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		<summary type="html">&lt;p&gt;Resident Mario: /* Micro Labor View */&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;
=== 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;
== 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>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208785</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=208785"/>
		<updated>2014-08-03T17:07:12Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: + 1&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;
=== 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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208778</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=208778"/>
		<updated>2014-08-03T16:47:09Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: /* Military Starter */&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;
== 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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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;
== 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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208777</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=208777"/>
		<updated>2014-08-03T16:46:56Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Toss this here for now.&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 ===&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;
== 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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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;
== 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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=208776</id>
		<title>Template:DTAddon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=208776"/>
		<updated>2014-08-03T16:45:10Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| {{#if:{{{image|}}}|style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot;|style=&amp;quot;display:none;&amp;quot;}} | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{comments| }}}&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208775</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=208775"/>
		<updated>2014-08-03T16:44:09Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: jeez&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 ===&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;
== 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;
== 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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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;
== 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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208630</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=208630"/>
		<updated>2014-08-01T18:10:16Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: /* Military Starter */&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;
== Military Starter ==&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}}.&lt;br /&gt;
}}&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.&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;
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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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 disable hauling jobs on your important dwarfs ===&lt;br /&gt;
&lt;br /&gt;
Autolabor allows one to disable autolabor on dwarves inside burrows.  &lt;br /&gt;
&lt;br /&gt;
I've found when hauling jobs trump regular jobs, there's not much I can do about it.  So the &amp;quot;core&amp;quot; of my work can't get done because my main dwarfs are constantly being spammed for hauling jobs.  &lt;br /&gt;
&lt;br /&gt;
To resolve this, I'll use my criteria to mark out my &amp;quot;worker&amp;quot; dwarfs in Therapist (say I'll sort by health issues, exclude military and nobles via a filter script).  Then I assign my &amp;quot;core&amp;quot; to an optimization plan, then I Mass Nickname them, and assign them to a fortress burrow (using dfhack Sort by Name).  For example, nicknamed to &amp;quot;NH-&amp;quot; To signify these dwarves [at the time of labor assignment] had no health issues.  It also serves as a reminder that these dwarfs are my burrow restricted dwarf's (aka my non hauling).&lt;br /&gt;
&lt;br /&gt;
Then I do the rest of my dwarf's (injured, nobles, militar, etc) however I want, I usually just assign skilled using the right click menu option when clicking on a dwarf name.&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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=208629</id>
		<title>Template:DTAddon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=208629"/>
		<updated>2014-08-01T17:54:23Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: hm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| {{#if:{{{image|}}}|style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot;|style=&amp;quot;display:none;&amp;quot;}} | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;font-style:normal&amp;quot;&amp;gt;''{{{comments| }}}''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208628</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=208628"/>
		<updated>2014-08-01T17:52:50Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&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;
== Military Starter ==&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}}.&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;
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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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 disable hauling jobs on your important dwarfs ===&lt;br /&gt;
&lt;br /&gt;
Autolabor allows one to disable autolabor on dwarves inside burrows.  &lt;br /&gt;
&lt;br /&gt;
I've found when hauling jobs trump regular jobs, there's not much I can do about it.  So the &amp;quot;core&amp;quot; of my work can't get done because my main dwarfs are constantly being spammed for hauling jobs.  &lt;br /&gt;
&lt;br /&gt;
To resolve this, I'll use my criteria to mark out my &amp;quot;worker&amp;quot; dwarfs in Therapist (say I'll sort by health issues, exclude military and nobles via a filter script).  Then I assign my &amp;quot;core&amp;quot; to an optimization plan, then I Mass Nickname them, and assign them to a fortress burrow (using dfhack Sort by Name).  For example, nicknamed to &amp;quot;NH-&amp;quot; To signify these dwarves [at the time of labor assignment] had no health issues.  It also serves as a reminder that these dwarfs are my burrow restricted dwarf's (aka my non hauling).&lt;br /&gt;
&lt;br /&gt;
Then I do the rest of my dwarf's (injured, nobles, militar, etc) however I want, I usually just assign skilled using the right click menu option when clicking on a dwarf name.&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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=208627</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=208627"/>
		<updated>2014-08-01T17:50:13Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&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;
&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;
== Military Starter ==&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}}.&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;
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;
{{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;
note:&lt;br /&gt;
