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	<updated>2026-04-08T11:50:47Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=212210</id>
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		<updated>2014-11-11T18:19:44Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
=== Chesh05's Professions ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Custom Profession&lt;br /&gt;
| download link   = [http://www.mediafire.com/download/9n94h4o147pi1yp/Chesh05+Custom+Professions+Last+Updated+November+2014.dtp Chesh05 Custom Professions]&lt;br /&gt;
| author          = [https://www.reddit.com/user/chesh05 Chesh05]&lt;br /&gt;
| comments        = Last Updated Nov 11, 2014&lt;br /&gt;
A collection of basic custom professions&lt;br /&gt;
}}&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Compact Labors View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ResMar's &amp;quot;Working Class Dwarves&amp;quot; / Military Recruitment Availability Filter ===&lt;br /&gt;
&lt;br /&gt;
This is the large filter from the [http://dffd.wimbli.com/file.php?id=7889 Dwarf Therapist User Guide] by ResMar. It is explained in Chapter IV's &amp;quot;Writing Complex Scripts&amp;quot; section. &lt;br /&gt;
&lt;br /&gt;
Here is an explanation of the characteristics it selects for:&lt;br /&gt;
&lt;br /&gt;
This filter is designed to show dwarves that are available for full-time assignment to useful tasks, such as military recruitment. These so called &amp;quot;working class dwarves&amp;quot; will meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
# They have all hauling labors enabled. This is one of the most apparent indicators of a “working class” dwarf, but it’s nowhere near exclusive.&lt;br /&gt;
# They don’t have a nickname. Assuming you follow the advice given in “Assigning Nicknames”, nicked dwarves have already been dedicated to something.&lt;br /&gt;
# They have the masonry and/or stone detailing labors enabled, but are never above “adequate” skill in the former (since actually building stone blocks is assigned to dedicated masons), and never above “competent“ in the latter (I consider “skilled” the breaking point for when an engraver is actually worth his salt, and should be taken out of the working-class pool).&lt;br /&gt;
# They are not enlisted in the military (at least, not permanently). At least in my fortress, once a crossbowdwarf, always a crossbowdwarf slash hunter.&lt;br /&gt;
# They don't have certain “key” labors that are handled by dedicated dwarves enabled (mining, carpentry, woodcutting, stonecrafting, cooking, brewing, any of the metalsmithing tasks, either of the jewelry tasks, and clothesmaking). The precise composition of this list may vary somewhat for you, but most players learn to dedicate certain tasks to certain dwarves to maximize results very quickly.&lt;br /&gt;
# If they are skilled in certain useless or niche tasks (animal caretaking, small animal dissection, fish dissection, bee keeping, wax working, soap making) they have those tasks enabled. No one creates extra work for themselves by actually turning these off, at least not until you want this dwarf doing something for you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Available Working Class Dwarves Filter&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
// hauling test&lt;br /&gt;
(d.total_assigned_labors(true) - d.total_assigned_labors(false) == 16) &amp;amp;&amp;amp;&lt;br /&gt;
// masonry and stone detailing test&lt;br /&gt;
(((d.labor_enabled(13) == true &amp;amp;&amp;amp; d.labor_rating(13) &amp;lt; 3) ||&lt;br /&gt;
d.labor_enabled(13) == false) || ((d.labor_enabled(12) == true &amp;amp;&amp;amp;&lt;br /&gt;
d.labor_rating(12) &amp;lt; 4) || d.labor_enabled(12) == false)) &amp;amp;&amp;amp;&lt;br /&gt;
// nickname test&lt;br /&gt;
(d.nickname() == &amp;quot;&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
// military duty test&lt;br /&gt;
!d.active_military() &amp;amp;&amp;amp;&lt;br /&gt;
// key dwarf test&lt;br /&gt;
(!d.labor_enabled(47) &amp;amp;&amp;amp; !d.labor_enabled(48) &amp;amp;&amp;amp; !d.labor_enabled(29) &amp;amp;&amp;amp; !d.labor_enabled(11) &amp;amp;&amp;amp; !d.labor_enabled(33) &amp;amp;&amp;amp; !d.labor_enabled(38) &amp;amp;&amp;amp; !d.labor_enabled(45) &amp;amp;&amp;amp; !d.labor_enabled(50) &amp;amp;&amp;amp; !d.labor_enabled(51) &amp;amp;&amp;amp; !d.labor_enabled(49) &amp;amp;&amp;amp; !d.labor_enabled(0) &amp;amp;&amp;amp; !d.labor_enabled(53) &amp;amp;&amp;amp; !d.labor_enabled(46)) &amp;amp;&amp;amp;&lt;br /&gt;
// useless labors test&lt;br /&gt;
((d.labor_rating(16) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(16)) || d.labor_rating(16) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Tr.&lt;br /&gt;
((d.labor_rating(43) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(43)) || d.labor_rating(43) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Fish Diss.&lt;br /&gt;
((d.labor_rating(26) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(26)) || d.labor_rating(26) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Diss.&lt;br /&gt;
((d.labor_rating(72) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(72)) || d.labor_rating(72) &amp;lt;= 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Ratio's &amp;amp; hauling labors can be used to create throughput &amp;quot;levers&amp;quot; to target jobs ==&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
&lt;br /&gt;
A player can use hauling as a suppressor on dwarf's productivity.&lt;br /&gt;
&lt;br /&gt;
Generally, assigning hauling tasks to dwarf's who have a lower # of jobs assigned to them than the other dwarf's:&lt;br /&gt;
&lt;br /&gt;
  Achieves the effect of suppressing low % scores to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Job's Per Dwarf ===&lt;br /&gt;
&lt;br /&gt;
A player can adjust this value before the optimization plan is ran.  Need more jobs accomplished overall.  Lowering the # when the fortress gets larger allows a player to allow his dwarf's to focus on higher skilled tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Jobs per Dwarf===&lt;br /&gt;
In Dwarf Therapist, when editing an optimization plan, you can set the # of jobs each dwarf can have up to.&lt;br /&gt;
&lt;br /&gt;
=== % Jobs to Assign===&lt;br /&gt;
When editing an optimization plan, the % of total jobs is the target # that is set.  This % is based on Dwarfs Selected * Jobs per Dwarf, then there is an ~ number representing the results of our rounded ratio:job #'s.&lt;br /&gt;
&lt;br /&gt;
=== Theory of Constraints===&lt;br /&gt;
The concept of lever's is borrowed from business concepts that try to maximize factory output.  They understand that throughput of the factory is affected by variables that you can control, things like hours worked, overtime, etc.  &lt;br /&gt;
&lt;br /&gt;
In our case we can &lt;br /&gt;
&lt;br /&gt;
1: Unassign hauling.&lt;br /&gt;
&lt;br /&gt;
1.a: Threshold to start assigning hauling (editable inside the optimization plan)&lt;br /&gt;
&lt;br /&gt;
2: Assign more labors for a specific labor by increasing it's ratio.&lt;br /&gt;
&lt;br /&gt;
3: Create more workshops that accept said job.&lt;br /&gt;
&lt;br /&gt;
4: Adjust the # of jobs per dwarf.&lt;br /&gt;
&lt;br /&gt;
5: Adjust the % total jobs to assign. &lt;br /&gt;
&lt;br /&gt;
Varying these values can result in higher throughput for a specific job when compared to other jobs.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208828</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208828"/>
		<updated>2014-08-04T07:13:00Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Note on: Percent Total Jobs and how average role ratings work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Micro Labor View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
[v22+] Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
Here is a picture of it in action, with 13 Max jobs per Dwarf, 50 Percent Total Jobs.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ixwd6vy&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208827</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208827"/>
		<updated>2014-08-04T07:12:26Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Note on: Percent Total Jobs and how average role ratings work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Micro Labor View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Note on: Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
Here is a picture of it in action, with 13 Max jobs per Dwarf, 50 Percent Total Jobs.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ixwd6vy&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208826</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208826"/>
		<updated>2014-08-04T07:11:27Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Note on: Percent Total Jobs and how average role ratings work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Micro Labor View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Note on: Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
Here is a picture of it in action:&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ixwd6vy&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208825</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208825"/>
		<updated>2014-08-04T07:10:56Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Note Percent Total Jobs and how average role ratings work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Micro Labor View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Note on: Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208824</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208824"/>
		<updated>2014-08-04T07:10:38Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Slyrdvs's Optimization Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 [[Utilities#Dwarf_Therapist|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 {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Micro Labor View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Note Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=200693</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=200693"/>
		<updated>2014-07-05T16:23:03Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Using AutoLabor to manage hauling jobs alongside Labor Optimizer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{move|Utility:Dwarf Therapist Addons Repository|date=December 2013}}&lt;br /&gt;
Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
So, without further ado, run this inside a dfhack console&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into dfhack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ==&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=200691</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=200691"/>
		<updated>2014-07-05T16:21:18Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{move|Utility:Dwarf Therapist Addons Repository|date=December 2013}}&lt;br /&gt;
Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
So, without further ado, run this inside a dfhack console&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ==&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194144</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194144"/>
		<updated>2013-11-10T15:38:47Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Workshop Profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194139</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194139"/>
		<updated>2013-11-10T11:03:40Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Workshop Profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshops in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194131</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194131"/>
		<updated>2013-11-10T01:38:27Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Workshop Profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194118</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194118"/>
		<updated>2013-11-10T00:47:27Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Grid Views */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Ctrl Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194115</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194115"/>
