|This article was migrated from DF2014:Labor and may be inaccurate for the current version of DF (v50.11). See this page for more information.|
|This article is about the current version of DF.|
Note that some content may still need to be updated.
Labor is how jobs get done in a fortress; which labors are restricted to a dwarf determines which jobs they can or can't do. The skill level and attributes of an individual determine how effectively they perform a job.
Introduction to labor
- Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able.
- Most jobs correspond to a labor, which dwarves can be restricted from doing.
- Labors can be restricted to specific dwarves in groups called work details.
- Jobs, the specific tasks to be completed, are created in various ways, including designations, zones, workshop tasks, and manager work orders, and once created, an idle dwarf who does not have that labor disabled will be assigned the job.
- As dwarves perform jobs, their skill in those areas increase. (The terms labor and skill are not synonyms. Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.)
The Work details tab lists the current sets of labors and who is allowed to do them. The work details are listed on the left side of the screen, selecting one shows a list of all labor assignable citizens in your fortress on the right. Each line shows the citizen's name, profession, applicable skill levels for this detail, specialization button, assigned details, and finally a check mark for this selected work detail. Clicking the specialization button will toggle specialization for that citizen, but clicking any other part of the line will toggle this selected work detail for that citizen, even other work detail icons.
Above the list, each work detail has a setting controlling how it is assigned to citizens:
- When "Only selected do this" is selected, the work detail will be assigned to any citizen with a check in the rightmost box on their line.
- With "Everybody does this" selected, all citizens in the fortress will have permission to do the work detail's labors. (Any checked boxes will be white, showing that the citizen in question will do this job even if specialized).
- When "Nobody does this" is selected, all citizens in the fortress will be banned from doing the work detail's labors. This does not override permission given by other works details. Any check marks/permissions set up before selecting "Nobody does this" will go red, showing that they are paused and they will be restored if you go back to "Only selected do this".
Additionally, each citizen has the option to be specialized, this is shown by the hammer and lock icon just to the right of their name (It can also be viewed and interacted with from the Citizens menu). When this setting is on (icon is red ), the citizen will only accept tasks given by workshops/occupations they are assigned to and labors which have been assigned to them and are not restricted to "Nobody does this".
Here are all the possibilities:
|The dwarf is assigned to the workshop or lever giving this job.||Yes||No, unless a Yes applies|
|The dwarf is assigned to the occupation giving this job.||Yes||Yes|
|The dwarf is selected under any work detail containing this job set to:||Yes||Yes|
|No work detail contains this job OR||No, unless a Yes applies||Yes|
Default work details
By default, the work details, and the labors associated with them, are as follows
† The Mining, Woodcutting, and Hunting labors are only accessible from these default work details.
Custom work details
Additional work details can be defined. Click "Add new work detail", select which labors will be associated with it, and then click done. You can then rename the new work detail.
There is currently no way to choose the work detail's icon, so you are stuck with what the game chooses. The roman numerals are in the file
Dwarf Fortress\data\vanilla\vanilla_interface\graphics\images\interface_bits_labor.png and can be changed, but will still be used in order.
- Vegetables, fruit, and leaves
- Meat, fish, and others.
On each tab, the items are listed in the left most column (Ingredient Type). The second column (Number) lists the number of each ingredient currently possessed. The last column (Permissions) is subdivided into two additional columns, cooking and brewing. This is the most important part, as it shows you whether dwarves are currently allowed to use the ingredient for the given task. Possible values are:
Indicators need updating and use different colors between graphics and text UIs.
- Cook or Brew - This item could be used for the task, but is currently disallowed.
- Cook or Brew - This item is able to be used for the task, and dwarves have permission to do so.
- ---- - This indicates that the given item cannot be used in this way. For example, Deer meat cannot be brewed (Any alcohol can be cooked).
Note that when a new food is obtained, the default is Cook and Brew. This includes recently butchered animals, foodstuffs gained from trading, first crops from seeds, and plants gathered from the wild. Item types for which all items have been designated as forbidden will not be listed on this menu.
The stone use tab is separated into two tabs, Economic Stone and Other Stone. Economic Stone lists all economic stone (stones that have a value and purpose besides masonry) that can exist in the game. As an example, chalk can be used in the process of creating steel. Other Stone lists all non-economic stone.
Both tabs allows you to control what stone is used for menial purposes (masonry, building construction, walls, etc.). By default all economic stone, except layer stones present on the map, is disallowed and all other stone is allowed.
The Economic Stone tab also provides a full list of each economic stone's uses and if it is magma-safe or not.
For a few specific jobs, a matching tool is also required for a dwarf to obey the job assignment. Any active miner needs a pick, any active wood cutter needs a battle axe, and any active hunter needs a crossbow (with quiver and bolts). If a labor needs a tool, the labor is considered exclusive such that you can only assign one of the three labors listed to any single dwarf at any one time.
This means that a dwarf cannot be, for instance, a Miner and a Hunter simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time.
To be used, a tool cannot be forbidden, nor in possession of another dwarf (even one that does not currently have a job), and a path must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other needs. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.
Many jobs require a workshop or some other facility in order to be completed. Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task. Most workshop jobs also require some raw materials in order to complete the production.
Managing labor and demand
This can be done from the labor menu under the work details tab.
- You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the asks menu.
- A manager is incredibly useful for managing production jobs (workshop based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated). That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel. Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their office to place the orders.
- Migrating dwarves will typically arrive with certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.