I just realized, copying and pasting this doesn't work too well.  So what I propose, is downloading notepad++, do a search &amp;amp; replace for the word &amp;quot; disable&amp;quot; and replace with &amp;quot; disable\n&amp;quot; and check the checkbox next to &amp;quot;regular expressions&amp;quot; before you hit replace all, it will save you the headache of manually doing the newlines.&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 disable hauling jobs on your important dwarfs ===&lt;br /&gt;
&lt;br /&gt;
Autolabor allows one to disable autolabor on dwarves inside burrows.  &lt;br /&gt;
&lt;br /&gt;
I've found when hauling jobs trump regular jobs, there's not much I can do about it.  So the &amp;quot;core&amp;quot; of my work can't get done because my main dwarfs are constantly being spammed for hauling jobs.  &lt;br /&gt;
&lt;br /&gt;
To resolve this, I'll use my criteria to mark out my &amp;quot;worker&amp;quot; dwarfs in Therapist (say I'll sort by health issues, exclude military and nobles via a filter script).  Then I assign my &amp;quot;core&amp;quot; to an optimization plan, then I Mass Nickname them, and assign them to a fortress burrow (using dfhack Sort by Name).  For example, nicknamed to &amp;quot;NH-&amp;quot; To signify these dwarves [at the time of labor assignment] had no health issues.  It also serves as a reminder that these dwarfs are my burrow restricted dwarf's (aka my non hauling).&lt;br /&gt;
&lt;br /&gt;
Then I do the rest of my dwarf's (injured, nobles, militar, etc) however I want, I usually just assign skilled using the right click menu option when clicking on a dwarf name.&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;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=208625</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=208625"/>
		<updated>2014-08-01T17:11:50Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3/24/2013 --- Still waiting on the next version! Come on Toady!&lt;br /&gt;
&lt;br /&gt;
8/01/2014 --- Made it!&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=208624</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=208624"/>
		<updated>2014-08-01T17:11:42Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3/24/2013 --- Still waiting on the next version! Come on Toady!&lt;br /&gt;
8/01/2014 --- Made it!&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=197850</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=197850"/>
		<updated>2014-03-24T22:24:35Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3/24/2013 --- Still waiting on the next version! Come on Toady!&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Urist&amp;diff=190821</id>
		<title>Template:Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Urist&amp;diff=190821"/>
		<updated>2013-07-26T22:21:44Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: new tmp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:5px; float:{{#if:{{{float|}}}|{{{float}}}|right}}; width:{{#if:{{{width|}}}|{{{width}}}|350px}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:black; border:0px; width:25px; color:white;&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{#switch:{{{1}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:110%&amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshoot={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:115%&amp;quot;&amp;gt;‼&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanic={{dwarf|4:1|16px}}&amp;lt;sub&amp;gt;Ç&amp;lt;/sub&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|2:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:130%&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|hfs=&amp;lt;span style=&amp;quot;font-size:120%; color:#BC4747&amp;quot;&amp;gt;'''&amp;amp;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|science={{dwarf|1:1|16px}}&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;font-size:110%&amp;quot;&amp;gt;¿&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|idea={{dwarf|7:0|16px}}░&lt;br /&gt;
|{{{1}}}}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align:center; padding-left:5px; border:none; font-size:110%;&amp;quot;| {{{2}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:justify; border:none; padding-left:10px; padding-right:10px; font-size:90%;&amp;quot; |&lt;br /&gt;
{{{3}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190820</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190820"/>
		<updated>2013-07-26T22:12:21Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:5px; float:{{#if:{{{float|}}}|{{{float}}}|right}}; width:{{#if:{{{width|}}}|{{{width}}}|350px}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:black; border:0px; width:25px; color:white;&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{#switch:{{{1}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:110%&amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshoot={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:115%&amp;quot;&amp;gt;‼&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanic={{dwarf|4:1|16px}}&amp;lt;sub&amp;gt;Ç&amp;lt;/sub&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|2:1|16px}}&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:130%&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|hfs=&amp;lt;span style=&amp;quot;font-size:120%; color:#BC4747&amp;quot;&amp;gt;'''&amp;amp;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|science={{dwarf|1:1|16px}}&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;font-size:110%&amp;quot;&amp;gt;¿&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|idea={{dwarf|7:0|16px}}░&lt;br /&gt;
|{{{1}}}}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align:center; padding-left:5px; border:none; font-size:110%;&amp;quot;| {{{2}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:justify; border:none; padding-left:10px; padding-right:10px; font-size:90%;&amp;quot; |&lt;br /&gt;
{{{3}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190819</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190819"/>
		<updated>2013-07-26T21:36:00Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:5px; float:{{#if:{{{float|}}}|{{{float}}}|right}}; width:{{#if:{{{width|}}}|{{{width}}}|350px}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:black; border:0px; width:25px; color:white;&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{#switch:{{{1|suggestion}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshoot={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;‼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanic={{dwarf|4:1|16px}}&amp;lt;sup&amp;gt;∟&amp;lt;/sup&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|2:1|16px}}&amp;lt;sup&amp;gt;☼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|default result}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align:center; padding-left:5px; border-left:none; border-bottom:none;&amp;quot;|&lt;br /&gt;
:{{{q|Mechanics of Aging}}}&lt;br /&gt;
| style=&amp;quot;width:25px; border:none; background:transparent;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:justify; border-top:none; padding-left:10px; padding-right:10px;&amp;quot; |&lt;br /&gt;
{{{a|Always remember that losing is fun! Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, you'll remember how you lost. In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190817</id>
		<title>User:Resident Mario/S</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190817"/>
		<updated>2013-07-26T21:04:13Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; background:black; width:28px;&amp;quot;&amp;gt;&lt;br /&gt;