		<updated>2013-11-10T00:41:31Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Grid Views */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Ctrl Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:Masterwork Dwarf Therapist|256px|link=File:http://i.imgur.com/UnBzV1D.png|click for full view]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194114</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194114"/>
		<updated>2013-11-10T00:38:17Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Grid Views */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Ctrl Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
[[File:http://i.imgur.com/UnBzV1D.png]]&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194113</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194113"/>
		<updated>2013-11-10T00:36:32Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Grid Views */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Ctrl Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194112</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194112"/>
		<updated>2013-11-10T00:34:24Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Filter Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Therapist work-arounds (or what Splintermind calls &amp;quot;hacks&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, dfhack is included, Ctrl Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshop in various mods that train skills that you wish was limited to certain dwarfs, such as dwarfs who have skill in a labor that is trained.&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
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 &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194111</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194111"/>
		<updated>2013-11-10T00:27:14Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Labor Optimizer Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor Optimizer Tutorial ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194110</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194110"/>
		<updated>2013-11-10T00:26:19Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Optimization Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Labor Optimizer Tutorial ===&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194109</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194109"/>
		<updated>2013-11-10T00:25:54Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Labor Optimizer Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194054</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194054"/>
		<updated>2013-11-07T20:58:31Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Labor Optimizer Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Labor Optimizer Tutorial ===&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/embed/Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194053</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194053"/>
		<updated>2013-11-07T20:56:45Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Labor Optimizer Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Labor Optimizer Tutorial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;//www.youtube.com/embed/Jz_6hMZahU4&amp;quot; frameborder=&amp;quot;0&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194052</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194052"/>
		<updated>2013-11-07T20:53:43Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Labor Optimizer Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Labor Optimizer Tutorial ===&lt;br /&gt;
https://www.youtube.com/watch?v=Jz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194046</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194046"/>
		<updated>2013-11-07T20:02:22Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Thistleknot's Optimization Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years [[Utilities#Dwarf_Therapist|Dwarf Therapist]] has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]], as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Labor Optimizer Tutorial ===&lt;br /&gt;
http://m.youtube.com/watch?v=Jz_6hMZahU4&amp;amp;desktop_uri=%2Fwatch%3Fv%3DJz_6hMZahU4&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193974</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193974"/>
		<updated>2013-11-05T19:12:12Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Thistleknot's Optimization Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193972</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193972"/>
		<updated>2013-11-05T17:57:20Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Thistleknot's Filter Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193971</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193971"/>
		<updated>2013-11-05T17:56:50Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Ramblurr's Filter Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193970</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193970"/>
		<updated>2013-11-05T17:53:19Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Ramblurr's Filter Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cheating&amp;diff=180775</id>
		<title>v0.34:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cheating&amp;diff=180775"/>
		<updated>2013-02-03T21:22:35Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Tinkering with the Dwarven Soul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:33, 2 December 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[Main:exploits|exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. &lt;br /&gt;
&lt;br /&gt;
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut &amp;amp; paste examples for editing raw files specifically for the purpose of cheating. &lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
===Instructions for use:===&lt;br /&gt;
# Open creature_standard.txt&lt;br /&gt;
# Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
# Delete those stats and replace with the new set.&lt;br /&gt;
# Done.&lt;br /&gt;
&lt;br /&gt;
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves?&lt;br /&gt;
&lt;br /&gt;
Go into the creature_standard file and add the [SPEED:1] in somewhere in the top section of the entry.(or SPEED:0 if you're up to some psychedelic light speed traveling)&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.&lt;br /&gt;
To avoid this, add [SPEED:3] instead.  Even [SPEED:100] is ridiculously fast.&lt;br /&gt;
(Warning, editing this in may cause the game to crash or freeze for a few seconds. {{Verify}}[This may be due to editting in the Raw but not the Save, or visa versa])&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
(Warning, editing this may cause the game to crash.{{Verify}})&lt;br /&gt;
&lt;br /&gt;
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
 * ATTRIBUTE Token&lt;br /&gt;
 * cost to improve     &lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0:0:0:0:0:0:0]                       unattainable&lt;br /&gt;
&lt;br /&gt;
0:100:200:300:400:450:500]           ---&lt;br /&gt;
&lt;br /&gt;
0:400:600:750:800:900:1100]           --&lt;br /&gt;
&lt;br /&gt;
150:600:800:900:1000:1100:1500]        -&lt;br /&gt;
&lt;br /&gt;
450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
&lt;br /&gt;
700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
&lt;br /&gt;
1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
&lt;br /&gt;
5000:5000:5000:5000:5000:5000:5000]  max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that. &lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:8:16]&lt;br /&gt;
 * % of improvement points you get&lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
Add this line under whichever castes you wish to receive the benefits.&lt;br /&gt;
&lt;br /&gt;
[SKILL_RATES:500:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
ex&lt;br /&gt;
[PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
[MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No More skill loss===&lt;br /&gt;
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[v0.31:Utilities#Runesmith|Runesmith]] can also remove species easily.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Warning: As with all cheats that involve the words &amp;quot;[BOILING_POINT:0]&amp;quot;, the mist created when the creature boils will be very cold. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.&lt;br /&gt;
&lt;br /&gt;
===All Skills Legendary===&lt;br /&gt;
Put this under Creature:Dwarf in creature_standard.txt&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[NATURAL_SKILL:MINING:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCUTTING:16]&lt;br /&gt;
	[NATURAL_SKILL:CARPENTRY:16]&lt;br /&gt;
	[NATURAL_SKILL:DETAILSTONE:16]&lt;br /&gt;
	[NATURAL_SKILL:MASONRY:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALTRAIN:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALCARE:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_VERMIN:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSFISH:16]&lt;br /&gt;
	[NATURAL_SKILL:BUTCHER:16]&lt;br /&gt;
	[NATURAL_SKILL:TRAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:TANNER:16]&lt;br /&gt;
	[NATURAL_SKILL:WEAVING:16]&lt;br /&gt;
	[NATURAL_SKILL:BREWING:16]&lt;br /&gt;
	[NATURAL_SKILL:ALCHEMY:16]&lt;br /&gt;
	[NATURAL_SKILL:CLOTHESMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILLING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSPLANTS:16]&lt;br /&gt;
	[NATURAL_SKILL:CHEESEMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILK:16]&lt;br /&gt;
	[NATURAL_SKILL:COOK:16]&lt;br /&gt;
	[NATURAL_SKILL:PLANT:16]&lt;br /&gt;
	[NATURAL_SKILL:HERBALISM:16]&lt;br /&gt;
	[NATURAL_SKILL:FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:SMELT:16]&lt;br /&gt;
	[NATURAL_SKILL:EXTRACT_STRAND:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_FURNITURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CUTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:ENCRUSTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:STONECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:METALCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:GLASSMAKER:16]&lt;br /&gt;
	[NATURAL_SKILL:LEATHERWORK:16]&lt;br /&gt;
	[NATURAL_SKILL:BONECARVE:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[NATURAL_SKILL:MECHANICS:16]&lt;br /&gt;
	[NATURAL_SKILL:MAGIC_NATURE:16]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:16]&lt;br /&gt;
	[NATURAL_SKILL:DESIGNBUILDING:16]&lt;br /&gt;
	[NATURAL_SKILL:DRESS_WOUNDS:16]&lt;br /&gt;
	[NATURAL_SKILL:DIAGNOSE:16]&lt;br /&gt;
	[NATURAL_SKILL:SURGERY:16]&lt;br /&gt;
	[NATURAL_SKILL:SET_BONE:16]&lt;br /&gt;
	[NATURAL_SKILL:SUTURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CRUTCH_WALK:16]&lt;br /&gt;
	[NATURAL_SKILL:WOOD_BURNING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYE_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SOAP_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTASH_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:DYER:16]&lt;br /&gt;
	[NATURAL_SKILL:OPERATE_PUMP:16]&lt;br /&gt;
	[NATURAL_SKILL:SWIMMING:16]&lt;br /&gt;
	[NATURAL_SKILL:PERSUASION:16]&lt;br /&gt;
	[NATURAL_SKILL:NEGOTIATION:16]&lt;br /&gt;
	[NATURAL_SKILL:JUDGING_INTENT:16]&lt;br /&gt;
	[NATURAL_SKILL:APPRAISAL:16]&lt;br /&gt;
	[NATURAL_SKILL:ORGANIZATION:16]&lt;br /&gt;
	[NATURAL_SKILL:RECORD_KEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYING:16]&lt;br /&gt;
	[NATURAL_SKILL:INTIMIDATION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONVERSATION:16]&lt;br /&gt;
	[NATURAL_SKILL:COMEDY:16]&lt;br /&gt;
	[NATURAL_SKILL:FLATTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:CONSOLE:16]&lt;br /&gt;
	[NATURAL_SKILL:PACIFY:16]&lt;br /&gt;
	[NATURAL_SKILL:TRACKING:16]&lt;br /&gt;
	[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONCENTRATION:16]&lt;br /&gt;
	[NATURAL_SKILL:DISCIPLINE:16]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]&lt;br /&gt;
	[NATURAL_SKILL:WRITING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROSE:16]&lt;br /&gt;
	[NATURAL_SKILL:POETRY:16]&lt;br /&gt;
	[NATURAL_SKILL:READING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:COORDINATION:16]&lt;br /&gt;
	[NATURAL_SKILL:BALANCE:16]&lt;br /&gt;
	[NATURAL_SKILL:LEADERSHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:TEACHING:16]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:KNAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILITARY_TACTICS:16]&lt;br /&gt;
