dwarf Fortress\data\vanilla\vanilla_interface\graphics\images\interface_bits_labor.png</code> and can be changed, but will still be used in order.
 
 
 
===Standing orders===
 
{{main|Standing orders}}
 
 
 
===Kitchen===
 
This tab lists all item types currently within the fortress that can be used for either [[cooking]] or [[brewing]]. It is separated into four tabs:
 
*Vegetables, fruit, and leaves
 
*Seeds
 
*Drinks
 
*Meat, fish, and others.
 
 
 
On each tab, the items are listed in the left most column ({{DFtext|Ingredient Type|7:1}}). The second column ({{DFtext|Number|7:1}}) lists the number of each ingredient currently possessed. The last column ({{DFtext|Permissions|7:1}}) is subdivided into two additional columns, cooking and brewing. This is the most important part, as it shows you whether dwarves are currently allowed to use the ingredient for the given task. Possible values are:
 
  
* [[File:cook_disabled_icon.png|18px]] or [[File:brew_disabled_icon.png|18px]] ({{DFtext|+|6:1}}{{DFtext|C|4:1}} or {{DFtext|+|6:1}}{{DFtext|B|5:0}} in ASCII mode) - This item could be used for the task, but is currently disallowed.
 
* [[File:cook_enabled_icon.png|18px]] or [[File:brew_enabled_icon.png|18px]] ({{DFtext|+|6:1}}{{DFtext|C|4:1}} or {{DFtext|-|4:0}}{{DFtext|B|5:0}} in ASCII mode) - This item is enabled for use in the task, and dwarves have permission to do so.
 
* [[File:cook_unused_icon.png|18px]] or [[File:brew_unused_icon.png|18px]] ({{DFtext|X|6:0}}{{DFtext|C|4:1}} or {{DFtext|X|6:0}}{{DFtext|B|5:0}} in ASCII mode) - This indicates that the given item cannot be used in this way.  For example, Deer meat cannot be brewed (Any [[Alcohol#Cooking|alcohol can be cooked]]).
 
 
Note that when a new food is obtained, the default is [[File:cook_enabled_icon.png|18px]] and [[File:brew_enabled_icon.png|18px]] ({{DFtext|X|6:0}}{{DFtext|C|4:1}} or {{DFtext|X|6:0}}{{DFtext|B|5:0}}). This includes recently [[butcher|butchered]] animals, [[food]]stuffs gained from trading, first [[Crop|crops]] from [[Seed|seeds]], and plants [[Plant gathering|gathered]] from the wild. Item types for which all items have been designated as [[Forbid|forbidden]] will not be listed on this menu.
 
 
Cooking permission is also used/needed for [[Cheese|cheesemaking]] from [[milk]] items{{verify|I last embarked with all milks and set them all to not cook so I could make them into cheese first, but I want to double check.}}
 
 
===Stone use===
 
The stone use tab is separated into two tabs, Economic Stone and Other Stone. Economic Stone lists all [[Economic stone|economic stone]] (stones that have a value and purpose besides masonry) that can exist in the game. As an example, [[chalk]] can be used in the process of creating [[steel]]. Other Stone lists all non-economic stone.
 
 
Both tabs allows you to control what stone is used for menial purposes (masonry, building construction, walls, etc.). By default all economic stone, except layer stones present on the map, is disallowed and all other stone is allowed.
 
 
The Economic Stone tab also provides a full list of each economic stone's uses and if it is [[magma-safe]] or not.
 
 
== Tool requirements ==
 
For a few specific jobs, a matching '''tool''' is also required for a dwarf to obey the job assignment.  Any active [[miner]] needs a [[pick]], any active wood cutter needs a [[battle axe]], and any active [[hunter]] needs a  [[crossbow]] (with quiver and bolts).  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign <u>one</u> of the three labors listed to any single dwarf at any one time.
 
 
This means that a dwarf cannot be, for instance, a [[Miner]] and a [[Hunter]] simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time.
 
 
Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so [[military]] dwarves should never be assigned any of the aforementioned labors.
 
 
To be used, a tool cannot be [[forbidden]], nor in possession of another dwarf (even one that does not currently have a job), and a [[path]] must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other [[need]]s. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.
 
 
== Facility requirements  ==
 
Many jobs require a workshop or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.
 