--&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#switch:{{{1}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshooting={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;‼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanics={{dwarf|4:1|16px}}&amp;lt;sup&amp;gt;∟&amp;lt;/sup&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|5:1|16px}}&amp;lt;sub&amp;gt;╤&amp;lt;/sub&amp;gt;&lt;br /&gt;
|default result}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190816</id>
		<title>User:Resident Mario/S</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190816"/>
		<updated>2013-07-26T21:03:31Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; background:black; width:28px;&amp;quot;&amp;gt;&lt;br /&gt;
--&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#switch:{{{type|}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshooting={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;‼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanics={{dwarf|4:1|16px}}&amp;lt;sup&amp;gt;∟&amp;lt;/sup&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|5:1|16px}}&amp;lt;sub&amp;gt;╤&amp;lt;/sub&amp;gt;&lt;br /&gt;
|default result}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190813</id>
		<title>User:Resident Mario/S</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190813"/>
		<updated>2013-07-26T21:00:53Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; background:black; width:28px;&amp;quot;&amp;gt;&lt;br /&gt;
--&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#switch:{{{type|suggestion}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshooting={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;‼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanics={{dwarf|4:1|16px}}&amp;lt;sup&amp;gt;∟&amp;lt;/sup&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|5:1|16px}}&amp;lt;sub&amp;gt;╤&amp;lt;/sub&amp;gt;&lt;br /&gt;
|default result}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190811</id>
		<title>User:Resident Mario/S</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario/S&amp;diff=190811"/>
		<updated>2013-07-26T20:59:59Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; background:black; width:28px;&amp;quot;&amp;gt;&lt;br /&gt;
--&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#switch:{{{type|suggestion}}}&lt;br /&gt;
|question={{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|troubleshooting={{dwarf|7:1|16px}}&amp;lt;sup&amp;gt;‼&amp;lt;/sup&amp;gt;&lt;br /&gt;
|mechanics={{dwarf|4:1|16px}}&amp;lt;sup&amp;gt;∟&amp;lt;/sup&amp;gt;&lt;br /&gt;
|suggestion={{dwarf|5:1|16px}}&amp;lt;sub&amp;gt;╤&amp;lt;/sub&amp;gt;&lt;br /&gt;
|default result}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Dwarf&amp;diff=190810</id>
		<title>Template:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Dwarf&amp;diff=190810"/>
		<updated>2013-07-26T20:53:51Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: add a mouseover param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;div style=&amp;quot;float: right; padding: 0.5em; margin: 0.25em; border: 1px solid #ccc; background: #eee&amp;quot;&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;span style=&amp;quot;background: {{fgcolor|{{{1}}}}}&amp;quot;&amp;gt;[[Image: Dwarf.png|{{{2|10px}}}|{{{3|}}}]]&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Template:Dwarf''' can be used to display dwarves close to what they appear as in Dwarf Fortress. It can be used together with the [[:Template:Raw_Tile|raw tile template]], however it doesn't scale with the user's font size. This might lead to problems for users with uncommon settings.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Dwarf|&amp;lt;color&amp;gt;|&amp;lt;size&amp;gt;|&amp;lt;mouseover&amp;gt;}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| style=&amp;quot;color: #fff; background: #000&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|7:0|10px}} || Miners&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|6:1|10px}} || Carpenters&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|7:1|10px}} || Masons&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|2:0|10px}} || Trappers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|0:1|10px}} || Metalsmiths&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|2:1|10px}} || Jewelers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|1:1|10px}} || Craftsdwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|5:0|10px}} || Nobles&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|3:0|10px}} || Peasants&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|4:0|10px}} || Children&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|1:0|10px}} || Fisherdwaves&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|6:0|10px}} || Farmers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|4:1|10px}} || Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...gives:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #fff; background: #000&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|7:0|10px}} || Miners&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|6:1|10px}} || Carpenters&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|7:1|10px}} || Masons&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|2:0|10px}} || Trappers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|0:1|10px}} || Metalsmiths&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|2:1|10px}} || Jewelers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|1:1|10px}} || Craftsdwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|5:0|10px}} || Nobles&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|3:0|10px}} || Peasants&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|4:0|10px}} || Children&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|1:0|10px}} || Fisherdwaves&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|6:0|10px}} || Farmers&lt;br /&gt;
|-&lt;br /&gt;
| {{Dwarf|4:1|10px}} || Mechanics&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Formatting Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190796</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190796"/>
		<updated>2013-07-26T19:00:18Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:5px; float:{{#if:{{{float|}}}|{{{float}}}|right}}; width:{{#if:{{{width|}}}|{{{width}}}|350px}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:black; border-color:black; width:24px; color:white;&amp;quot;|{{dwarf|3:1|16px}}&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align:left; padding-left:5px; border-left:none; border-bottom:none;&amp;quot;|&lt;br /&gt;
:{{{q|How do I use this template?}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:justify; border-top:none; padding-left:10px; padding-right:10px;&amp;quot; |&lt;br /&gt;
{{{a|Always remember that losing is fun! Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, you'll remember how you lost. In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=From_Caravan_to_Happy_Dwarves&amp;diff=190795</id>
		<title>From Caravan to Happy Dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=From_Caravan_to_Happy_Dwarves&amp;diff=190795"/>
		<updated>2013-07-26T18:18:51Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: del&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|Not necessary.}}&lt;br /&gt;
&lt;br /&gt;
== Using the flowchart ==&lt;br /&gt;