	[NATURAL_SKILL:SHEARING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPINNING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:GLAZING:16]&lt;br /&gt;
	[NATURAL_SKILL:PRESSING:16]&lt;br /&gt;
	[NATURAL_SKILL:BEEKEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:WAX_WORKING:16]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
===Skill Practice Workshops===&lt;br /&gt;
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc).&lt;br /&gt;
&lt;br /&gt;
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
building_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING]&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]&lt;br /&gt;
	[NAME:Practice Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:3]&lt;br /&gt;
	[BUILD_LABOR:MASON]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':236]&lt;br /&gt;
	[TILE:0:2:' ':236:'/']&lt;br /&gt;
	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:236:' ':227]&lt;br /&gt;
	[TILE:1:2:'|':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':236]&lt;br /&gt;
	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[TILE:2:1:201:227:187]&lt;br /&gt;
	[TILE:2:2:200:8:188]&lt;br /&gt;
	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:201:227:187]&lt;br /&gt;
	[TILE:3:2:200:8:188]&lt;br /&gt;
	[TILE:3:3:150:210:253]&lt;br /&gt;
	[COLOR:3:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
reaction_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
[NAME:practice armorsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_ARMOR]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
[NAME:practice beekeeping]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BEEKEEPING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
[NAME:practice bonecarving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
[NAME:practice bonesetting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SET_BONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
[NAME:practice bowmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BOWYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BREWING]&lt;br /&gt;
[NAME:practice brewing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
[NAME:practice carpentry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
[NAME:practice clothesmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CLOTHESMAKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_COOKING]&lt;br /&gt;
[NAME:practice cooking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:COOK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
[NAME:practice architecture]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DESIGNBUILDING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
[NAME:practice diagnosis]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DIAGNOSE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DYING]&lt;br /&gt;
[NAME:practice dying]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
[NAME:practice engraving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DETAILSTONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
[NAME:practice gem cutting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CUTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
[NAME:practice gem setting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:ENCRUSTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
[NAME:practice glassmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLAZING]&lt;br /&gt;
[NAME:practice glazing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLAZING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GROWING]&lt;br /&gt;
[NAME:practice growing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:PLANT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
[NAME:practice herbalism]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:HERBALISM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
[NAME:practice leatherworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MASONRY]&lt;br /&gt;
[NAME:practice masonry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
[NAME:practice mechanics]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MECHANICS]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
[NAME:practice metalcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
[NAME:practice metalsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MINING]&lt;br /&gt;
[NAME:practice mining]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_POTTERY]&lt;br /&gt;
[NAME:practice pottery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:POTTERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
[NAME:practice siege engineering]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
[NAME:practice stonecrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SURGERY]&lt;br /&gt;
[NAME:practice surgery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SURGERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SUTURING]&lt;br /&gt;
[NAME:practice suturing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SUTURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTIVE_WAX_WORKING]&lt;br /&gt;
[NAME:practice waxworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WAX_WORKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
[NAME:practice weaponsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_WEAPON]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAVING]&lt;br /&gt;
[NAME:practice weaving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
[NAME:practice woodcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
[NAME:practice wound dressing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_BUILDING:PRACTICE_WORKSHOP]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BREWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DYING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLAZING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GROWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MASONRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MINING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_POTTERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SURGERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SUTURING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WAX_WORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Vermin Disposal===&lt;br /&gt;
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:BUGS_TO_COKE]&lt;br /&gt;
   [NAME:Cremate Vermin Corpses]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:5:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to add this to the appropriate entity files before generating a new world.&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
        [PERMITTED_REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_RUBY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some examples with very light wood, perfect for buckets, and  a frozen wood. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_FROZEN_WOOD]&lt;br /&gt;
[NAME:create frozen wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_FEATHER_WOOD]&lt;br /&gt;
[NAME:create light wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
[NAME:create plump helmets]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
[NAME:create cave wheat]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
[NAME:create wild strawberries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
[NAME:create prickle berries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SWEET_PODS]&lt;br /&gt;
[NAME:create sweet pods]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
[NAME:create pig tail grass]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;BR /&amp;gt;&lt;br /&gt;
... and this to '''entity_default'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SWEET_PODS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Water===&lt;br /&gt;
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_WATER]&lt;br /&gt;
        [NAME:make water]&lt;br /&gt;
        [BUILDING:SMELTER:NONE]&lt;br /&gt;
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:PURIFY_WATER]&lt;br /&gt;
	[NAME:purify water from booze]&lt;br /&gt;
	[BUILDING:STILL:CUSTOM_P]&lt;br /&gt;
&lt;br /&gt;
	[REAGENT:booze:150:DRINK:NONE:NONE:NONE]&lt;br /&gt;
	[REAGENT:container1:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
		[CONTAINS:booze]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]&lt;br /&gt;
		[EMPTY]&lt;br /&gt;
		[DOES_NOT_ABSORB]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]&lt;br /&gt;
		[PRODUCT_DIMENSION:150]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
   [SKILL:BREW]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===More cheats (Ore and Seeds)===&lt;br /&gt;
&lt;br /&gt;
Here are some not-so cheaty cheats I use to create vital ores and seeds. They are good for the conscience, and do not ruin the game experience:&lt;br /&gt;
&lt;br /&gt;
Don't forget to include the entity.default tags&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:HEMATITE_SONATA]&lt;br /&gt;
[NAME:The Hematite Sonata]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:HEMATITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:CALCITE_CACOPHONY]&lt;br /&gt;
[NAME:The Calcite Cacophony]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CALCITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:MICROCLINE_MELODY]&lt;br /&gt;
[NAME:The Microcline Melody]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MICROCLINE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:MALACHITE_MUSE]&lt;br /&gt;
[NAME:The Malachite Muse]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:CASSITERITE_CAROL]&lt;br /&gt;
[NAME:The Cassiterite Carol]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:SEED_STEW]&lt;br /&gt;
[NAME:The Stew of Seeds]&lt;br /&gt;
[BUILDING:STILL:NONE]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entity.default tags:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:HEMATITE_SONATA]&lt;br /&gt;
[PERMITTED_REACTION:CALCITE_CACOPHONY]&lt;br /&gt;
[PERMITTED_REACTION:MICROCLINE_MELODY]&lt;br /&gt;
[PERMITTED_REACTION:SEED_STEW]&lt;br /&gt;
[PERMITTED_REACTION:STONE_BREAK]&lt;br /&gt;
[PERMITTED_REACTION:MALACHITE_MUSE]&lt;br /&gt;
[PERMITTED_REACTION:CASSITERITE_CAROL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utilities#DFHack|DFhack]], which provides complete access to most of Dwarf Fortress's internal memory through C++ plugins as well as Lua and Ruby scripts.&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Labor&amp;diff=172193</id>
		<title>v0.34:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Labor&amp;diff=172193"/>
		<updated>2012-05-23T15:21:00Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Viewing labors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:13, 7 April 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;[[skill]]&amp;quot;.  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 menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Using {{k|u}} can help you locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox|#dd0|'''Dwarf Therapist:''' You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make this a million times easier.}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcrafting]]&lt;br /&gt;
* [[Stonecrafting]]&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaving]]&lt;br /&gt;
* [[Clothesmaking]]&lt;br /&gt;
* [[Strand extraction]]&lt;br /&gt;
* [[Pottery]]&lt;br /&gt;
* [[Glazing]]&lt;br /&gt;
* [[Wax working]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
* [[Siege operating]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Pump operating]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hauling ||&lt;br /&gt;
* [[Hauling#Stone hauling|Stone hauling]]&lt;br /&gt;
* [[Wood hauling]]&lt;br /&gt;
* [[Hauling#Item hauling|Item hauling]]&lt;br /&gt;
* [[Hauling#Burial|Burial]]&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
* [[Refuse hauling]]&lt;br /&gt;
* [[Hauling#Furniture hauling|Furniture hauling]]&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171448</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171448"/>
		<updated>2012-05-11T16:41:04Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 16000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 16000 dwarves==&lt;br /&gt;
The Normal traits consisted of 432000 entries.&lt;br /&gt;
&lt;br /&gt;
 It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&lt;br /&gt;
&lt;br /&gt;
Requires an if check and a formula similar to this:&lt;br /&gt;
