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Author Topic: I finally took the time to create custom Professions (Dwarf Therapist)  (Read 8335 times)

faberdonax

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #15 on: October 24, 2015, 05:07:12 pm »

Per request, this is my custom Professions file (not to be confused with Roles, which uses personality, weighted average, etc.); Click Me!

Few things to note:
1. Super-specialty labors like Pottery & Bee Keeping have no Profession.  Should I want to start one such industry, I manually assign a Dwarf.
2. Medical skills have no Profession.  If a migrant is skilled in one of the Medicine items, I just re-enable that labor after assigning a Profession.  Also helps to ensure I only have my Chief Medical Dwarf with Diagnostician enabled.

As to how I manage hauling... you're gonna have to be more specific.  Use Wheelbarrows and Minecarts when possible, keep plenty of Bins, etc.  The only time that I use a quantum stockpile is when I am removing boulders from normal stockpiles.

Crystal clear, thanks for your perfect reply! :D
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taptap

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #16 on: October 25, 2015, 05:37:49 pm »

All of my Farmers have Brewing, Cheese Making, Herbalist, etc.

I have customized hauling jobs a fair bit.  Cave spider affected dwarves and the chief medic don't haul at all. Some don't haul wood to avoid danger (main functionaries), some don't haul stone due to low strength, main producers don't haul their output so to not get distracted from their job, others have just randomly switched some hauling jobs off so not the whole fortress halts when some job produces a hundred seeds... I assign jobs so they cross-train the same attributes, especially for the attributes not trained by military training, i.e. bone carver is a side job for mechanics / medics, as is cooking and gem cutting.

Immortal-D

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #17 on: October 25, 2015, 07:50:22 pm »

That is seriously Dwarfcore, lol.  I considered going into cross-training, but that is a bit more indepth than I care to spend time on.

Insert_Gnome_Here

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #18 on: October 26, 2015, 10:32:11 am »

OK. I was bored of waiting for outdoor constructions (including Howitzer II) to get built, so I set up a custom profession of 'Builder' with things like furniture hauling, architecture & construction enabled. So far, construction rate has increased significantly.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.

Torrenal

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #19 on: November 07, 2015, 10:49:14 pm »

My first baron was a dream I somehow hit by accident.  Almost no mandates, no real demands, and only got upset when he was locked out of the fort for a few days.  My second baron was nothing of the sort.  Ever since, I've been using a custom Dwarf Therapist role to pre-screen baron nominees... "Yes, I know you want a Divine Metal bed installed in your room... not happening."  Mostly, looking for dwarves that like common cheap stuff, and arn't predisposed to cruelty/anger/unreasonable demands.

Would be nice if Therapist could take up the challenge and make a formal 'Baron' role

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BenjaminEdward

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #20 on: November 09, 2015, 06:02:06 pm »

My profession List is based on efficiency and testing. I've been more or less perfecting this set of 14 professions for the past 3 years or so, but it's not perfect yet.  I don't have any "trash" professions except for the hauler (Teamster) because I like to still be able to produce quality goods and be able to minimize farm plots and maximize production. I do have a large amount of unskilled carpenters and masons but I fix that with dedicated workshops. With my professions I am sure to enable or disable. I usually have only 1-2 idlers and that's because of nobles.

Administration
The Administrator only one duty, that is administrate. I set my useless nobles (Mayor etc) to also haul and sometimes craft based on their skillset. I will give Bookkeeper, Manager, Broker, and Major/Baron etc the title of administrator, but Hammerer, Commander, Captain of the Guard, get their own titles. Chief Medical Dwarf I just leave as his profession name which is Physician. In a fortress of 100 dwarves, I will have however many administrators as there are noble positions that require them (usually 8-10 iirc)


Agriculturalist
I usually only have 4-5 of these per 100 population since food production is really based on good fertilizer use and skilled growers. Sometimes I won't even give them any hauling labor in later forts. They stay pretty busy with their single labor: growing.

Artificer
The Artificer is my most dynamic professions, I will almost always change their professions. Dwarves who are given artificer are usually highly skilled in crafting, masonry, or carpentry, or another 'industrial' skill that produces commodoties (except cooking related skills and smithing). Usually I will only have 3 or 4, covering all of the professions. Artificer is the only profession that will do gem setting and clothesmaking. Artificers don't do any construction or unskilled labors. Their time is freed to make bolts, crafts, bags, ropes, or whatever else needs doing. Usually stays very busy but due to the small amount of the artificers and the little labor variation they produce goods quickly. They do haul items and furniture.

Culinarian
The food-based workhorse of the fortress. Usually a low population. Only need 3-4 in a fortress of 100. Sometimes I will split them half-and-half brewer and cook. They also handle cheesemaking when necessary, with only 1 of them tagged for cheesemaking usually. They are limited to food hauling.

Engineer
Engineers are my metalworkers. There are usually 4-5 per 100, since furnace operating is handled by a different profession to free up my engineers for real work. Mechanics is is a skill that all engineers have in common, usually serves as busy work since many fortresses don't have a 100% uptime on their forges till a few years in. Engineers will get skills taken off that they are not good in, but I will always pick the dwarf with the most metal-related skills to be engineers.