This flowchart is meant to cover the rough steps to go from caravan to a fortress that works well enough to begin focusing on other projects. Begin at the &amp;quot;Start&amp;quot; node, then consider doing the necessary step to head to the next orange milestone. The order is not absolute, and the flowchart doesn't claim to be the best way to do things, but it can be helpful as a non-linear checklist toward your first fortress. &lt;br /&gt;
&lt;br /&gt;
To learn how to do the things in this diagram, use the wiki, trial and error, or the forum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:flowchartDF.png]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_task:_Interrupted&amp;diff=190794</id>
		<title>Dwarf cancels task: Interrupted</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_task:_Interrupted&amp;diff=190794"/>
		<updated>2013-07-26T18:18:03Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: old&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This means that a civilian dwarf had line-of-sight to a non-friendly creature. It does not matter whether the creature can actually reach the dwarf. The cause can be anything from a [[horse]] or [[Hoary marmot|marmot]] (basically safe to ignore), a kobold thief (often harmless, will usually flee), potentially dangerous animals like [[cougar]]s (dispatch military or hunter), to a goblin ambusher (Oh-oh, bad news) or carp (which was one lethal).&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=190791</id>
		<title>v0.34:Dryland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=190791"/>
		<updated>2013-07-26T18:15:38Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Dryland to DF2012:Dryland: Why is this in the root filename?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''dryland''' is a catch-all term for a [[biome]] with no real source of [[water]]. This article deals with keeping your [[dwarves]] alive in such an environment.&lt;br /&gt;
&lt;br /&gt;
==Will your dwarves die of thirst?==&lt;br /&gt;
No, not normally. All dwarves prefer to drink [[alcohol]] over [[water]] thus as long as you have a steady supply of booze your dwarves will continue happily.&lt;br /&gt;
&lt;br /&gt;
However [[injury|injured]] dwarves will drink water, and water only. In such a case the dwarf will eventually die.&lt;br /&gt;
&lt;br /&gt;
==Hidden water==&lt;br /&gt;
Are you sure your biome has no water? Just because none is on the surface doesn't mean there isn't any to be had. You may have:&lt;br /&gt;
&lt;br /&gt;
*[[Aquifer]]s. Simply digging down may yield an infinte water source.&lt;br /&gt;
*An [[Ocean]]. You will have to desalinate the water by running it through a [[screw pump]], but it'll do.&lt;br /&gt;
*[[Ice]]. You will need a source of [[magma]] to melt it, but it can be done.&lt;br /&gt;
*[[Murky pool]]s. Murky pools are surface ponds that will refill when it rains, and often dry out over summer. &lt;br /&gt;
*[[Underground river]]. Just like a normal [[river]], except you have no idea where it is or if you even have one!&lt;br /&gt;
&lt;br /&gt;
==True drylands==&lt;br /&gt;
If your settlement doesn't have any of the above, you're kind of screwed. As long as you can keep your alcohol production up your dwarves won't die, but you may have to say goodbye to any and every dwarf that gets injured.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=SPEC_HEAT&amp;diff=190790</id>
		<title>SPEC HEAT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=SPEC_HEAT&amp;diff=190790"/>
		<updated>2013-07-26T18:13:30Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Temperature#Material values]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color_tiles&amp;diff=190789</id>
		<title>Color tiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color_tiles&amp;diff=190789"/>
		<updated>2013-07-26T18:11:22Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tilesets]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color_tiles&amp;diff=190788</id>
		<title>Color tiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color_tiles&amp;diff=190788"/>
		<updated>2013-07-26T18:11:12Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: redir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tileset]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_computing&amp;diff=190787</id>
		<title>Template:DF2014 computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_computing&amp;diff=190787"/>
		<updated>2013-07-26T18:06:26Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: link title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar&lt;br /&gt;
|name=Template:Computing&lt;br /&gt;
|pretitle=Part of a series on&lt;br /&gt;
|title=[[Computing]]&lt;br /&gt;
|image=[[File:7x191.PNG|200px|center]]&lt;br /&gt;
|contentstyle=font-size:12px; padding-left:5px; text-align:center;&lt;br /&gt;
&lt;br /&gt;
|content1='''[[:Category:DF2012:Logic|Logic]]''': [[cv:Animal logic|Animal]] • [[cv:Creature logic|Creature]] • [[cv:Fluid logic|Fluid]] • [[cv:Mechanical logic|Mechanical]] • [[cv:Minecart logic|Minecart]]&lt;br /&gt;
&lt;br /&gt;
|content2='''[[:Category:DF2012:Computing|Components]]''': [[Adder (Computing)|Adder]] • [[Memory (computing)|Memory]] • [[Repeater]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190786</id>
		<title>v0.34:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190786"/>
		<updated>2013-07-26T18:03:44Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: /* Fortress Overseer */  + f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:37, 8 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
==Filesharing==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and vidoes and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=3882/ Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer has been the only 3d visualizer since DF 2010, It has been completely rewritten and is currently updated to support DF 2012 (currently supporting versions 34.07 and 31.25). {{f|63484.0|Official forum thread}}&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld 2.0] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode.  It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with DFhack to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=119575.0 DFHack Utility Plugins] ===&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://code.google.com/p/dwarftherapist/ Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02 by default, but with the auto-update it supports up to 0.34.10.&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
Discussion on Bay 12 Games forums: http://www.bay12forums.com/smf/index.php?topic=66525&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A DT version for natively running it on OSX is in the works by DwarfEngineeer and beta versions compatible with 34.03+ are now available on [http://code.google.com/p/dwarftherapist/downloads/list the dwarftherapist downloads page]. A mac version of this utility (built by ghalidrim) is outdated and is compatible with DF version 31.25. It is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. It is also possible to use DT with the latest version of DF by using &lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
If you are using MacNewbie, it is located in &amp;quot;~/.config/UDP Software/&amp;quot;.&lt;br /&gt;
==== Splinterz Fork ====&lt;br /&gt;
&lt;br /&gt;
This is a fork from the original DwarfTherapist made by user Splinterz: &lt;br /&gt;
http://code.google.com/r/splintermind-attributes/&lt;br /&gt;
&lt;br /&gt;