&lt;br /&gt;
Example: Converting + Traits to Normal&lt;br /&gt;
&lt;br /&gt;
=IF(Value&amp;lt;=55,(Value/55)*50,(((Value-55)/45)*50)+50)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=MsoNormalTable border=0 cellspacing=0 cellpadding=0&lt;br /&gt;
 style='margin-left:-.75pt;border-collapse:collapse;mso-yfti-tbllook:1184;&lt;br /&gt;
 mso-padding-alt:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:0;mso-yfti-firstrow:yes;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Traits&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt;   &amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:1;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Normal &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Original &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Averaged &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Proposed&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Cumulative&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt;  &amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:2;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0 to 9 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003863&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003822&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:3;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;10 to 24 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.018995&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01928&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01925&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.023125&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:4;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;25 to 39 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.085086&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084666&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084625&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.10775&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:5;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;40 to 60 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.784465&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.784465&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.7845&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.89225&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:6;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;61 to 75 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084245&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084666&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084625&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.976875&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:7;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;76 to 90 &amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.019565&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01928&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01925&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.996125&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:8;mso-yfti-lastrow:yes;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;91 to 100&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.00378&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003822&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;1&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171447</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171447"/>
		<updated>2012-05-11T16:39:43Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 16000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 16000 dwarves==&lt;br /&gt;
The Normal traits consisted of 432000 entries.&lt;br /&gt;
&lt;br /&gt;
 It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&lt;br /&gt;
&lt;br /&gt;
Requires an if check and a formula similar to this:&lt;br /&gt;
&lt;br /&gt;
Example: Converting + Traits to Normal&lt;br /&gt;
&lt;br /&gt;
=IF(Value&amp;lt;=55,(Value/55)*50,(((Value-55)/45)*50)+50)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=MsoNormalTable border=0 cellspacing=0 cellpadding=0&lt;br /&gt;
 style='margin-left:-.75pt;border-collapse:collapse;mso-yfti-tbllook:1184;&lt;br /&gt;
 mso-padding-alt:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:0;mso-yfti-firstrow:yes;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
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  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Traits&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt;   &amp;lt;/span&amp;gt;&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:1;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Normal &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Original &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Averaged &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Proposed&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;Cumulative&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt;  &amp;lt;/span&amp;gt;&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:2;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0 to 9 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003863&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003822&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:3;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;10 to 24 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
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  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01928&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01925&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.023125&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:4;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;25 to 39 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.085086&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084666&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084625&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.10775&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:5;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;40 to 60 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.784465&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.784465&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.7845&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.89225&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:6;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;61 to 75 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084245&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084666&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.084625&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.976875&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:7;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;76 to 90 &amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.019565&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01928&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.01925&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.996125&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:8;mso-yfti-lastrow:yes;height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=64 nowrap valign=bottom style='width:48.0pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal&amp;gt;&amp;lt;span style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;&lt;br /&gt;
  mso-fareast-font-family:&amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;91 to 100&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=67 nowrap valign=bottom style='width:50.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.00378&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003822&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=73 nowrap valign=bottom style='width:55.05pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;0.003875&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=83 nowrap valign=bottom style='width:62.55pt;padding:0in 5.4pt 0in 5.4pt;&lt;br /&gt;
  height:15.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal align=right style='text-align:right'&amp;gt;&amp;lt;span&lt;br /&gt;
  style='font-size:11.0pt;font-family:&amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;mso-fareast-font-family:&lt;br /&gt;
  &amp;quot;Times New Roman&amp;quot;;color:black'&amp;gt;1&amp;lt;o:p&amp;gt;&amp;lt;/o:p&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171446</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=171446"/>
		<updated>2012-05-11T16:23:23Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 16000 dwarves==&lt;br /&gt;
The Normal traits consisted of 432000 entries.&lt;br /&gt;
The Plus consisted of 32000 entries.&lt;br /&gt;
The Minus consisted of 16000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;Proposed Symmetrical Bin Breakdown&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=MsoTableGrid border=1 cellspacing=0 cellpadding=0&lt;br /&gt;
 style='border-collapse:collapse;border:none;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
 mso-yfti-tbllook:1184;mso-padding-alt:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:0;mso-yfti-firstrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;0 to 9&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-left:none;mso-border-left-alt:solid windowtext .5pt;mso-border-alt:&lt;br /&gt;
  solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:1'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;10 to 24&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:2'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;25 to 39&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:3'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;40 to 60&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.79&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:4'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;61 to 75&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:5'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;76 to 90&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:6'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;91 to 100&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:7;mso-yfti-lastrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;Total&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;1&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170516</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170516"/>
		<updated>2012-04-26T19:09:49Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
The Normal traits consisted of 108000 entries.&lt;br /&gt;
The Plus consisted of 8000 entries.&lt;br /&gt;
The Minus consisted of 4000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;Proposed Symmetrical Bin Breakdown&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=MsoTableGrid border=1 cellspacing=0 cellpadding=0&lt;br /&gt;
 style='border-collapse:collapse;border:none;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
 mso-yfti-tbllook:1184;mso-padding-alt:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:0;mso-yfti-firstrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;0 to 9&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-left:none;mso-border-left-alt:solid windowtext .5pt;mso-border-alt:&lt;br /&gt;
  solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:1'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;10 to 24&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:2'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;25 to 39&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:3'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;40 to 60&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.79&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:4'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;61 to 75&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:5'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;76 to 90&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:6'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;91 to 100&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:7;mso-yfti-lastrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=76 valign=top style='width:57.3pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;Total&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=47 valign=top style='width:35.55pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;1&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170515</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170515"/>