Engraver
Engravers haul, but more importantly, they smooth stone. I usually have 1 or 2 per 100.

Fisherdwarf
This is a relatively new profession. I used to integrate fishing with processors and manually remove fishing on about 70% of them but have since just created the fisherdwarf profession. The fisherdwarf fishes and hauls, that's it. They almost always fish all day. They also do fish cleaning but again, they rarely leave the lakeside and stop fishing for anything else, kind of like my father when I was a child. Usually have 3 per 100.

Militia
Profession-less dwarves who handle my military. My military is usually only one squad for 100 dwarves and two squads for 200 dwarves. I utilize traps and drawbridges to close my fort to minimize having to labor military out. I have one squad of crossbowdwarves who are usually heavily armored in metal (but only 1 layer of armor and no breastplate), and one squad of "random" weapon heavy armor units. I prefer silver hammerdwarves but also use steel axes when I can get them, since some enemies can only be killed by blade.

Miner
I usually have 3 miners per 100 dwarves. They only have mining enabled, road building, and less busy haul work like items or furniture.

Physician
I used to have only 1 physician per 100 dwarves and have 2 or 3 nurses who handle other medical work such as dressing wounds and diagnosis, while leaving the heavy stuff to my main physician, but I have removed the nurse profession in favor of two physicians, since having a nurse and a physician usually meant more idle time for both. They usually haul but if a catastrophe happens I quickly remove their hauling labor and confine them to the hospital, which I keep very well stocked including its own morgue, food closet (with 2 stockpiles - 1 for food and 1 for drink) and the chief medical dwarf's office and bedroom attached.

Processor
One of two of my most populous professions. These guys handle many important food processes in the fortress, as well as some other fortress. Aside from fish cleaning, potash making, woodburning, milling, processing, etc, they also do furnace operating to take the load off the engineers. They do most things related to animals except animal training. They also prepare raw goods for artificers with spinning, tanning, weaving, and they also do wax-working, because I rarely utilize a wax industry. They are very numerous, with as many as 15-18 per 100 dwarves being processors. They do all hauling, and even construction. They also do bonecrafting.

Rancher
These guys milk animals, hunt, shear, train animals, etc. I usually have about 5 or 6. They also butcher, and strangely enough, make crossbows. Crossbows don't do damage based on quality except in melee, so I am not too concerned about high quality crossbows, but if a legendary crossbowmaker comes, I make him an artificer and remove crossbowmaking from my ranchers. They do animal hauling

Royal Woodsdwarf
Yep, its a profession with the sole purpose of cutting wood. I don't have these in low tree regions such as deserts or high mountains, instead I give some processors the woodcutting profession. The royal woodsdwarf usually doesn't haul anything except animals and trade goods, especially in my current fort which is in a high density forest, and instead he cuts wood full time. Usually have 1.

Teamster
I used to use these guys a lot, and reduced hauling on my other professions. A teamster does nothing but haul and construction. I have slowly stopped using them, in my most recent forts I haven't used them at all. Debating removal, because by expanding hauling labor of other numerous professions I have reduced idleing.

Worker
The worker does masonry and carpentry, as well as hauling and construction. I usually have a handful more workers than even processors, sometimes I have almost 1/3 of my fort these guys, 25-30. They also operate furnaces and do mechanics to take the load off of engineers. They do stone and woodcrafting. They stay extremely busy.

Thanks for reading. If anyone has any criticism I would be interested in it. I used to run with far less professions since I have an obsession with minimizing and organizing, but have since let go to that childish dream of minimalism and let myself expand with more professions. This created more organization and long term productivity. Without further ado, here is the file.

Code: [Select]
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15\labors\24\7=true
15\labors\size=24

To install this in your therapist in the case you want to try out my labors, create a notepad file, past that code into it, name the file "custom_professions.dtp". Open up Therapist, go to file, hit import custom professions find your file and wallah!

miauw62

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #21 on: November 09, 2015, 06:25:38 pm »

Man, I usually just end up with a huge mess of different and intermingled professions and no real organization... :o
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they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Pseudo

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Re: I finally took the time to create custom Professions (Dwarf Therapist)
« Reply #22 on: November 10, 2015, 09:41:01 am »

I find DT's method of optimization to be... Not useful for me, shall I say? I have a script that takes a completely different approach to things:

  • Swaps the professions of dwarves when it makes sense (i.e. dwarf A is better at B's job than B is, and dwarf B is no worse at A's job than A is, or triples A>B>C>A, etc)
  • Allows you to read in professions from DT exports
  • Assigns jobs based on a list of priorities (e.g. "First, assign 1 cook (and assign to burrow "cook") and 1 grower, maximizing minimum aptitude. Then assign min(50%, max(5%, 2)) miners." Etc.)
To me, rule and priority-based assignment is a whole lot easier to reason about. Unfortunately, I still haven't properly integrated it into DFHack. And it uses a bunch of hard-coded paths and such for my fort.
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