 
== Managing labor and demand ==
 
This can be done from the labor menu {{k|y}} under the [[work detail]]s tab.
 
* You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the {{k|t}}asks menu.
 
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.
 
* [[Migrants|Migrating]] dwarves will typically arrive with certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.
 
 
== Advanced labor management and design ==
 
Managing your dwarves can be a tricky business. If the in-game labor menu is not to your liking, [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.
 
 
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker/Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want to focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].
 
 
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned. Keep in mind however, that some dwarves experience minor negative feelings at not being able to perform a craft or a martial art for too long.
 
 
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s, are best used as dedicated haulers.
 
 
== Labor, skill, and product quality ==
 
The amount of [[experience]] a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly, regardless of skill. 
 
 
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.
 
 
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.
 
 
==Strange moods==
 
{{main|Strange mood}}
 
A dwarf under a strange mood will perform a specific task to create an [[artifact]] that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go [[insane]] and be permanently unable to perform any labor.
 
 
{{Translation
 
| dwarven = èrith
 
| elvish  = equa
 
| goblin  = akul
 
| human  = ebe
 
}}
 
 
==List of labors==
 
<!-- Note these are duplicated on [[Template:V50 labors]] -->
 
 
{| border="1" cellpadding="5" cellspacing="0" class="wikitable"
 
{| border="1" cellpadding="5" cellspacing="0" class="wikitable"
! Category !! Labor !! Skill !! Benefits of higher skill
+
! Category !! Labors !! Quality-effects? !! Details
 
|-
 
|-
| Miner
+
| Mining ||
| [[Mining]]  
+
* [[Mining]]  
| [[Miner]]
+
| no
 
| speed only
 
| speed only
 
|-
 
|-
| rowspan=3 | [[Woodworker]]
+
| rowspan=3 |Woodworker ||
| Carpentry || [[Carpenter]] || speed; item and furniture quality
+
* [[Carpentry]]
|-
+
| yes
| Crossbow-making
+
| item, furniture, and designed building quality
| [[Bowyer]]
 
| speed; weapon quality
 
 
|-
 
|-
| Wood cutting
+
|
| [[Wood cutter]]
+
* [[Crossbow-making]]
| speed only
+
| yes
 +
| weapon quality
 
|-
 
|-
| rowspan=4 | [[Stoneworker]]  
+
|
| Masonry
+
* [[Wood cutting]]
| [[Mason]]
+
| no
 
| speed only
 
| speed only
 
|-
 
|-
| Stone carving
+
| rowspan=2 | Stoneworking ||
| [[Stone carver]]
+
* [[Masonry]]
| speed; items and furniture quality
+
| yes
|-
+
| item, furniture, and designed building quality
| Stonecutting
 
| [[Stonecutter]]
 
| speed only
 
 
|-
 
|-
| [[Stone engraving]]
+
|
| [[Engraver]]
+
* [[Stone detailing]]
| speed; engraving quality
+
| yes
 +
| engraving quality, speed only for smoothing and track carving
 
|-
 
|-
| rowspan=5 | [[Ranger]]
+
| rowspan=5 | Hunting/Related ||
| Animal training
+
* [[Animal training]]
| [[Animal trainer]]
+
| yes
| speed; training quality
+
| training quality
 
|-
 
|-
| Animal care
+
|
| [[Animal caretaker]]
+
* [[Animal care]]
| none (not implemented)
+
| no
 +
| not implemented
 
|-
 
|-
| Hunting
+
|
| [[Ambusher]]
+
* [[Hunting]]
 +
| no
 
| success rate tends to rise from increasing ambusher and marksdwarf skills
 
| success rate tends to rise from increasing ambusher and marksdwarf skills
 
|-
 
|-
| Trapping
+
|
| [[Trapper]]
+
* [[Trapping]]
| success rate? trap quality?{{verify}}
+
| no
 +
| success rate?{{verify}}
 
|-
 
|-
| Small animal dissection
+
|
| [[Animal dissector]]
+
* [[Small animal dissection]]
 +
| no
 