This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. As of 2013-07-24 Windows, Linux and OS X builds are avaliable.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Builder (OSX) ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=106974.0|&amp;quot;Dwarf Builder&amp;quot;] for OS X is also available. It contains a working version of Dwarf Therapist, which can be created using &amp;quot;Build Dwarf Therapist&amp;quot; (or DT).&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
requires an additional (tiny) download to be funtional for current versions (34.#): http://dffd.wimbli.com/file.php?id=5491 .  generate worlds to your liking easier or faster than df's ingame map maker.  easy access to world settings too to modify. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress World Generator ===&lt;br /&gt;
A small bash script for automating world generation of large numbers of worlds on GNU/Linux. [http://pastebin.com/jdVKPzpt pastbin],[http://redd.it/yk6o9 reddit thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
Raw files manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Allows browsing legends easily.&lt;br /&gt;
&lt;br /&gt;
** Please note if you use DFHack's workflow tool, clear your workflow in either adventure mode or fortress mode prior to exporting the XML. The settings are stored in HEX format as legendary figures and you will get the HEX error when trying to import the XML into the viewer.&lt;br /&gt;
&lt;br /&gt;
=== Lazy Newb Pack ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate common [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc - or even know what you need to get.  &lt;br /&gt;
&lt;br /&gt;
There are multiple versions available, including:&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=59026.0 Traditional Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=7622 Expanded and Updated Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=106790.0 Traditional MacNewbie Pack Cyan v0.6] (OS X, outdated)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960.0 MacNewbie Pack ReBorn v0.7.1] (OS X, alpha release)&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
'''The tools listed below are under development for DF 2012, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
&lt;br /&gt;
[http://main.tribenine.org/comparison.gif DFMAP](''Title subject to change'') Is a tool currently under development by the Authors [http://facepunch.com/member.php?u=10197 Kabookie](Art Direction) and [http://facepunch.com/member.php?u=185724 Neo Kabuto](Programming) That will take the RAW files of your currently generated map and turn them into beautiful renditions of ancient maps. The project should be completed the first quarter of 2013. For any information contact us at: kaleb@tribenine.org/&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Games&amp;diff=190785</id>
		<title>Bay 12 Games</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Games&amp;diff=190785"/>
		<updated>2013-07-26T18:01:03Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bay 12 Games]] is the game company of [[Toady One|Tarn Adams]] and his brother [[ThreeToe|Zach Adams]]. It develops and publishes [[Dwarf Fortress]], as well as other games. See also the [[Bay 12 Forums]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.bay12games.com/ Official website]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:BIcon/doc&amp;diff=190784</id>
		<title>Template:BIcon/doc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:BIcon/doc&amp;diff=190784"/>
		<updated>2013-07-26T17:45:24Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a template used to display biome icons. You can hover over the icon with the mouse for the name of the biome it represents.&lt;br /&gt;
&lt;br /&gt;
Usage: &amp;lt;pre&amp;gt;{{bIcon|&amp;lt;ID# OR Token&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{BIcon|12}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{BIcon|12}}&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{BIcon|RIVER_TROPICAL_BRACKISHWATER}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{BIcon|RIVER_TROPICAL_BRACKISHWATER}}&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{BIcon|ALL_MAIN}} {{BIcon|ANY_LAND}} {{BIcon|ANY_OCEAN}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{BIcon|ALL_MAIN}} {{BIcon|ANY_LAND}} {{BIcon|ANY_OCEAN}}&lt;br /&gt;
&lt;br /&gt;
'''NOTES:'''&lt;br /&gt;
* For cavern layer depth indicators use 'C1', 'C2', 'C3' and 'TO'. ex: {{BIcon|C1}} {{BIcon|C2}}{{BIcon|TO}}{{BIcon|C3}}&lt;br /&gt;
* There are ID#'s included for individually specifying saltwater, freshwater, and brackish-water. They are 'S', 'F' and 'B' respectively.&lt;br /&gt;
* For night creatures and hidden fun stuff use 'N' and 'HFS'; {{BIcon|N}} {{BIcon|HFS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see a full listing of which ID#s and tokens correspond to which biome, see [[Biome token|this article]].&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:BIcon&amp;diff=190783</id>
		<title>Template:BIcon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:BIcon&amp;diff=190783"/>
		<updated>2013-07-26T17:45:12Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: moving to /doc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1}}}&lt;br /&gt;
|DOMESTIC=[[Biome|&amp;lt;span style=&amp;quot;padding: 1&amp;quot; title=&amp;quot;Domestic&amp;quot;&amp;gt;{{Raw Tile|D|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ALL_MAIN=[[Biome|&amp;lt;span style=&amp;quot;padding: 1&amp;quot; title=&amp;quot;All biomes excluding pools, rivers, and underground features&amp;quot;&amp;gt;{{Raw Tile|ALL|#ddd}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_LAND=[[Biome|&amp;lt;span style=&amp;quot;padding: 1&amp;quot; title=&amp;quot;All main biomes excluding oceans and lakes&amp;quot;&amp;gt;{{Raw Tile|ALL|#2d3}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_OCEAN=[[Biome|&amp;lt;span style=&amp;quot;padding: 1&amp;quot; title=&amp;quot;All ocean biomes&amp;quot;&amp;gt;{{Raw Tile|ALL|#4af}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|MOUNTAIN&lt;br /&gt;
|MOUNTAINS&lt;br /&gt;
|0=[[Biome|&amp;lt;span title=&amp;quot;Mountain&amp;quot;&amp;gt;{{Tile|▲|0:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|GLACIER&lt;br /&gt;
|1=[[Biome|&amp;lt;span title=&amp;quot;Glacier&amp;quot;&amp;gt;{{Tile|■|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|TUNDRA&lt;br /&gt;
|2=[[Biome|&amp;lt;span title=&amp;quot;Tundra&amp;quot;&amp;gt;{{Tile|≈|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
|3=[[Wetland|&amp;lt;span title=&amp;quot;Temperate saltwater swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:0}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
|4=[[Wetland|&amp;lt;span title=&amp;quot;Temperate freshwater swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:0}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TEMPERATE_SWAMP=[[Wetland|&amp;lt;span title=&amp;quot;Temperate swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
|5=[[Wetland|&amp;lt;span title=&amp;quot;Temperate saltwater marsh&amp;quot;&amp;gt;{{Tile|~|4:0:0}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
|6=[[Wetland|&amp;lt;span title=&amp;quot;Temperate freshwater marsh&amp;quot;&amp;gt;{{Tile|~|4:0:0}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TEMPERATE_MARSH=[[Wetland|&amp;lt;span title=&amp;quot;Temperate marsh&amp;quot;&amp;gt;{{Tile|~|4:0:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
|7=[[Wetland|&amp;lt;span title=&amp;quot;Tropical saltwater swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:1}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
