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Labor

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This article is about the current version of DF.
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"To get a job done, a dwarf has to do it." - Boss Urist McOverstates-the-obvious
"Put both your backs into it!"

Labor is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and attributes of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.

The sprites of the dwarves, humans, elves will represent the profession they are assigned. For example, a woodcutter dwarf will appear as someone constantly carrying an axe, and a miner will appear as someone always carrying a pickaxe.

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 a dwarf must have enabled to perform.
  • Labors are assigned to 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 with that labor enabled 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.)

Work details

The work detail tab is accessed from the y labor menu. Work details are listed on the left side of the screen. By clicking on one of them you will then see a list of all the adult citizens in your fortress on the right. A check mark in the rightmost box shows if the work detail has been assigned to a citizen.

Each work detail has a setting controlling how it is assigned to citizens:

  • When "Only select do this" is selected, the work detail can be assigned to as many citizens as you like by checking the rightmost box next to their name.
  • With "Everybody does this" selected, all citizens in the fortress will have permission to do the work detail's labors. (Any check marks/permissions set up before selecting "Everybody does this" will go white, showing that they are paused and they will be restored if you go back to "Only select do this".)
  • 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 select 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 u Citizens menu). When this setting is on, the citizen will ignore any "Everybody does this" work detail.

Labors not assigned to any work detail are treated as "Everybody does this".[Verify]

Default work details

By default the work details, and the labors associated with them, are as follows[1]

Miners†
Woodcutters†
Hunters†
Planters
Fisherdwarves
Plant gatherers
Stonecutters
Engravers
Haulers
Orderlies

† The Mining, Woodcutting, and Hunting labors are only accessible from these default work details.

Custom work details

Utilities

You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, Dwarf Therapist and/or DFHack can make this much easier.

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.

Tool requirements

For a few specific jobs, a matching tool is also required for a dwarf to obey the job assignment. Any active miner needs a pick, any active wood cutter needs a battle axe, and any active hunter needs a crossbow (with quiver and bolts). If a labor needs a tool, the labor is considered exclusive such that you can only assign 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.

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.

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.

Facility requirements

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.

Labor categories

Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:

Mining
Carpentry, Crossbow-making, Wood cutting
Masonry, Stone carving, Stonecutting, Stone Engraving
Animal care†, Animal training, Hunting, Small animal dissection‡, Trapping
Diagnosis, Dressing wounds, Feed Patients/Prisoners, Recovering Wounded, Setting bones, Surgery, Suturing
Beekeeping, Brewing, Butchery, Cheese making, Cooking, Dyeing, Farming (Fields), Gelding, Lye Making, Milking, Milling, Plant Gathering, Plant Processing, Potash Making, Pressing, Shearing, Soap making, Spinning, Tanning, Wood Burning
Fishing, Fish cleaning, Fish dissection
Armoring, Blacksmithing, Furnace operating, Metalcrafting, Weaponsmithing
Gem cutting, Gem setting
Book Binding, Bone Carving, Clothesmaking, Glassmaking, Glazing, Leatherworking, Papermaking, Pottery, Stonecrafting, Strand Extraction, Wax Working, Weaving, Woodcrafting
Mechanics, Pump operating, Siege Engineering, Seige Operating
Stone/Wood/Item/Food/Refuse/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles
  • Other Jobs:
Cleaning, Lever operation, Road building, Wall/Floor construction

†As of 8-2014, Animal Care is not functioning[Verify]

‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility.

Jobs that are not associated with a labor

Managing labor and demand

This can be done from the labor menu y 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 tasks 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

Managing your dwarves can be a tricky business. If the in-game labor menu is not to your liking, Dwarf Therapist or DFHack are both useful tools that assist you in managing your labors.

As your fortress grows, so will your labor pool, and the way you assign that labor will change over time. Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker/Appraiser. There are multiple combinations but this is typical (see Embark and Starting build). Early on, you will probably want to focus on fortress design and development, such that you will place priority on mining and masonry, supplemented by carpentry.

In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned. Keep in mind however, that some dwarves experience minor negative feelings at not being able to perform a craft or a martial art for too long.

Hauling: Nothing can bog down your production like the distraction of hauling jobs. Losing your fort to a siege is fun, but losing because all your skilled laborers spend all their time hauling stuff is no fun. One solution is to use dedicated haulers. The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka 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.
Category Labors Quality-effects? Details
Mining no speed only
Woodworker yes item and furniture quality, speed only for buildings
yes weapon quality
no speed only
Stoneworking no speed only
yes items and furniture quality
no speed only
yes engraving quality
Hunting/Related yes training quality
no not implemented
no success rate tends to rise from increasing ambusher and marksdwarf skills
no success rate? trap quality?[Verify]
no speed only
Healthcare (Medical) yes success chance, accuracy (and speed) of treatment
Healthcare (Nursing) no unskilled
Farming/Related no speed only
no speed only
yes crop yield (stack size)
yes dye quality
no less likely to be injured
no speed only
no speed only
no speed only
no speed only
no speed only
no speed only
yes success and plant yield (stack size)
no speed only
no speed only
no speed only
no speed only
no speed only
yes meal and ingredient quality
no speed only
no speed only[Verify]
Fishing/Related yes fish stack size
no speed only
no speed only
Metalsmithing no speed only
yes weapon quality
yes armor quality
yes item and furniture quality, speed only for buildings
yes craft, item, decoration, designed building quality
Jewelry yes gem craft quality
yes decoration quality
Crafts yes clothing, decoration, craft quality
yes craft quality
yes craft quality
yes craft, decoration quality
yes craft, item, furniture quality
yes cloth quality
yes clothing, decoration quality
no speed only
yes craft, item, furniture quality
yes glaze quality
yes craft quality
Engineering yes part, ammunition quality
yes accuracy
yes mechanism, furniture quality
no -
Hauling
  • Stone hauling
  • Wood hauling
  • Item hauling
  • Burial
  • Food hauling
  • Refuse hauling
  • Furniture hauling
  • Animal hauling
  • Trade Good Hauling
  • Water Hauling
  • Push/Haul Vehicle
no unskilled
Other Jobs no unskilled
no unskilled
  • Road building
no unskilled
  • Wall/floor construction
no unskilled


Strange moods

Main article: Strange mood

A dwarf under a strange mood will perform a specific task to create an artifact that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go insane and be permanently unable to perform any labor.

"Labor" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: èrith
Elven: equa
Goblin: akul
Human: ebe