		<updated>2012-04-26T19:06:36Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
The Normal traits consisted of 108000 entries.&lt;br /&gt;
The Plus consisted of 8000 entries.&lt;br /&gt;
The Minus consisted of 4000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;Proposed Symmetrical Bin Breakdown&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=MsoTableGrid border=1 cellspacing=0 cellpadding=0&lt;br /&gt;
 style='border-collapse:collapse;border:none;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
 mso-yfti-tbllook:1184;mso-padding-alt:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:0;mso-yfti-firstrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;0 to 9&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-left:none;mso-border-left-alt:solid windowtext .5pt;mso-border-alt:&lt;br /&gt;
  solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:1'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;10 to 24&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:2'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;25 to 39&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:3'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;40 to 60&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.79&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:4'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;61 to 75&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.08&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:5'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;76 to 90&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.02&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:6'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;91 to 100&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;.005&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr style='mso-yfti-irow:7;mso-yfti-lastrow:yes'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border:solid windowtext 1.0pt;&lt;br /&gt;
  border-top:none;mso-border-top-alt:solid windowtext .5pt;mso-border-alt:solid windowtext .5pt;&lt;br /&gt;
  padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;Total&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=319 valign=top style='width:239.4pt;border-top:none;border-left:&lt;br /&gt;
  none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;&lt;br /&gt;
  mso-border-top-alt:solid windowtext .5pt;mso-border-left-alt:solid windowtext .5pt;&lt;br /&gt;
  mso-border-alt:solid windowtext .5pt;padding:0in 5.4pt 0in 5.4pt'&amp;gt;&lt;br /&gt;
  &amp;lt;p class=MsoNormal style='margin-bottom:0in;margin-bottom:.0001pt;line-height:&lt;br /&gt;
  normal'&amp;gt;1&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=MsoNormal&amp;gt;It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170514</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170514"/>
		<updated>2012-04-26T19:00:15Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
The Normal traits consisted of 108000 entries.&lt;br /&gt;
The Plus consisted of 8000 entries.&lt;br /&gt;
The Minus consisted of 4000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
Proposed symmetrical probability breakdown&lt;br /&gt;
  It is possible to skew the non normal traits to this symmetrical breakdown.&lt;br /&gt;
&lt;br /&gt;
0 to 9 &amp;amp;&amp;amp; 91 to 100; .005, .005&lt;br /&gt;
&lt;br /&gt;
10 to 24 &amp;amp;&amp;amp; 76 to 90; .02, .02&lt;br /&gt;
&lt;br /&gt;
25 to 39 &amp;amp;&amp;amp; 61 to 75; .08, .08&lt;br /&gt;
&lt;br /&gt;
40 to 60; .79&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170513</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=170513"/>
		<updated>2012-04-26T18:59:38Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
The Normal traits consisted of 108000 entries.&lt;br /&gt;
The Plus consisted of 8000 entries.&lt;br /&gt;
The Minus consisted of 4000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
Proposed symmetrical probability breakdown&lt;br /&gt;
  It is possible to skew the non normal traits to this symmetrical breakdown.&lt;br /&gt;
&lt;br /&gt;
0 to 9 &amp;amp;&amp;amp; 91 to 100; .005, .005&lt;br /&gt;
10 to 24 &amp;amp;&amp;amp; 76 to 90; .02, .02&lt;br /&gt;
25 to 39 &amp;amp;&amp;amp; 61 to 75; .08, .08&lt;br /&gt;
40 to 60; .79&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=169385</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=169385"/>
		<updated>2012-04-04T17:25:15Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Trait bins as found examining 4000 dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
The Normal traits consisted of 54000 entries.&lt;br /&gt;
The Plus consisted of 8000 entries.&lt;br /&gt;
The Minus consisted of 4000 entries.&lt;br /&gt;
This information is supplied for weighted average purposes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=4|Traits&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Original&lt;br /&gt;
!Averaged&lt;br /&gt;
!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|0 to 9&lt;br /&gt;
|0.0043333333&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|-&lt;br /&gt;
|10 to 24&lt;br /&gt;
|0.0188148148&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.0236018519&lt;br /&gt;
|-&lt;br /&gt;
|25 to 39&lt;br /&gt;
|0.0846111111&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.1093425926&lt;br /&gt;
|-&lt;br /&gt;
|40 to 60&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.7813148148&lt;br /&gt;
|0.8906574074&lt;br /&gt;
|-&lt;br /&gt;
|61 to 75&lt;br /&gt;
|0.0868703704&lt;br /&gt;
|0.0857407407&lt;br /&gt;
|0.9763981481&lt;br /&gt;
|-&lt;br /&gt;
|76 to 90&lt;br /&gt;
|0.0207037037&lt;br /&gt;
|0.0197592593&lt;br /&gt;
|0.9961574074&lt;br /&gt;
|-&lt;br /&gt;
|91 to 100&lt;br /&gt;
|0.0033518519&lt;br /&gt;
|0.0038425926&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined +,&amp;lt;br /&amp;gt;Immoderation,&amp;lt;br /&amp;gt;Straightforwardness&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 10&lt;br /&gt;
|0.00525&lt;br /&gt;
|0.00525&lt;br /&gt;
|-&lt;br /&gt;
|11 to 26&lt;br /&gt;
|0.020375&lt;br /&gt;
|0.025625&lt;br /&gt;
|-&lt;br /&gt;
|27 to 43&lt;br /&gt;
|0.102625&lt;br /&gt;
|0.12825&lt;br /&gt;
|-&lt;br /&gt;
|44 to 64&lt;br /&gt;
|0.784125&lt;br /&gt;
|0.912375&lt;br /&gt;
|-&lt;br /&gt;
|65 to 77&lt;br /&gt;
|0.069125&lt;br /&gt;
|0.9815&lt;br /&gt;
|-&lt;br /&gt;
|78 to 91&lt;br /&gt;
|0.0165&lt;br /&gt;
|0.998&lt;br /&gt;
|-&lt;br /&gt;
|92 to 100&lt;br /&gt;
|0.002&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|-&lt;br /&gt;
!Combined &amp;amp;minus;,&amp;lt;br /&amp;gt;Vulnerability&lt;br /&gt;
! %&lt;br /&gt;
!Cumulative&lt;br /&gt;
|rowspan=8| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|0 to 8&lt;br /&gt;
|0.004&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|9 to 21&lt;br /&gt;
|0.01375&lt;br /&gt;
|0.01775&lt;br /&gt;
|-&lt;br /&gt;
|22 to 35&lt;br /&gt;
|0.07775&lt;br /&gt;
|0.0955&lt;br /&gt;
|-&lt;br /&gt;
|36 to 56&lt;br /&gt;
|0.7905&lt;br /&gt;
|0.886&lt;br /&gt;
|-&lt;br /&gt;
|57 to 72&lt;br /&gt;
|0.08575&lt;br /&gt;
|0.97175&lt;br /&gt;
|-&lt;br /&gt;
|73 to 89&lt;br /&gt;
|0.02425&lt;br /&gt;
|0.996&lt;br /&gt;
|-&lt;br /&gt;
|90 to 100&lt;br /&gt;
|0.004&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=169370</id>
		<title>v0.34 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=169370"/>
		<updated>2012-04-04T03:08:15Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[&amp;lt;sup&amp;gt;&amp;lt;s&amp;gt;This section has been flagged for accuracy issues.  Until a more comprehensive data set can be found that suggests the information in this article to be accurate, the following attribute's are found to be off average: Analytical Ability (Avg: 1000 vs 1250), Creativity (Avg: 1000 vs 1250), Patience (Avg: 1000 vs 1250), Memory (Avg: 1500 vs 1250), Willpower (Avg: 1250 vs 1000), Social Awareness (Avg: 1250 vs 1000), Focus (Avg: 1000 vs 1500), Spatial Sense (Avg: 1000 vs 1500)&amp;lt;/s&amp;gt;Update: DFHack's dwarfexport's (34.04) order of attributes are mixed up [http://www.bay12forums.com/smf/index.php?topic=91166.msg3048339#msg3048339].&lt;br /&gt;
&lt;br /&gt;
Included is a spreadsheet reference of dwarf attributes using 31.25 runesmith/34.05 dwarfexport (after adjusting column headings).[http://dffd.wimbli.com/file.php?id=5882]&amp;lt;/sup&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; ([&amp;lt;s&amp;gt;Data sets suggest a higher distribution around the mean&amp;lt;/s&amp;gt;.  Update: reason for this is because the bin range around the mean is shorter, it has been verified that a dwarf has an equal chance of falling within each bin [http://dffd.wimbli.com/file.php?id=6061]][http://dffd.wimbli.com/file.php?id=5882]) &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=169369</id>
		<title>v0.34 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=169369"/>
		<updated>2012-04-04T03:07:50Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[&amp;lt;sup&amp;gt;&amp;lt;s&amp;gt;This section has been flagged for accuracy issues.  Until a more comprehensive data set can be found that suggests the information in this article to be accurate, the following attribute's are found to be off average: Analytical Ability (Avg: 1000 vs 1250), Creativity (Avg: 1000 vs 1250), Patience (Avg: 1000 vs 1250), Memory (Avg: 1500 vs 1250), Willpower (Avg: 1250 vs 1000), Social Awareness (Avg: 1250 vs 1000), Focus (Avg: 1000 vs 1500), Spatial Sense (Avg: 1000 vs 1500)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: DFHack's dwarfexport's (34.04) order of attributes are mixed up [http://www.bay12forums.com/smf/index.php?topic=91166.msg3048339#msg3048339].&lt;br /&gt;
&lt;br /&gt;
Included is a spreadsheet reference of dwarf attributes using 31.25 runesmith/34.05 dwarfexport (after adjusting column headings).[http://dffd.wimbli.com/file.php?id=5882]&amp;lt;/sup&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; ([&amp;lt;s&amp;gt;Data sets suggest a higher distribution around the mean&amp;lt;/s&amp;gt;.  Update: reason for this is because the bin range around the mean is shorter, it has been verified that a dwarf has an equal chance of falling within each bin [http://dffd.wimbli.com/file.php?id=6061]][http://dffd.wimbli.com/file.php?id=5882]) &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Attribute&amp;diff=169368</id>
		<title>v0.34:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Attribute&amp;diff=169368"/>
		<updated>2012-04-04T03:07:05Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* How Your Dwarf Gets Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which impact its performance at various tasks.  These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.&lt;br /&gt;
&lt;br /&gt;
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.&lt;br /&gt;
&lt;br /&gt;
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amounts. Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as a [[Creature token]].&lt;br /&gt;
&lt;br /&gt;
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
==Body Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|width=50%|&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed with which a creature, even a naked creature, may move.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=50%|&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute increases the [[speed]] at which a creature works in the same way as strength -- a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (-)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 1900 - 5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650 - 1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400 - 1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150 - 1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 401 - 650 || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 400 || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150 || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| NULL || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Reduces physical damage.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Disease Resistance===&lt;br /&gt;
Reduces the risk of disease. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Soul Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]&lt;br /&gt;