| speed only
 
| speed only
 
|-
 
|-
| rowspan=5 | [[Doctor]]
+
| [[Healthcare]] (Doctoral) ||
| Diagnosis      || [[Diagnostician]] || speed; chance of accurately diagnosing a [[syndrome]]
+
* [[Diagnosis]]
 +
* [[Surgery]]
 +
* [[Setting bones]]
 +
* [[Suturing]]
 +
* [[Dressing wounds]]
 +
| yes
 +
| success chance, accuracy (and speed) of treatment <br />
 
|-
 
|-
| Surgery        || [[Surgeon]] || speed, amount of bleeding caused, chance of failure
+
| [[Healthcare]] (Nursing) ||
 +
* [[Feed patients/prisoners]]
 +
* [[Recovering wounded]]
 +
| no
 +
| unskilled
 
|-
 
|-
| Setting bones  || [[Bone doctor]] ||rowspan=3 | speed only
+
| rowspan=19 | Farming/Related ||
 +
* [[Butchery]]
 +
| no
 +
| speed only
 
|-
 
|-
| Suturing        || [[Suturer]]
+
|
 +
* [[Tanning]]
 +
| no
 +
| speed only
 
|-
 
|-
| Dressing wounds || [[Wound dresser]]
+
|
 +
* [[Farming (fields)]]
 +
| yes
 +
| crop yield (stack size)
 
|-
 
|-
| rowspan=2 | Other [[Healthcare]]  
+
|
| Feed patients/prisoners
+
* [[Dyeing]]
| rowspan=2 colspan=2 | No associated skill
+
| yes
 +
| dye quality
 
|-
 
|-
| Recovering wounded
+
|
 +
* [[Soap making]]
 +
| no
 +
| speed only
 
|-
 
|-
| rowspan=20 | [[Farmer]]
+
|
| Butchery        || [[Butcher]]      || speed only
+
* [[Wood burning]]
 +
| no
 +
| speed only
 
|-
 
|-
| Tanning          || [[Tanner]]       || speed only
+
|
 +
* [[Potash making]]
 +
| no
 +
| speed only
 
|-
 
|-
| Farming (fields) || [[Planter]]     || speed; crop yield (stack size)
+
|
 +
* [[Lye making]]
 +
| no
 +
| speed only
 
|-
 
|-
| Dyeing          || [[Dyer]]         || speed; dye quality
+
|
 +
* [[Milling]]
 +
| no
 +
| speed only
 
|-
 
|-
| Gelding          || [[Gelder]]       || less likely to be injured
+
|
 +
* [[Brewing]]
 +
| no
 +
| speed only
 
|-
 
|-
| Soap making      || [[Soaper]]       || speed only
+
|
 +
* [[Plant gathering]]
 +
| yes
 +
| success and plant yield (stack size)
 
|-
 
|-
| Wood burning    || [[Wood burner]] || speed only
+
|
 +
* [[Plant processing]]
 +
| no
 +
| speed only
 
|-
 
|-
| Potash making    || [[Potash maker]] || speed only
+
|
 +
* [[Cheese making]]
 +
| no
 +
| speed only
 
|-
 
|-
| Lye making      || [[Lye maker]]   || speed only
+
|
 +
* [[Milking]]
 +
| no
 +
| speed only
 
|-
 
|-
| Milling          || [[Miller]]       || speed only
+
|
 +
* [[Shearing]]
 +
| no
 +
| speed only
 
|-
 
|-
| Brewing          || [[Brewer]]       || speed only
+
|
 +
* [[Spinning]]
 +
| no
 +
| speed only
 
|-
 
|-
| Plant gathering  || [[Herbalist]]   || speed; success and plant yield (stack size)
+
|
 +
* [[Cooking]]
 +
| yes
 +
| meal and ingredient quality
 
|-
 
|-
| Plant processing || [[Thresher]]     || speed only
+
|
 +
* [[Pressing]]
 +
| no
 +
| speed only
 
|-
 
|-
| Cheese making    || [[Cheese maker]] || speed only
+
|
 +
* [[Beekeeping]]
 +
| no
 +
| speed only{{verify}}
 
|-
 
|-
| Milking          || [[Milker]]       || speed only
+
| rowspan=3 | Fishing/Related ||
 +
* [[Fishing]]
 +
| yes
 +
| fish stack size
 
|-
 
|-
| Shearing        || [[Shearer]]     || speed only
+
|
 +
* [[Fish cleaning]]
 +
| no
 +
| speed only
 
