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Difference between revisions of "Labor"

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{{quote|'''"To get a job done, a dwarf has to do it."''' - Boss Urist McOverstates-the-obvious}}[[File:labor_preview.jpg|thumb|220px|right|"Put both your backs into it!"]]'''Labor''' is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and [[attribute]]s of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.
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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.
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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.
  
 
==Introduction to labor==
 
==Introduction to labor==
Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able. Each job corresponds to a '''labor''' which a dwarf must have enabled to perform. Enabling labors tells them what jobs they can do, and multiple can be assigned to each dwarf, but specialization means faster skill gain (and some jobs have conflicting tool requirements described below). Jobs are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf with that labor enabled will be assigned the job. A new tab called [[work detail]] has been introduced as well.
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*Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able.  
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*Most jobs correspond to a '''labor''', which dwarves can be restricted from doing.
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*Labors can be restricted to specific dwarves in groups called '''work details'''.
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*'''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.
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*As dwarves perform jobs, their '''skill''' in those areas increase. (The terms labor and skill are '''not''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.)
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**Some skills don't correspond to jobs, like [[social skills]] and miscellaneous abilities like [[swimming]].
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==Labor menu==
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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]].
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===Work details===
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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.
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Above the list, each work detail has a setting controlling how it is assigned to citizens:
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*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.
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*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).
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*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".
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Labors associated with dwarf's [[occupation]] (such as being a [[Doctor]]) are always allowed.
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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".
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Here are all the possibilities:
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{| class="wikitable"
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|+ A dwarf can take a job if ''any'' of the Yes conditions below are satisfied:
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|-
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!  !! Specialized [[File:Labor specialized.png]] !! Unspecialized [[File:Labor unspecialized.png]]
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|-
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| [[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
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|-
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| [[File:UI add worker.png]] The dwarf is assigned to the [[occupation]] giving this job.  || style="background:lightgreen" | Yes  || style="background:lightgreen"| Yes
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|-
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| The dwarf is '''selected''' under any work detail containing this job set to:
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[[File:Interface white check.png]] "Everybody does this"  OR
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[[File:Interface green check.png]] "Only selected do this"
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| style="background:lightgreen" | Yes
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| style="background:lightgreen" | Yes
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|-
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| No work detail contains this job OR
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the dwarf is '''unselected''' under any work detail containing this job set to
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[[File:Interface empty check.png]] "Everybody does this"
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| style="background:pink" |  No, unless a Yes applies
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| style="background:lightgreen" | Yes
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|-
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|}
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====Default work details====
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By default, the work details, and the labors associated with them, are as follows{{cite forum|180804/8438104}}
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{| class="wikitable"
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|-
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| Miners†
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||
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* [[Mining]]
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|-
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| Woodcutters†
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||
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* [[Woodcutting]]
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|-
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| Hunters†
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||
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* [[Hunting]]
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|-
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| Planters
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||
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* [[Farming (fields)]]
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|-
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| Fisherdwarves
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||
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* [[Fishing]]
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|-
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| Plant gatherers
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||
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* [[Plant gathering]]
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|-
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| Stonecutters
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||
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* [[Stonecutting]]
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|-
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| Engravers
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||
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* [[Stone engraving]]
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|-
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| Haulers
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||
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* All [[hauling]] labors
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|-
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| Orderlies
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||
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* [[Suturing]]
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* [[Dressing wounds]]
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* [[Feed patients/prisoners]]
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* [[Recovering wounded]]
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|}
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† The Mining, Woodcutting, and Hunting labors are only accessible from these default work details.
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====Custom work details====
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{{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.}}
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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.
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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.
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===Standing orders===
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{{main|Standing orders}}
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===Kitchen===
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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:
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*Vegetables, fruit, and leaves
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*Seeds
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*Drinks
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*Meat, fish, and others.
  
=== Basic terminology ===
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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:
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each dwarf.
 
*'''Preference:''' a somewhat ambiguous term associated with the process of assigning a labor to a dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.
 
*'''Skill:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work. (The terms labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.)
 
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.
 
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job. Typically there are multiple jobs that can be completed by a specific labor.
 
:*Additionally, basic needs also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.
 
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used. 
 
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but, again, are not used in the performance of work.  An example is [[swimming]].
 
  
===Assigning labors===
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* [[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.
There are several steps required to assign a particular labor to a dwarf.  For an example, let's say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a "job", and will now appear in your {{k|j}}obs [[menu]] as "dig". In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] laborThis can be done as follows:<br />
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* [[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.
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* [[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 wayFor example, Deer meat cannot be brewed (Any [[Alcohol#Cooking|alcohol can be cooked]]).
  
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your dwarves and show their current activity.
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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.
#* Alternatively, you can use the {{k|v}}iew menu.
 
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf, in the Dwarf Details menu.
 
#* The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in English, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.
 