&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|width=50%|&lt;br /&gt;
===Analytical Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=50%|&lt;br /&gt;
===Focus===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Creativity===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Intuition===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Memory===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Linguistic Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Spatial Sense===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Musicality===&lt;br /&gt;
This attribute doesn't affect any skills as of version .31.25.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Kinesthetic Sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astounding feel for the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
===Empathy===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Social Awareness===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
=== Skills By Soul Attribute ===&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by Associated Attributes ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;&amp;quot;&lt;br /&gt;
! Skill !! [[#Agility|Aglty]] !! [[#Analytical_Ability|Anlyt]] !! [[#Creativity|Cretv]] !! [[#Empathy|Empth]] !! [[#Endurance|Endur]] !! [[#Focus|Focus]] !! [[#Intuition|Intut]] !! [[#Kinesthetic_Sense|Knsth]] !! [[#Linguistic_Ability|Lingu]] !! [[#Memory|Memry]] !! [[#Patience|Patnc]] !! [[#Social_Awareness|Socil]] !! [[#Spatial_Sense|Spatl]] !! [[#Strength|Strng]] !! [[#Toughness|Tough]] !! [[#Willpower|Wlpwr]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Alchemist]]&amp;lt;br /&amp;gt;(not impl) || X || X || X || || || || X || || || || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Ambusher]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Animal caretaker]] || X || X || || X || || || || || || X || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || X || || || || || || || X || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || X || || || X || X || || X || || || || X || || || || X || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Appraiser]] || || X || || || || || X || || || X || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Archer]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armor user]] || || || || || X || || || X || || || || || || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorsmith]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]]&amp;lt;br /&amp;gt;(not impl) || X || || || || || || || X || || || || || || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Biter]] || || || || || X || || || X || || || || || X || X || X || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blowgunner]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bone carver]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || X || || || || || X || || X || || || || || X || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bowman]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowyer]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Brewer]] || X || || || || || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Building designer]] || || X || X || || || || || || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Butcher]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || X || || X || || || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#e5e5e5;&amp;quot;&lt;br /&gt;
! Skill !! [[#Agility|Aglty]] !! [[#Analytical_Ability|Anlyt]] !! [[#Creativity|Cretv]] !! [[#Empathy|Empth]] !! [[#Endurance|Endur]] !! [[#Focus|Focus]] !! [[#Intuition|Intut]] !! [[#Kinesthetic_Sense|Knsth]] !! [[#Linguistic_Ability|Lingu]] !! [[#Memory|Memry]] !! [[#Patience|Patnc]] !! [[#Social_Awareness|Socil]] !! [[#Spatial_Sense|Spatl]] !! [[#Strength|Strng]] !! [[#Toughness|Tough]] !! [[#Willpower|Wlpwr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese maker]] || X || X || X || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Clothier]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| Combat(*) || X || || || || || || || X || || || || || X || X || X || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Comedian]](**) || X || || X || || || || || X || X || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]]&amp;lt;br /&amp;gt;(not impl) || || || || || || X || || || || || X || || || || || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cook]] || X || X || X || || || || || X || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]]&amp;lt;br /&amp;gt;(not impl) || X || || || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crossbowman]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Crutch walker]] || X || || || || X || || || X || || || || || X || || || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || X || || || || || X || || || X || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Discipline]]&amp;lt;br /&amp;gt;(not impl) || || || || || || X || || || || || || || || || || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dodger]] || X || || || || X || || || X || || || || || X || || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid]]&amp;lt;br /&amp;gt;(not impl) || X || || || X || X || X || || || || || || || || || X || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dyer]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fish cleaner]] || X || || || || X || || || X || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || X || || || || || || || X || || || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fisherdwarf]] || X || || || || || X || || X || || || X || || || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace operator]] || || X || || || X || || || X || || || || || || X || X || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem cutter]] || X || X || || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#e5e5e5;&amp;quot;&lt;br /&gt;
! Skill !! [[#Agility|Aglty]] !! [[#Analytical_Ability|Anlyt]] !! [[#Creativity|Cretv]] !! [[#Empathy|Empth]] !! [[#Endurance|Endur]] !! [[#Focus|Focus]] !! [[#Intuition|Intut]] !! [[#Kinesthetic_Sense|Knsth]] !! [[#Linguistic_Ability|Lingu]] !! [[#Memory|Memry]] !! [[#Patience|Patnc]] !! [[#Social_Awareness|Socil]] !! [[#Spatial_Sense|Spatl]] !! [[#Strength|Strng]] !! [[#Toughness|Tough]] !! [[#Willpower|Wlpwr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem setter]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glassmaker]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Grower]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Herbalist]] || X || || || || || || || X || || X || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]](**) || X || || || || || || || X || X || || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || X || || || X || || || || || X || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || X || X || || || || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Leatherworker]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Liar]](**) || || || X || || || || || || X || || || X || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || || || || || X || || || X || || || || || || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mason]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mechanic]] || X || X || X || || X || || || || || || || || X || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Metalcrafter]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Metalsmith]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Military tactics]]&amp;lt;br /&amp;gt;(not impl) || || X || X || || || || X || || || || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Milker]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Miller]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || || || || || X || || || X || || || || || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || X || X || || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || X || X || || || || || || || || || X || || || || &lt;br /&gt;
|-style=&amp;quot;background:#e5e5e5;&amp;quot;&lt;br /&gt;
! Skill !! [[#Agility|Aglty]] !! [[#Analytical_Ability|Anlyt]] !! [[#Creativity|Cretv]] !! [[#Empathy|Empth]] !! [[#Endurance|Endur]] !! [[#Focus|Focus]] !! [[#Intuition|Intut]] !! [[#Kinesthetic_Sense|Knsth]] !! [[#Linguistic_Ability|Lingu]] !! [[#Memory|Memry]] !! [[#Patience|Patnc]] !! [[#Social_Awareness|Socil]] !! [[#Spatial_Sense|Spatl]] !! [[#Strength|Strng]] !! [[#Toughness|Tough]] !! [[#Willpower|Wlpwr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Potash maker]] || || || || || X || || || X || || || || || || X || X || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || || || || || X || || || X || || || || || || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]]&amp;lt;br /&amp;gt;(not impl) || || || || || || X || || || X || X || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Record keeper]] || || X || || || || X || || || || X || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Siege engineer]] || X || X || X || || X || || || || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege operator]] || || X || || || X || X || || || || || || || X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || || || || || X || || || X || || || || || || X || X || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| Social(***) || || || || X || || || || || X || || || X || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Speaker]]&amp;lt;br /&amp;gt;(not impl) || || || || || || || || || X || || || || || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone crafter]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Strand extractor]] || X || X || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || X || || || || X || || || || X || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Suturer]] || X || || || || || X || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || X || || || || X || || || X || || || || || X || X || || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || X || || || || || || || X || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || X || || || || X || || || X || || || || || || X || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tracker]]&amp;lt;br /&amp;gt;(not impl) || || X || || || || X || || || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || X || X || X || || || || || || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]] || X || || X || || X || || || X || || || || || X || X || || &lt;br /&gt;
|-style=&amp;quot;background:#e5e5e5;&amp;quot;&lt;br /&gt;
! Skill !! [[#Agility|Aglty]] !! [[#Analytical_Ability|Anlyt]] !! [[#Creativity|Cretv]] !! [[#Empathy|Empth]] !! [[#Endurance|Endur]] !! [[#Focus|Focus]] !! [[#Intuition|Intut]] !! [[#Kinesthetic_Sense|Knsth]] !! [[#Linguistic_Ability|Lingu]] !! [[#Memory|Memry]] !! [[#Patience|Patnc]] !! [[#Social_Awareness|Socil]] !! [[#Spatial_Sense|Spatl]] !! [[#Strength|Strng]] !! [[#Toughness|Tough]] !! [[#Willpower|Wlpwr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wood crafter]] || X || || X || || || || || X || || || || || X || || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || X || || || || X || || || X || || || || || X || X || || X&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wood burner]] || || || || || X || || || X || || || || || || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || X || || || X || || || || X || || || || || X || || || &lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wrestler]] || X || || || || X || || || X || || || || || X || X || || X&lt;br /&gt;
|-&lt;br /&gt;
| Writing(X) || || || X || || || || X || || X || || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Combat skills: [[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]].  Does ''not'' include [[Dodger]].&lt;br /&gt;
&lt;br /&gt;
(**) Unless otherwise prohibited by traits.&lt;br /&gt;
&lt;br /&gt;
(***) Social skills: [[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits.  Does ''not'' include [[Comedian]], [[Intimidator]], [[Judge of intent]], or [[Liar]].&lt;br /&gt;
&lt;br /&gt;
(X) Writing skills: [[Poet]], [[Wordsmith]], [[Writer]], not implemented.&lt;br /&gt;
&lt;br /&gt;
Implemented but unknown:&lt;br /&gt;
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
This data assumes, without evidence, that the same skills use &amp;lt;i&amp;gt;some&amp;lt;/i&amp;gt; of the attributes that they train (i.e. that high agility improves chance of dodging). Game version 31.18.&lt;br /&gt;
