v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.34:Immigration
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 9: | Line 9: | ||
== Labor preferences == | == Labor preferences == | ||
− | Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. | + | Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. |
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]]. | Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]]. | ||
As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]]. | As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]]. | ||
− | |||
− | |||
== Historical migrants == | == Historical migrants == | ||
Line 102: | Line 100: | ||
-''[[Jeweler]]s. Eh. It just doesn't produce much value, and gems are only useful for moods and as a trade good. | -''[[Jeweler]]s. Eh. It just doesn't produce much value, and gems are only useful for moods and as a trade good. | ||
− | -''[[ | + | -''[[Farmers]]s. Can be put to use but generally not very useful, unless they have a high skill. Though if you like gems, it will probably be higher. |
-''[[Animal trainer]]s. If you train a lot of animals, however, they become good migrants. | -''[[Animal trainer]]s. If you train a lot of animals, however, they become good migrants. | ||
Line 110: | Line 108: | ||
-''[[Bowyer]]''. Weaponsmiths can do everything bowyers can do. Well, they can be useful in a low-metal or no-metal fortress. May be also an useless migrant. | -''[[Bowyer]]''. Weaponsmiths can do everything bowyers can do. Well, they can be useful in a low-metal or no-metal fortress. May be also an useless migrant. | ||
− | '''Useless Migrants''', also known as '' | + | '''Useless Migrants''', also known as ''oh look, a legendary cheesemaker! let's put it in the military ASAP!'' |
-''[[Cheese maker]]s''. You know them, you love them. If you actually bother to milk animals and make cheese it may just be what you want, but... | -''[[Cheese maker]]s''. You know them, you love them. If you actually bother to milk animals and make cheese it may just be what you want, but... | ||
Line 116: | Line 114: | ||
-''[[Milker]]s''. See cheesemaker. | -''[[Milker]]s''. See cheesemaker. | ||
− | -''[[ | + | -''[[Fisherman]]'' and ''[[Fish cleaner]]s''. You mean your plump helmet farms aren't overproducing already ? Though fishermen tend to fall prey to [[carp]] accidents on their own. Can be useful in case you want to produce even more food, or are in an island/ocean fort. |
− | -''[[Woodcrafter]]'' | + | -''[[Woodcrafter]]''Shun the elf sympathizers! Also, the only decent use for a woodcrafter is making quality (hopefully) [[enormous corkscrew]]s to sell to the caravan, in case you don't have enough metal. |
-''[[Potash maker]]'', ''[[Lye maker]]'', ''[[Soaper]]'', ''[[Wood burner]]''. Oh wow. At least you'll have another guy to your soap industry, but it's not like you can activate soaper, lye maker and wood burners on a few idlers right ? | -''[[Potash maker]]'', ''[[Lye maker]]'', ''[[Soaper]]'', ''[[Wood burner]]''. Oh wow. At least you'll have another guy to your soap industry, but it's not like you can activate soaper, lye maker and wood burners on a few idlers right ? | ||
Line 124: | Line 122: | ||
-''[[Dyer]]''... when was the last time you dyed some cloth ? | -''[[Dyer]]''... when was the last time you dyed some cloth ? | ||
− | -''[[Children]]''. At least you will have a peasant. In a long, long time. | + | -''[[Children]]'' and ''[[babies]]'. At least you will have a peasant. In a long, long time. |
'''Completely Useless Migrants''', also known as ''Can I toss them in the volcano please ?'' | '''Completely Useless Migrants''', also known as ''Can I toss them in the volcano please ?'' |