|-
 
|-
| Spinning        || [[Spinner]]     || speed only
+
|
 +
* [[Fish dissection]]
 +
| no
 +
| speed only
 
|-
 
|-
| Cooking          || [[Cook]]         || speed; meal and ingredient quality
+
| rowspan=5 | Metalsmithing ||
 +
* [[Furnace operating]]
 +
| no
 +
| speed only
 
|-
 
|-
| Pressing        || [[Presser]]     || speed only
+
|
 +
* [[Weaponsmithing]]
 +
| yes
 +
| weapon quality
 
|-
 
|-
| Beekeeping      || [[Beekeeper]]   || speed only{{verify}}
+
|
 +
* [[Armoring]]
 +
| yes
 +
| armor quality
 
|-
 
|-
| rowspan=3 | [[Fishery worker]]
+
|
| Fishing          || [[Fisherdwarf]]  || speed; fish stack size
+
* [[Blacksmithing]]
 +
| yes
 +
| item, furniture, designed building quality
 
|-
 
|-
| Fish cleaning    || [[Fish cleaner]] || speed only
+
|
 +
* [[Metalcrafting]]
 +
| yes
 +
| craft, item, decoration, designed building quality
 
|-
 
|-
| Fish dissection  || [[Fish dissector]] || speed only
+
| rowspan=2 | Jewelry ||
 +
* [[Gem cutting]]
 +
| yes
 +
| gem craft quality
 
|-
 
|-
| rowspan=5 | [[Metalsmith]]
+
|
| Furnace operating || [[Furnace operator]] || speed only
+
* [[Gem setting]]
 +
| yes
 +
| decoration quality
 
|-
 
|-
| Weaponsmithing    || [[Weaponsmith]]     || speed; weapon quality
+
| rowspan=11 | Crafts ||
 +
* [[Leatherworking]]
 +
| yes
 +
| clothing, decoration, craft quality
 
|-
 
|-
| Armoring          || [[Armorsmith]]       || speed; armor quality
+
|
 +
* [[Woodcrafting]]
 +
| yes
 +
| craft quality
 
|-
 
|-
| Blacksmithing    || [[Blacksmith]]       || speed; item and furniture quality
+
|
 +
* [[Stonecrafting]]
 +
| yes
 +
| craft quality
 
|-
 
|-
| Metalcrafting    || [[Metal crafter]]   || speed; craft, item, decoration, designed building quality
+
|
 +
* [[Bone carving]]
 +
| yes
 +
| craft, decoration quality
 
|-
 
|-
| rowspan=2 | [[Jeweler]]
+
|
| Gem cutting || [[Gem cutter]] || speed; gem craft quality
+
* [[Glassmaking]]
 +
| yes
 +
| craft, item, furniture quality
 
|-
 
|-
| Gem setting || [[Gem setter]] || speed; decoration quality
+
|
 +
* [[Weaving]]
 +
| yes
 +
| cloth quality
 
|-
 
|-
| rowspan=13 | [[Craftsdwarf]]
+
|
| Bookbinding || [[Bookbinder]] || ?
+
* [[Clothesmaking]]
 +
| yes
 +
| clothing, decoration quality
 
|-
 
|-
| Papermaking || [[Papermaker]] || ?
+
|
 +
* [[Strand extraction]]
 +
| no
 +
| speed only
 
|-
 
|-
| Leatherworking || [[Leatherworker]] || speed; clothing, decoration, craft quality
+
|
 +
* [[Pottery]]
 +
| yes
 +
| craft, item, furniture quality
 
|-
 
|-
| Woodcrafting || [[Wood crafter]] || speed; craft quality
+
|
 +
* [[Glazing]]
 +
| no
 +
| no experience gain {{bug|4577}}
 
|-
 
|-
| Stonecrafting || [[Stone crafter]] || speed; craft quality
+
|
 +
* [[Wax working]]
 +
| yes
 +
| craft quality
 
|-
 
|-
| Bone carving || [[Bone carving]] || speed; craft, decoration quality
+
| rowspan=4 | Engineering  ||
 +
* [[Siege engineering]]
 +
| yes
 +
| part, ammunition quality
 
|-
 
|-
| Glassmaking || [[Glassmaking]] || speed; craft, item, furniture quality
+
|
 +
* [[Siege operating]]
 +
| yes
 +
| accuracy
 