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor. This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)
 
#* Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.
 
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.
 
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.<br />
 
#* Note that changes in labors '''will not always take effect immediately''', if a labor, say Mining, is deselected on a dwarf who is performing the job, they will first finish mining the current tile and then stop mining.
 
  
[[File:pinklabor.png|thumb|223px|right|Pink-colored labor choices.]]If the dwarf is undergoing military training, then activated labors will be marked in pink, denoting that a dwarf is not able to perform those labors.
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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.}}
  
{{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/or [[Utility:DFHack|DFHack]] can make this much easier.}}
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===Stone use===
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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.
  
'''Note:'''  The word '''"preference"''' can be confusing, as it suggests that a dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned. '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)
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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.
  
Once designated as a '''labor preference''', a single labor can 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.
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The Economic Stone tab also provides a full list of each economic stone's uses and if it is [[magma-safe]] or not.
  
=== Labor and tool requirements ===
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== 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.  
 
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.  
  
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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.
 
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.
  
=== Labor and facility requirements  ===
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== 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.
 
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.
 
== Labor categories ==
 
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:
 
* '''[[Mining]]''':
 
::: [[Mining]]
 
*  '''[[Wood industry|Woodworking]]''':
 
::: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]
 
*  '''[[Stone industry|Stoneworking]]''':
 
::: [[Masonry]], [[Stone carving]], [[Stonecutting]], [[Stone Engraving]]
 
*  '''[[Hunting]]'''/Related: 
 
::: [[Animal care]]†, [[Animal training]], [[Hunting]], [[Small animal dissection]]‡, [[Trapping]]‡
 
*  '''[[Healthcare]]''': 
 
::: [[Diagnosis]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded, [[Setting bones]], [[Surgery]], [[Suturing]]
 
*  '''[[Farming]]'''/Related: 
 
::: [[Beekeeping]], [[Brewing]], [[Butchery]], [[Cheese making]], [[Cooking]], [[Dyeing]], [[Grower|Farming (Fields)]], [[Gelder|Gelding]], [[Lye maker|Lye Making]], [[Milking]], [[Milling]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Potash maker|Potash Making]], [[Presser|Pressing]], [[Shearing]], [[Soaper|Soap making]], [[Spinning]], [[Tanning]], [[Wood burner|Wood Burning]]
 
*  '''[[Fishing]]'''/Related: 
 
::: [[Fishing]], [[Fish cleaning]], [[Fish dissection]]‡
 
*  '''[[Metal industry|Metalsmithing]]''': 
 
::: [[Armoring]], [[Blacksmithing]], [[Furnace operating]], [[Metalcrafting]], [[Weaponsmithing]]
 
*  '''[[Jewelry]]''': 
 
::: [[Gem cutting]], [[Gem setting]]
 
*  '''[[Crafts]]''': 
 
::: [[Bookbinder|Book Binding]], [[Bone carver|Bone Carving]], [[Clothier|Clothesmaking]], [[Glassmaker|Glassmaking]], [[Glazer|Glazing]], [[Leatherworker|Leatherworking]],  [[Papermaker|Papermaking]], [[Potter|Pottery]], [[Stone crafter|Stonecrafting]], [[Strand extractor|Strand Extraction]], [[Wax worker|Wax Working]],  [[Weaver|Weaving]], [[Wood crafter|Woodcrafting]]
 
*  '''[[Engineer]]ing''': 
 
::: [[Mechanic]], [[Pump operator|Pump operating]], [[Siege engineer]], [[Siege operator]]
 
*  '''[[Hauling]]''':
 
::: Stone/Wood/Item/Food/[[Refuse]]/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles
 
*  '''Other''' Jobs: 
 
::: [[Cleaning]], [[Lever operation]], Road building, Wall/Floor construction
 
 
†As of 8-2014, Animal Care is not functioning{{verify}}
 
 
‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility.
 
 
In the preference screen, a labor 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.
 
 
=== Jobs that are not associated with a labor ===
 
* Basic Needs: [[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 anyplace useful, and being [[insane]].
 
  
 
== Managing labor and demand ==
 
== Managing labor and demand ==
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* 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.
 
* 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.
 
* 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 a 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.
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* [[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 ==
 
== Advanced labor management and design ==
Managing your dwarves can be a tricky and time-consuming business. Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.
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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]].
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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.
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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.
 
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.
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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.
 