&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance, Recuperation, or Musicality&lt;br /&gt;
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''Strength''':&lt;br /&gt;
&lt;br /&gt;
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furance operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)&lt;br /&gt;
&lt;br /&gt;
'''Agility''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Toughness''':&lt;br /&gt;
&lt;br /&gt;
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Endurance''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid&lt;br /&gt;
&lt;br /&gt;
'''Disease Resistance''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Recuperation''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Analytical Ability''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Trapper, Diagnostician, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker&lt;br /&gt;
&lt;br /&gt;
'''Memory''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader&lt;br /&gt;
&lt;br /&gt;
'''Creativity''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Intuition''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Focus''':&lt;br /&gt;
&lt;br /&gt;
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Willpower''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Patience''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''Spatial Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Kinesthetic Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Linguistic Ability''':&lt;br /&gt;
&lt;br /&gt;
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Musicality''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Empathy''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Social Awareness''':&lt;br /&gt;
&lt;br /&gt;
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
== How Your Dwarf Gets Attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.wimbli.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
==Counters==&lt;br /&gt;
Though they are not classified with the above attributes, creatures can have the following attribute(s):&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=4 | Combat Hardness&lt;br /&gt;
| 100&lt;br /&gt;
| Doesn't really care about anything anymore. &lt;br /&gt;
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort.  This trait often finds its way into experienced [[military|soldiers]], who might watch [[friend|friends]] and comrades die as often as they kill [[goblin|goblins]].&lt;br /&gt;
|-&lt;br /&gt;
| 67 - 99&lt;br /&gt;
| Is a hardened individual.&lt;br /&gt;
|-&lt;br /&gt;
| 33 - 66&lt;br /&gt;
| Is getting used to tragedy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 32&lt;br /&gt;
|&lt;br /&gt;
| Nothing displayed.  Dwarf is not yet traumatized.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=169037</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=169037"/>
		<updated>2012-04-02T03:08:45Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: Added bins for traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
 | 91 - 100 || 10 || Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | 76 -  90 || 15 || Very High&lt;br /&gt;
 |-&lt;br /&gt;
 | 61 -  75 || 15 || High&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 -  60 || 21 || Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | 25 -  39 || 15 || Low&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 -  24 || 15 || Very Low&lt;br /&gt;
 |-&lt;br /&gt;
 |  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 4000 dwarves==&lt;br /&gt;
&amp;lt;TABLE FRAME=VOID CELLSPACING=0 COLS=4 RULES=NONE BORDER=0&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD WIDTH=86 HEIGHT=17 ALIGN=LEFT&amp;gt;Traits&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD WIDTH=86 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD WIDTH=86 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD WIDTH=86 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;Normal&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;Original&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;Averaged&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;Cumulative&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;0 to 9&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00433333333333333&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0043333333&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00384259259259259&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0038425926&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00384259259259259&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0038425926&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;10 to 24&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0188148148148148&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0188148148&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0197592592592592&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0197592593&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0236018518518518&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0236018519&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;25 to 39&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0846111111111111&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0846111111&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0857407407407408&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0857407407&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.109342592592593&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.1093425926&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;40 to 60&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.781314814814815&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.7813148148&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.781314814814815&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.7813148148&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.890657407407408&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.8906574074&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;61 to 75&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0868703703703704&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0868703704&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0857407407407408&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0857407407&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.976398148148148&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.9763981481&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;76 to 90&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0207037037037037&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0207037037&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0197592592592592&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0197592593&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.996157407407408&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.9961574074&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;91 to 100&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00335185185185185&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0033518519&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00384259259259259&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0038425926&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;1&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;1&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;Combined +, Immoderation, Straightforwardness&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;%&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;Cumulative&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;0 to 10&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00525&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.00525&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.00525&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.00525&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;11 to 26&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.020375&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.020375&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.025625&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.025625&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;27 to 43&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.102625&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.102625&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.12825&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.12825&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;44 to 64&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.784125&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.784125&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.912375&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.912375&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;65 to 77&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.069125&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.069125&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.9815&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.9815&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;78 to 91&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0165&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0165&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.998&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.998&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;92 to 100&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.002&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.002&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;1&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;1&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;Combined -, Vulnerability&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;%&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;Cumulative&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;0 to 8&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.004&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.004&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.004&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.004&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;9 to 21&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.01375&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.01375&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.01775&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.01775&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;22 to 35&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.07775&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.07775&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.0955&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.0955&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;36 to 56&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.7905&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.7905&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.886&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.886&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;57 to 72&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.08575&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.08575&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.97175&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.97175&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;73 to 89&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.02425&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.02425&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.996&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.996&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
		&amp;lt;TR&amp;gt;&lt;br /&gt;
			&amp;lt;TD HEIGHT=17 ALIGN=LEFT&amp;gt;90 to 100&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;0.004&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;0.004&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=RIGHT SDVAL=&amp;quot;1&amp;quot; SDNUM=&amp;quot;1033;&amp;quot;&amp;gt;1&amp;lt;/TD&amp;gt;&lt;br /&gt;
			&amp;lt;TD ALIGN=LEFT&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | [[Cave adaptation]]&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how [[Cave_adaptation|cave adapted]] the creature actually is (whether or not they will grow irritated or [[vomit]]).  This trait goes lower as creatures spend time in the [[sun]].)&lt;br /&gt;