Advanced labor management and design
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time. Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker/Appraiser. There are multiple combinations but this is typical (see Embark and Starting build). Early on, you will probably want to focus on fortress design and development, such that you will place priority on mining and masonry, supplemented by carpentry.
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned. Keep in mind however, that some dwarves experience minor negative feelings at not being able to perform a craft or a martial art for too long.
Hauling: Nothing can bog down your production like the distraction of hauling jobs. Losing your fort to a siege is fun, but losing because all your skilled laborers spend all their time hauling stuff is no fun. One solution is to use dedicated haulers. The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka peasants, are best used as dedicated haulers.
Labor, skill, and product quality
The amount of experience a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor. There are exceptions, such as nursing and hauling which will never be completed more quickly, regardless of skill.
Certain labors will produce products that have a quality tag, typically those associated with the production of an item from a workshop. The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.
- Many labors, most notably hauling, have no associated skill, do not generate experience, and do not improve with practice.
A dwarf under a strange mood will perform a specific task to create an artifact that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go insane and be permanently unable to perform any labor.
|"Labor" in other Languages
List of labors
|Category||Labor||Skill||Benefits of higher skill|
|Woodworker||Carpentry||Carpenter||speed; item and furniture quality|
|Crossbow-making||Bowyer||speed; weapon quality|
|Wood cutting||Wood cutter||speed only|
|Stone carving||Stone carver||speed; items and furniture quality|
|Stone engraving||Engraver||speed; engraving quality|
|Ranger||Animal training||Animal trainer||speed; training quality|
|Animal care||Animal caretaker||none (not implemented)|
|Hunting||Ambusher||success rate tends to rise from increasing ambusher and marksdwarf skills|
|Trapping||Trapper||success rate? trap quality?[Verify]|
|Small animal dissection||Animal dissector||speed only|
|Doctor||Diagnosis||Diagnostician||speed; chance of accurately diagnosing a syndrome|
|Surgery||Surgeon||speed, amount of bleeding caused, chance of failure|
|Setting bones||Bone doctor||speed only|
|Dressing wounds||Wound dresser|
|Other Healthcare||Feed patients/prisoners||No associated skill|
|Farming (fields)||Planter||speed; crop yield (stack size)|
|Dyeing||Dyer||speed; dye quality|
|Gelding||Gelder||less likely to be injured|
|Soap making||Soaper||speed only|
|Wood burning||Wood burner||speed only|
|Potash making||Potash maker||speed only|
|Lye making||Lye maker||speed only|
|Plant gathering||Herbalist||speed; success and plant yield (stack size)|
|Plant processing||Thresher||speed only|
|Cheese making||Cheese maker||speed only|
|Cooking||Cook||speed; meal and ingredient quality|
|Fishery worker||Fishing||Fisherdwarf||speed; fish stack size|
|Fish cleaning||Fish cleaner||speed only|
|Fish dissection||Fish dissector||speed only|
|Metalsmith||Furnace operating||Furnace operator||speed only|
|Weaponsmithing||Weaponsmith||speed; weapon quality|
|Armoring||Armorsmith||speed; armor quality|
|Blacksmithing||Blacksmith||speed; item and furniture quality|
|Metalcrafting||Metal crafter||speed; craft, item, decoration, designed building quality|
|Jeweler||Gem cutting||Gem cutter||speed; gem craft quality|
|Gem setting||Gem setter||speed; decoration quality|
|Leatherworking||Leatherworker||speed; clothing, decoration, craft quality|
|Woodcrafting||Wood crafter||speed; craft quality|
|Stonecrafting||Stone crafter||speed; craft quality|
|Bone carving||Bone carving||speed; craft, decoration quality|
|Glassmaking||Glassmaking||speed; craft, item, furniture quality|
|Weaving||Weaver||speed; cloth quality|
|Clothesmaking||Clothier||speed; clothing, decoration quality|
|Strand extraction||Strand extractor||speed only|
|Pottery||Potter||speed; craft, item, furniture quality|
|Glazing||Glazer||speed; glaze quality|
|Wax working||Wax worker||speed; craft quality|
|Engineer||Siege engineering||Siege engineer||speed; part, ammunition quality|
|Siege operating||Siege operator||speed; accuracy|
|Mechanics||Mechanic||speed; mechanism, furniture quality|
|Pump operating||Pump operator||none|
|Hauling||Stone hauling||No associated skill|
|Trade Good Hauling|
|Other Jobs||Cleaning||No associated skill|
A few things are listed as "No Job" but can be considered labors in a different sense: running scared, not having a path to any place useful, and being insane.
|This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.|
Take note before trying to get dwarves to do stuff, they probably won't do it. it's just the sad truth....dwarves are so stupid that when they run out of food, they won't even step outside to get that juicy plant sitting right outside the gate, unless you micro-manage them to death. another famed example: a forgotten beast is walking through a tunnel to your fort, so smart ol' you, decides to build a wall. You then tell someone to do it. Luckily for you, Urist McForgotWhatSide builds the wall. He will take a stone, most likely from across the map, haul to the wall, begin building, and have to get a drink. He drops the stone to get some beer, well, while he's up there, he might as well take a quick nap. well, he finally wakes, goes down to build a wall, only to see Urist McMason stole his rock, so he goes across the map for another boulder. He finally finishes the wall, but hears voices on the other side, "You built from the wrong side!" he then hears a hiss from down the tunnel. The forgotten beast walks up to Urist McForgotWhatSide, and bites him in the head: the severed part sails off in an arc. Poor old Urist, "died of old age".
<(: <(: () <): T
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