|8=[[Wetland|&amp;lt;span title=&amp;quot;Tropical freshwater swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:1}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SWAMP_MANGROVE&lt;br /&gt;
|9=[[Wetland|&amp;lt;span title=&amp;quot;Mangrove swamp&amp;quot;&amp;gt;{{Tile|≈|#8f0}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_SWAMP=[[Wetland|&amp;lt;span title=&amp;quot;Tropical swamp&amp;quot;&amp;gt;{{Tile|≈|2:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|MARSH_TROPICAL_SALTWATER&lt;br /&gt;
|10=[[Wetland|&amp;lt;span title=&amp;quot;Tropical saltwater marsh&amp;quot;&amp;gt;{{Tile|~|4:0:1}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
|11=[[Wetland|&amp;lt;span title=&amp;quot;Tropical freshwater marsh&amp;quot;&amp;gt;{{Tile|~|4:0:1}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_MARSH=[[Wetland|&amp;lt;span title=&amp;quot;Tropical marsh&amp;quot;&amp;gt;{{Tile|~|4:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_WETLAND=[[Wetland|&amp;lt;span title=&amp;quot;All wetland biomes&amp;quot;&amp;gt;{{Tile|~|4:0:1}}{{Tile|~|4:0:0}}{{Tile|≈|2:0:1}}{{Tile|≈|2:0:0}}{{Tile|≈|#8f0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_WETLAND=[[Wetland|&amp;lt;span title=&amp;quot;Tropical wetland&amp;quot;&amp;gt;{{Tile|~|4:0:1}}{{Tile|≈|2:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TAIGA&lt;br /&gt;
|TAIGA&lt;br /&gt;
|12=[[Biome|&amp;lt;span title=&amp;quot;Taiga&amp;quot;&amp;gt;{{Tile|╞|0:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TEMPERATE_CONIFER&lt;br /&gt;
|13=[[Biome|&amp;lt;span title=&amp;quot;Temperate coniferous forest&amp;quot;&amp;gt;{{Tile|♠|2:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
|14=[[Biome|&amp;lt;span title=&amp;quot;Temperate broadleaf forest&amp;quot;&amp;gt;{{Tile|♣|2:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TEMPERATE_FOREST=[[Biome|&amp;lt;span title=&amp;quot;Temperate forest&amp;quot;&amp;gt;{{Tile|♠|2:0}}{{Tile|♣|2:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TROPICAL_CONIFER&lt;br /&gt;
|15=[[Biome|&amp;lt;span title=&amp;quot;Tropical coniferous forest&amp;quot;&amp;gt;{{Tile|♠|2:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
|16=[[Biome|&amp;lt;span title=&amp;quot;Tropical dry broadleaf forest&amp;quot;&amp;gt;{{Tile|♣|2:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
|17=[[Biome|&amp;lt;span title=&amp;quot;Tropical moist broadleaf forest&amp;quot;&amp;gt;{{Tile|♣|2:1:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_FOREST=[[Biome|&amp;lt;span title=&amp;quot;Tropical forest&amp;quot;&amp;gt;{{Tile|♠|2:1}}{{Tile|♣|2:0:1}}{{Tile|♣|2:1:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|GRASSLAND_TEMPERATE&lt;br /&gt;
|18=[[Biome|&amp;lt;span title=&amp;quot;Temperate grassland&amp;quot;&amp;gt;{{Tile|n|2:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SAVANNA_TEMPERATE&lt;br /&gt;
|19=[[Biome|&amp;lt;span title=&amp;quot;Temperate savanna&amp;quot;&amp;gt;{{Tile|n|6:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SHRUBLAND_TEMPERATE&lt;br /&gt;
|20=[[Biome|&amp;lt;span title=&amp;quot;Temperate shrubland&amp;quot;&amp;gt;{{Tile|τ|2:0}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|GRASSLAND_TROPICAL&lt;br /&gt;
|21=[[Biome|&amp;lt;span title=&amp;quot;Tropical grassland&amp;quot;&amp;gt;{{Tile|n|2:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SAVANNA_TROPICAL&lt;br /&gt;
|22=[[Biome|&amp;lt;span title=&amp;quot;Tropical savanna&amp;quot;&amp;gt;{{Tile|n|6:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SHRUBLAND_TROPICAL&lt;br /&gt;
|23=[[Biome|&amp;lt;span title=&amp;quot;Tropical shrubland&amp;quot;&amp;gt;{{Tile|τ|2:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|DESERT_BADLAND&lt;br /&gt;
|24=[[Biome|&amp;lt;span title=&amp;quot;Badlands&amp;quot;&amp;gt;{{Tile|V|0:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|DESERT_ROCK&lt;br /&gt;
|25=[[Biome|&amp;lt;span title=&amp;quot;Rocky wasteland&amp;quot;&amp;gt;{{Tile|M|0:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|DESERT_SAND&lt;br /&gt;
|26=[[Biome|&amp;lt;span title=&amp;quot;Sand desert&amp;quot;&amp;gt;{{Tile|≈|6:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_DESERT=[[Biome|&amp;lt;span title=&amp;quot;All desert biomes&amp;quot;&amp;gt;{{Tile|V|0:0:1}}{{Tile|M|0:0:1}}{{Tile|≈|6:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|OCEAN_TROPICAL&lt;br /&gt;
|27=[[Biome|&amp;lt;span title=&amp;quot;Tropical ocean&amp;quot;&amp;gt;{{Tile|≈|#0ef}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|OCEAN_TEMPERATE&lt;br /&gt;
|28=[[Biome|&amp;lt;span title=&amp;quot;Temperate ocean&amp;quot;&amp;gt;{{Tile|≈|#24f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|OCEAN_ARCTIC&lt;br /&gt;
|29=[[Biome|&amp;lt;span title=&amp;quot;Arctic ocean&amp;quot;&amp;gt;{{Tile|≈|3:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
|30=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#08f}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
|31=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#08f}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TEMPERATE_SALTWATER&lt;br /&gt;
|32=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#08f}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TROPICAL_FRESHWATER&lt;br /&gt;
|33=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#0ef}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
|34=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#0ef}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|POOL_TROPICAL_SALTWATER&lt;br /&gt;
|35=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|o|#0ef}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_POOL=[[Biome|&amp;lt;span title=&amp;quot;All pool biomes&amp;quot;&amp;gt;{{Tile|o|#0bf}}{{Tile|o|#0ef}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
|36=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater lake&amp;quot;&amp;gt;{{Tile|0|#08f}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
|37=[[Biome|&amp;lt;span title=&amp;quot;Temperate brackish lake&amp;quot;&amp;gt;{{Tile|0|#08f}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
|38=[[Biome|&amp;lt;span title=&amp;quot;Temperate saltwater lake&amp;quot;&amp;gt;{{Tile|0|#08f}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TEMPERATE_LAKE=[[Biome|&amp;lt;span title=&amp;quot;All temperate lake biomes&amp;quot;&amp;gt;{{Tile|0|#08f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
|39=[[Biome|&amp;lt;span title=&amp;quot;Tropical freshwater lake&amp;quot;&amp;gt;{{Tile|0|#0ef}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
|40=[[Biome|&amp;lt;span title=&amp;quot;Tropical brackish lake&amp;quot;&amp;gt;{{Tile|0|#0ef}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|LAKE_TROPICAL_SALTWATER&lt;br /&gt;
|41=[[Biome|&amp;lt;span title=&amp;quot;Tropical saltwater lake&amp;quot;&amp;gt;{{Tile|0|#0ef}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_LAKE=[[Biome|&amp;lt;span title=&amp;quot;All tropical lake biomes&amp;quot;&amp;gt;{{Tile|0|#0ef}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_LAKE=[[Biome|&amp;lt;span title=&amp;quot;All lake biomes&amp;quot;&amp;gt;{{Tile|0|#0ef}}{{Tile|0|#08f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
|42=[[Biome|&amp;lt;span title=&amp;quot;Temperate freshwater river&amp;quot;&amp;gt;{{Tile|~|#08f}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
|43=[[Biome|&amp;lt;span title=&amp;quot;Temperate brackish river&amp;quot;&amp;gt;{{Tile|~|#08f}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