| Unhappy Thought: 'nauseated by the sun'&amp;lt;br /&amp;gt;Vomit&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Unhappy Thought: 'irritated by the sun'&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Hussell/Repeater&amp;diff=168819</id>
		<title>User talk:Hussell/Repeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Hussell/Repeater&amp;diff=168819"/>
		<updated>2012-03-29T03:30:43Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: Created page with &amp;quot;Version 4, I'm confused.  It looks like the top layer dumps to the lower layer, but the lower layer also has the on/off switch, which is what I don't get.  Why put it here as tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 4, I'm confused.  It looks like the top layer dumps to the lower layer, but the lower layer also has the on/off switch, which is what I don't get.  Why put it here as that's where the water flows?&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167520</id>
		<title>User talk:Nahno</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167520"/>
		<updated>2012-03-16T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* on Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments==&lt;br /&gt;
&lt;br /&gt;
Please add a ''&amp;lt;nowiki&amp;gt;===(Headline)===&amp;lt;/nowiki&amp;gt;'' to comments on new topics.&lt;br /&gt;
&lt;br /&gt;
===DF2010:Coniferous forest===&lt;br /&gt;
Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --[[User:Romeofalling|Romeofalling]] 07:27, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#REDIRECT [[DF2010:Forest]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:When editing a page you can click the button/icon with the '#R' to insert a redirect (that you must then customize). &lt;br /&gt;
:Also, you can see the change I made by finding the edit in the ''Recent changes'' and clicking the ''diff'' link. &lt;br /&gt;
:I don't know if there is a better way to redirect to the same namespace, like you tried. I kinda hope there is. --[[User:Nahno|Nahno]] 13:50, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
DF2012===on Attributes===&lt;br /&gt;
Nahno:&lt;br /&gt;
&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167519</id>
		<title>User talk:Nahno</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167519"/>
		<updated>2012-03-16T21:49:20Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* DF2010:Coniferous forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments==&lt;br /&gt;
&lt;br /&gt;
Please add a ''&amp;lt;nowiki&amp;gt;===(Headline)===&amp;lt;/nowiki&amp;gt;'' to comments on new topics.&lt;br /&gt;
&lt;br /&gt;
===DF2010:Coniferous forest===&lt;br /&gt;
Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --[[User:Romeofalling|Romeofalling]] 07:27, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#REDIRECT [[DF2010:Forest]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:When editing a page you can click the button/icon with the '#R' to insert a redirect (that you must then customize). &lt;br /&gt;
:Also, you can see the change I made by finding the edit in the ''Recent changes'' and clicking the ''diff'' link. &lt;br /&gt;
:I don't know if there is a better way to redirect to the same namespace, like you tried. I kinda hope there is. --[[User:Nahno|Nahno]] 13:50, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===on Attributes===&lt;br /&gt;
Nahno:&lt;br /&gt;
&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167518</id>
		<title>User talk:Nahno</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167518"/>
		<updated>2012-03-16T21:48:50Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* DF2010:Coniferous forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments==&lt;br /&gt;
&lt;br /&gt;
Please add a ''&amp;lt;nowiki&amp;gt;===(Headline)===&amp;lt;/nowiki&amp;gt;'' to comments on new topics.&lt;br /&gt;
&lt;br /&gt;
===DF2010:Coniferous forest===&lt;br /&gt;
Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --[[User:Romeofalling|Romeofalling]] 07:27, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#REDIRECT [[DF2010:Forest]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:When editing a page you can click the button/icon with the '#R' to insert a redirect (that you must then customize). &lt;br /&gt;
:Also, you can see the change I made by finding the edit in the ''Recent changes'' and clicking the ''diff'' link. &lt;br /&gt;
:I don't know if there is a better way to redirect to the same namespace, like you tried. I kinda hope there is. --[[User:Nahno|Nahno]] 13:50, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;===Howdy===&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
Nahno:&lt;br /&gt;
&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167517</id>
		<title>User talk:Nahno</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=167517"/>
		<updated>2012-03-16T21:48:36Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments==&lt;br /&gt;
&lt;br /&gt;
Please add a ''&amp;lt;nowiki&amp;gt;===(Headline)===&amp;lt;/nowiki&amp;gt;'' to comments on new topics.&lt;br /&gt;
&lt;br /&gt;
===DF2010:Coniferous forest===&lt;br /&gt;
Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --[[User:Romeofalling|Romeofalling]] 07:27, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#REDIRECT [[DF2010:Forest]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:When editing a page you can click the button/icon with the '#R' to insert a redirect (that you must then customize). &lt;br /&gt;
:Also, you can see the change I made by finding the edit in the ''Recent changes'' and clicking the ''diff'' link. &lt;br /&gt;
:I don't know if there is a better way to redirect to the same namespace, like you tried. I kinda hope there is. --[[User:Nahno|Nahno]] 13:50, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;===Howdy===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Nahno:&lt;br /&gt;
&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167516</id>
		<title>User talk:Thistleknot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167516"/>
		<updated>2012-03-16T21:47:21Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Regarding attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requesting data sets to verify averages.&lt;br /&gt;
&lt;br /&gt;
== Regarding attributes ==&lt;br /&gt;
&lt;br /&gt;
Hello Thisteknot&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. We appreciate your contribution. Keep up the good work.&lt;br /&gt;
&lt;br /&gt;
I've been meaning to contact you about the attribute article and your work there. As you may have noticed, I was the one who undid your initial contribution to it. I am not quite content with your later edits either, but you made me realize that the article, especially the section you have flagged, is lacking. I have been unable to find exhaustive information on the nature of attributes, and have therefore postponed fixing that section and updating the article proper. &lt;br /&gt;
&lt;br /&gt;
Do you happen to know exactly how and when attributes are applied to a dwarf? --[[User:Nahno|Nahno]] 01:40, 14 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=167504</id>
		<title>v0.34 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Attribute&amp;diff=167504"/>
		<updated>2012-03-16T18:24:58Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[&amp;lt;sup&amp;gt;&amp;lt;s&amp;gt;This section has been flagged for accuracy issues.  Until a more comprehensive data set can be found that suggests the information in this article to be accurate, the following attribute's are found to be off average: Analytical Ability (Avg: 1000 vs 1250), Creativity (Avg: 1000 vs 1250), Patience (Avg: 1000 vs 1250), Memory (Avg: 1500 vs 1250), Willpower (Avg: 1250 vs 1000), Social Awareness (Avg: 1250 vs 1000), Focus (Avg: 1000 vs 1500), Spatial Sense (Avg: 1000 vs 1500)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: DFHack's dwarfexport's order of attributes are mixed up [http://www.bay12forums.com/smf/index.php?topic=91166.msg3048339#msg3048339].&lt;br /&gt;
&lt;br /&gt;
Included is a spreadsheet reference of dwarf attributes using 31.25 runesmith/34.05 dwarfexport (after adjusting column headings).[http://dffd.wimbli.com/file.php?id=5882]&amp;lt;/sup&amp;gt;]&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167503</id>
		<title>User talk:Thistleknot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167503"/>
		<updated>2012-03-16T18:24:46Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Regarding attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requesting data sets to verify averages.&lt;br /&gt;
&lt;br /&gt;
== Regarding attributes ==&lt;br /&gt;
&lt;br /&gt;
Hello Thisteknot&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. We appreciate your contribution. Keep up the good work.&lt;br /&gt;
&lt;br /&gt;
I've been meaning to contact you about the attribute article and your work there. As you may have noticed, I was the one who undid your initial contribution to it. I am not quite content with your later edits either, but you made me realize that the article, especially the section you have flagged, is lacking. I have been unable to find exhaustive information on the nature of attributes, and have therefore postponed fixing that section and updating the article proper. &lt;br /&gt;
&lt;br /&gt;
Do you happen to know exactly how and when attributes are applied to a dwarf? --[[User:Nahno|Nahno]] 01:40, 14 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nahno:&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167103</id>
		<title>User talk:Thistleknot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thistleknot&amp;diff=167103"/>
		<updated>2012-03-16T16:46:12Z</updated>

		<summary type="html">&lt;p&gt;Thistleknot: /* Regarding attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requesting data sets to verify averages.&lt;br /&gt;
&lt;br /&gt;
== Regarding attributes ==&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;sup&amp;gt;&amp;lt;s&amp;gt;This section has been flagged for accuracy issues.  Until a more comprehensive data set can be found that suggests the information in this article to be accurate, the following attribute's are found to be off average: Analytical Ability (Avg: 1000 vs 1250), Creativity (Avg: 1000 vs 1250), Patience (Avg: 1000 vs 1250), Memory (Avg: 1500 vs 1250), Willpower (Avg: 1250 vs 1000), Social Awareness (Avg: 1250 vs 1000), Focus (Avg: 1000 vs 1500), Spatial Sense (Avg: 1000 vs 1500)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: DFHack's dwarfexport's order of attributes are mixed up [http://www.bay12forums.com/smf/index.php?topic=91166.msg3048339#msg3048339].&lt;br /&gt;
&lt;br /&gt;
Included is a spreadsheet reference of dwarf attributes using 31.25 runesmith/34.05 dwarfexport (after adjusting column headings).[http://dffd.wimbli.com/file.php?id=5882]&amp;lt;/sup&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Hello Thisteknot&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. We appreciate your contribution. Keep up the good work.&lt;br /&gt;
&lt;br /&gt;
I've been meaning to contact you about the attribute article and your work there. As you may have noticed, I was the one who undid your initial contribution to it. I am not quite content with your later edits either, but you made me realize that the article, especially the section you have flagged, is lacking. I have been unable to find exhaustive information on the nature of attributes, and have therefore postponed fixing that section and updating the article proper. &lt;br /&gt;
&lt;br /&gt;
Do you happen to know exactly how and when attributes are applied to a dwarf? --[[User:Nahno|Nahno]] 01:40, 14 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nahno:&lt;br /&gt;
I do not know how exactly attributes are applied.  I assumed they were applied during dwarf creation.  I've read they can increase, but have yet to see it.  I moved the dfhack/mean references to the discussion, but left the information in about distribution of values around the mean as well as values above 200.  Hope that appeases everyone.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;/div&gt;</summary>
		<author><name>Thistleknot</name></author>
	</entry>
</feed>