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.  
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* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.
 +
 
 +
==Strange moods==
 +
{{main|Strange mood}}
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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 !! Labors !! Quality-effects? !! Details
+
! Category !! Labor !! Skill !! Benefits of higher skill
 
|-
 
|-
| Mining ||
+
| Miner
* [[Mining]]  
+
| [[Mining]]  
| no
+
| [[Miner]]
 
| speed only
 
| speed only
 
|-
 
|-
| rowspan=3 |Woodworker ||
+
| rowspan=3 | [[Woodworker]]
* [[Carpentry]]
+
| Carpentry || [[Carpenter]] || speed; item and furniture quality
| yes
 
| item and furniture quality, speed only for buildings
 
 
|-
 
|-
|
+
| Crossbow-making
* [[Crossbow-making]]
+
| [[Bowyer]]
| yes
+
| speed; weapon quality
| weapon quality
 
 
|-
 
|-
|
+
| Wood cutting
* [[Wood cutting]]
+
| [[Wood cutter]]
| no
 
 
| speed only
 
| speed only
 
|-
 
|-
| rowspan=4 | Stoneworking
+
| rowspan=4 | [[Stoneworker]]
||
+
| Masonry
* [[Masonry]]
+
| [[Mason]]
| no
 
 
| speed only
 
| speed only
 
|-
 
|-
|
+
| Stone carving
* [[Stone carving]]
+
| [[Stone carver]]
| yes
+
| speed; items and furniture quality
| items and furniture quality
 
 
|-
 
|-
|
+
| Stonecutting
* [[Stonecutting]]
+
| [[Stonecutter]]
| no
 
 
| speed only
 
| speed only
 
|-
 
|-
|
+
| [[Stone engraving]]
* [[Stone engraving]]
+
| [[Engraver]]
| yes
+
| speed; engraving quality
| engraving quality
 
 
|-
 
|-
| rowspan=5 | Hunting/Related ||
+
| rowspan=5 | [[Ranger]]
* [[Animal training]]
+
| Animal training
| yes
+
| [[Animal trainer]]
| training quality
+
| speed; training quality
 
|-
 
|-
|
+
| Animal care
* [[Animal care]]
+
| [[Animal caretaker]]
| no
+
| none (not implemented)
| not implemented
 
 
|-
 
|-
|
+
| Hunting
* [[Hunting]]
+
| [[Ambusher]]
| no
 
 
| success rate tends to rise from increasing ambusher and marksdwarf skills
 
| success rate tends to rise from increasing ambusher and marksdwarf skills
 
|-
 
|-
|
+
| Trapping
* [[Trapping]]
+
| [[Trapper]]
| no
 
 
| success rate? trap quality?{{verify}}
 
| success rate? trap quality?{{verify}}
 
|-
 
|-
|
+
| Small animal dissection
* [[Small animal dissection]]
+
| [[Animal dissector]]
| no
 
 
| speed only
 
| speed only
 
|-
 
|-
| [[Healthcare]] (Doctoral) ||
+
| rowspan=5 | [[Doctor]]
* [[Diagnosis]]
+
| Diagnosis      || [[Diagnostician]] || speed; chance of accurately diagnosing a [[syndrome]]
* [[Surgery]]
+
|-
* [[Setting bones]]
+
| Surgery        || [[Surgeon]] || speed, amount of bleeding caused, chance of failure
* [[Suturing]]
+
|-
* [[Dressing wounds]]
+
| Setting bones  || [[Bone doctor]] ||rowspan=3 | speed only
| yes
+
|-
| success chance, accuracy (and speed) of treatment <br />
+
| Suturing        || [[Suturer]]
 +
|-
 +
| Dressing wounds || [[Wound dresser]]
 +
|-
 +
| rowspan=2 | Other [[Healthcare]]  
 +
| Feed patients/prisoners
 +
| rowspan=2 colspan=2 | No associated skill
 +
|-
 +
| Recovering wounded
 +
|-
 +
| rowspan=20 | [[Farmer]]
 +
| Butchery        || [[Butcher]]      || speed only
 +
|-
 +
| Tanning          || [[Tanner]]      || speed only
 +
|-
 +
| Farming (fields) || [[Planter]]      || speed; crop yield (stack size)
 +
|-
 +
| Dyeing          || [[Dyer]]        || speed; dye quality
 +
|-
 +
| Gelding          || [[Gelder]]      || less likely to be injured
 +
|-
 +
| Soap making      || [[Soaper]]       || speed only
 +
|-
 +
| Wood burning    || [[Wood burner]] || speed only
 +
|-
 +
| Potash making    || [[Potash maker]] || speed only
 +
|-
 +
| Lye making      || [[Lye maker]]   || speed only
 +
|-
 +
| Milling          || [[Miller]]       || speed only
 +
|-
 +
| Brewing          || [[Brewer]]      || speed only
 
|-
 
|-
| [[Healthcare]] (Nursing) ||
+
| Plant gathering  || [[Herbalist]]   || speed; success and plant yield (stack size)
* [[Feed patients/prisoners]]
 
* [[Recovering wounded]]
 
| no
 
| unskilled
 
 
|-
 
|-
| rowspan=20 | Farming/Related ||
+
| Plant processing || [[Thresher]]     || speed only
* [[Butchery]]
 
| no
 
| speed only