|44=[[Biome|&amp;lt;span title=&amp;quot;Temperate saltwater river&amp;quot;&amp;gt;{{Tile|~|#08f}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TEMPERATE_RIVER=[[Biome|&amp;lt;span title=&amp;quot;All temperate river biomes&amp;quot;&amp;gt;{{Tile|~|#08f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
|45=[[Biome|&amp;lt;span title=&amp;quot;Tropical freshwater river&amp;quot;&amp;gt;{{Tile|~|#0ef}}{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
|46=[[Biome|&amp;lt;span title=&amp;quot;Tropical brackish river&amp;quot;&amp;gt;{{Tile|~|#0ef}}{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|RIVER_TROPICAL_SALTWATER&lt;br /&gt;
|47=[[Biome|&amp;lt;span title=&amp;quot;Tropical saltwater river&amp;quot;&amp;gt;{{Tile|~|#0ef}}{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_TROPICAL_RIVER=[[Biome|&amp;lt;span title=&amp;quot;All tropical river biomes&amp;quot;&amp;gt;{{Tile|~|#0ef}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|ANY_RIVER=[[Biome|&amp;lt;span title=&amp;quot;All river biomes&amp;quot;&amp;gt;{{Tile|~|#0ef}}{{Tile|~|#08f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SUBTERRANEAN_WATER&lt;br /&gt;
|48=[[Biome|&amp;lt;span title=&amp;quot;Underground caverns (in water)&amp;quot;&amp;gt;{{Tile|C|0:1:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SUBTERRANEAN_CHASM&lt;br /&gt;
|49=[[Biome|&amp;lt;span title=&amp;quot;Underground caverns (out of water)&amp;quot;&amp;gt;{{Tile|C|0:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|SUBTERRANEAN_LAVA&lt;br /&gt;
|50=[[Biome|&amp;lt;span title=&amp;quot;Subterranean magma&amp;quot;&amp;gt;{{Tile|≈|4:3:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|S=[[Biome|&amp;lt;span title=&amp;quot;Saltwater&amp;quot;&amp;gt;{{Tile|S|7:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|B=[[Biome|&amp;lt;span title=&amp;quot;Brackish water&amp;quot;&amp;gt;{{Tile|B|#77f}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|F=[[Biome|&amp;lt;span title=&amp;quot;Freshwater&amp;quot;&amp;gt;{{Tile|F|#5ae}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|VOLCANO=[[Biome|&amp;lt;span title=&amp;quot;Volcano&amp;quot;&amp;gt;{{Tile|^|4:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|C1=[[Biome|&amp;lt;span title=&amp;quot;Underground Depth: 1&amp;quot;&amp;gt;{{Tile|1|5:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|C2=[[Biome|&amp;lt;span title=&amp;quot;Underground Depth: 2&amp;quot;&amp;gt;{{Tile|2|5:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|C3=[[Biome|&amp;lt;span title=&amp;quot;Underground Depth: 3&amp;quot;&amp;gt;{{Tile|3|5:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|C5=[[Biome|&amp;lt;span title=&amp;quot;Underground Depth: 5&amp;quot;&amp;gt;{{Tile|5|5:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|TO=[[Biome|&amp;lt;span&amp;gt;{{Tile|-|5:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|N=[[Night creature|&amp;lt;span title=&amp;quot;The night..&amp;quot;&amp;gt;{{Tile|☽|2:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|HFS=[[Hell|&amp;lt;span title=&amp;quot;Hell&amp;quot;&amp;gt;{{Tile|☿|4:0:1}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|[[Biome|&amp;lt;span title=&amp;quot;Unspecified&amp;quot;&amp;gt;{{Tile|?|7:0:1}}&amp;lt;/span&amp;gt;]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stories&amp;diff=190769</id>
		<title>v0.34:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stories&amp;diff=190769"/>
		<updated>2013-07-26T04:52:08Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: needless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:13, 23 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== The Hall of Legends ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=89305.0 The Hall of Legends] thread at the bay12games forums is an attempt to collect links to the best Dwarf Fortress stories.&lt;br /&gt;
&lt;br /&gt;
== Individual stories ==&lt;br /&gt;
This is a record of stories which occurred during the &amp;quot;2012 era&amp;quot;.  For stories from previous versions, please use the selector at the top of this screen.&lt;br /&gt;
&lt;br /&gt;
== Game Diaries ==&lt;br /&gt;
&lt;br /&gt;
Many [[Main:bloodline|bloodline]] games are chronicled on the wiki [http://dwarffortresswiki.org/index.php?title=Special:PrefixIndex&amp;amp;from=&amp;amp;namespace=100 in their own namespace] and [[:Category:Bloodline Games|as a category]]. Others are chronicled on external forums, [http://www.bay12forums.com/smf/index.php?board=14.0 particularly at bay12games]. They are both amusing and educational.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stories]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Dfma/doc&amp;diff=190768</id>
		<title>Template:Dfma/doc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Dfma/doc&amp;diff=190768"/>
		<updated>2013-07-26T04:50:24Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this template to link to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] in a simple manner. The first param is {{tt|m}} for maps, {{tt|mv}} for movies, the second one is the file number, and the third one is the link name.&lt;br /&gt;
&lt;br /&gt;
{{tt|{{tl|dfma|m|1000}}}} -&amp;gt; {{dfma|m|1000}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{tt|{{tl|dfma|mv|1000|Best Movie Ever}}}} -&amp;gt; {{dfma|mv|1000|Best Movie Ever}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[Category:Inline formatting templates]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Dfma&amp;diff=190767</id>
		<title>Template:Dfma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Dfma&amp;diff=190767"/>
		<updated>2013-07-26T04:49:08Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=plainlinks&amp;gt;[http://mkv25.net/dfma/{{#switch:{{{1}}}|m=map-|mv=movie-|}}{{{2}}} {{#if:{{{3}}}|{{{3}}}|DFMA {{#switch:{{{1}}}|m=Map|mv=Movie|}} # {{{2}}}}}]&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=190766</id>
		<title>Bay 12 Forums</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=190766"/>
		<updated>2013-07-26T04:39:34Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: modernize.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:39, 26 July 2013 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''[http://www.bay12forums.com/smf/index.php Bay 12 Games Forums]''' are the main hub of fan-based activity and discussion surrounding the game.  Users can ask questions about game play, exchange stories of their exploits, advertise their own contributions (mods, tools, pregenerated worlds), make suggestions for improvements, or discuss the game in a more general fashion. [[Toady One]] is known to read the forums and occasionally respond to posts when he sees fit. In the past [[bugs]] were also reported here, but they have since been moved into the domain of the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Bug Tracker], although workarounds and such are still discussed on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Subforums ==&lt;br /&gt;