|-
 
|-
| Weaving || [[Weaver]] || speed; cloth quality
+
|
 +
* [[Mechanics]]
 +
| yes
 +
| mechanism, furniture quality
 
|-
 
|-
| Clothesmaking || [[Clothier]] || speed; clothing, decoration quality
+
|
 +
* [[Pump operating]]
 +
| no
 +
| -
 
|-
 
|-
| Strand extraction || [[Strand extractor]] || speed only
+
| Hauling ||
 +
* [[Hauling#Stone hauling|Stone hauling]]
 +
* [[Wood hauling]]
 +
* [[Hauling#Item hauling|Item hauling]]
 +
* [[Hauling#Burial|Burial]]
 +
* [[Food hauling]]
 +
* [[Refuse hauling]]
 +
* [[Hauling#Furniture hauling|Furniture hauling]]
 +
* [[Hauling#Animal hauling|Animal hauling]]
 +
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]
 +
| no
 +
| unskilled
 
|-
 
|-
| Pottery || [[Potter]] || speed; craft, item, furniture quality
+
| rowspan=3 | Other Jobs ||
 +
* [[Architecture]]
 +
| yes
 +
| building design quality
 
|-
 
|-
| Glazing || [[Glazer]] || speed; glaze quality
+
|
 +
* [[Alchemy]]
 +
| no
 +
| not implemented
 
|-
 
|-
| Wax working || [[Wax worker]] || speed; craft quality
+
|
|-
+
* [[Cleaning]]
| rowspan=4 | [[Engineer]] 
+
| no
| Siege engineering || [[Siege engineer]] || speed; part, ammunition quality
+
| unskilled
|-
 
| Siege operating || [[Siege operator]] || speed; accuracy
 
|-
 
| Mechanics || [[Mechanic]] || speed; mechanism, furniture quality
 
|-
 
| Pump operating || [[Pump operator]] || none
 
|-
 
| rowspan=11 | [[Hauling]]
 
| Stone hauling
 
| rowspan=11 colspan=2 | No associated skill
 
|-
 
| Wood hauling
 
|-
 
| Item hauling
 
|-
 
| Burial
 
|-
 
| Food hauling
 
|-
 
| Refuse hauling
 
|-
 
| Furniture hauling
 
|-
 
| Animal hauling
 
|-
 
| Trade Good Hauling
 
|-
 
| Water Hauling
 
|-
 
| Push/Haul Vehicle
 
|-
 
| rowspan=4 | Other Jobs
 
| [[Cleaning]]
 
| rowspan=4 colspan=2 | No associated skill
 
|-
 
| [[Lever operation]]
 
|-
 
| Road building
 
|-
 
| Wall/floor construction
 
 
|}
 
|}
  
Some jobs are not associated with a labor: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing.
 
 
A few things are listed as "No Job" but can be considered labors in a different sense: running scared, not having a path to any place useful, and being [[insane]].
 
 
{{D for Dwarf}}
 
Take note before trying to get dwarves to do stuff, they probably won't do it. it's just the sad truth....dwarves are so stupid that when they run out of food, they won't even step outside to get that juicy plant sitting right outside the gate, unless you micro-manage them to death. another famed example: a forgotten beast is walking through a tunnel to your fort, so smart ol' you, decides to build a wall. You then tell someone to do it. Luckily for you, Urist McForgotWhatSide builds the wall. He will take a stone, most likely from across the map, haul to the wall, begin building, and have to get a drink. He drops the stone to get some beer, well, while he's up there, he might as well take a quick nap. well, he finally wakes, goes down to build a wall, only to see Urist McMason stole his rock, so he goes across the map for another boulder. He finally finishes the wall, but hears voices on the other side, "You built from the wrong side!" he then hears a hiss from down the tunnel. The forgotten beast walks up to Urist McForgotWhatSide, and bites him in the head: the severed part sails off in an arc. Poor old Urist, "died of old age".
 
[[File:labor_preview.jpg|thumb|300px|center|"Put both your backs into it!"]]
 
{{DFtext|<(: <(: () <): T|2:1}}
 
  
{{V50 menus}}
+
{{Category|Skills}}{{Category|Interface}}
{{Category|Skills|*}}
 
{{Category|Interface}}
 
[[ru:Labor]]
 

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