=== Bay 12 Games ===&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=8.0 Announcements]''': This is where Toady One posts general announcements, mostly the Bay 12 Games Report, a monthly report on the status of the game's development. It is read-only.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress ===&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=10.0 DF Announcements]''': This is where announcements on Dwarf Fortress specifically are made, usually specifying new release. As a matter of procedure, the most recent announcement thread is open to fans, but the rest are locked.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=6.0 DF Bug Reports]''': This used to be where bugs were reported, before the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Bug Tracker] was created. New threads cannot be created, but old ones are still live, and occasional necromancy is common.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=5.0 DF Suggestions]''': Where suggestions on the game are made, and players can freely discuss ways of how the game could be improved. Any suggestions are welcome, ranging from minor changes to the display up to major additions like magic systems. While [[Toady One]] is known to visit this forum, non-trivial suggestions are very rarely implemented into the game. Vote counting will not win him over either.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=7.0 DF Gameplay Questions]''': This is the place where you can go if you encounter something you do not understand, which neither looks like a [[bug]] nor is explained sufficiently in the wiki. Questions about specific game mechanisms are common, but people also often ask for advice about how to implement certain ideas or features here. Topics range in complexity from &amp;quot;how do I start a farm?&amp;quot; to &amp;quot;is it possible to use perpetual motion to your advantage outside of power generation?&amp;quot;&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=22.0 DF Wiki Discussion]''': A subforum of the above, this is where the wiki (you're looking at it) is discussed. Grounds for discussion is rather more niche than the other forums, so activity is low, but the wiki admins and contributors do watch it.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=11.0 DF Dwarf Mode Discussion]''' is especially dedicated to discussions about [[dwarf fortress mode]]. This forum usually contains discussions about either ideas for ways to play in [[fortress mode]] or experiences with [[fortress mode]]. The content therein ranges from anecdotal to inspirational - it is a place of humor, revelry, fun, and occasional !!SCIENCE!! alike.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=12.0 DF Adventure Mode Discussion]''' is the counterpart to the previously described forum. It is dedicated to discussions about [[adventurer mode]]. Like its [[fortress mode]] counterpart, this forum ranges from ideas to anecdotes as people describe both their experiences as well as their ideas for [[adventurer mode]] playing.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=14.0 DF Community Games &amp;amp; Stories]''',  dedicated to discussions about community games and stories. In this forum, fans can advertise their community games, succession games, and the like and also handle the actually post exchange that is required for organizing such events. And they also exchange the stories of what happens in the game. Please note that, like the other forums, this forum does not offer upload facilities.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=13.0 DF Modding]''' is dedicated to discussions about [[modding]]. Fans use it to advertise their mods, exchange experiences with the modding process, and also ask and answer questions about how to mod the game successfully. It has multiple subforums as well.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=2.0 DF General Discussion]''' is the catch for all forum for dwarf fortress. Any discussions that do not fit nicely in any of the other DF forums go here. Topics here range from random ranting only losely related to the game, over dwarf fortress' public image, fanart exchanges, general thoughts on the game, [[Toady One]], and the developments surrounding both. A noteworthy special feature is the &amp;lt;b&amp;gt;Future of the Fortress&amp;lt;/b&amp;gt; threads started by [[Toady One]] as a community Q&amp;amp;A meant to discuss future development. This is the main source of dev news, alongside the dev notes.&lt;br /&gt;
&lt;br /&gt;
=== Other Projects ===&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=1.0 Slaves to Armok: God of Blood]''' is the very first forum from the site and is dedicated to discussions concerning the predecessor of dwarf fortress. It was locked in 2010, but looking through it you can find some 2001-era Toady One commentary.&lt;br /&gt;
*'''[http://www.bay12games.com/forum/index.php?board=3.0 Curses]''' is dedicated to discussions about other ASCII based games by Bay 12 Games.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=4.0 Other Games]''': Ever wish you could discuss your thoughts on games with probably the most eclectic gaming community of them all? Well, now you can!&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=21.0 Play With Your Buddies]''': Just what it sounds like, LPs and the like. Subforum of Other Games.&lt;br /&gt;
&lt;br /&gt;
=== Finally ===&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=16.0 Creative Projects]''': Visual arts, music, writing, and anything else you are working on that you'd like to share.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=17.0 General Discussion]''': Discussions, commentary, reviews, news, friendly debates. All thoughts welcome.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=18.0 Life Advice]''': Please do not solicit medical or legal advice from the Internet.&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?board=15.0 Forum Games and Roleplaying]''': You can participate in the only multiplayer games B12 is likely to have anything to do with here. Feel free to start one of your own. Has Roll to Dodge and Mafia sub-boards.&lt;br /&gt;
&lt;br /&gt;
== Rules and suggestions ==&lt;br /&gt;
The forum rules have been more or less {{f|38443.msg642398#msg642398|laid out}} in this thread.&lt;br /&gt;
&lt;br /&gt;
Some suggestions:&lt;br /&gt;
&lt;br /&gt;
;Use the Search Function&lt;br /&gt;
The forums offer a search function (look in the upper right corner). The forums see a lot of activity day by day and thus chances are great that someone already asked the same question before or made a similar suggestion previously.&lt;br /&gt;
&lt;br /&gt;
Please note that the search function offers searching a single forum or all forums, defaulting to the forum  from where you visited the search function. There may be cases where people posted in an unexpected forum, so you might wish to search in all forums the issue you wish to discuss might fit in (for instance, questions about how to create certain structures in fortress mode could fit both in the &amp;lt;i&amp;gt;DF Gameplay Questions&amp;lt;/i&amp;gt;  or the &amp;lt;i&amp;gt;DF Dwarf Mode Discussions&amp;lt;/i&amp;gt; subforums.&lt;br /&gt;
&lt;br /&gt;
;Support Existing Threads&lt;br /&gt;
Instead of starting new threads, consider participating in threads already dealing with the issue. This is especially an important issue for suggestions as some of the obvious ones tend to resurface regularly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=190765</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=190765"/>
		<updated>2013-07-26T04:28:37Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: =&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|04:28, 26 July 2013 (UTC)}}&lt;br /&gt;
'''Boatmurdered''' was a [[succession game]] of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent dwarf-eating [[23a:elephant|elephant]]s, floods of biblical proportions, flaming [[23a:dog|puppies]], and more hilarious pranks.  After many goblin raiders and elven traders were fried with floods of lava, there was a brief period of tranquility.  Then one of the last few dwarves, unhappy from the recent defacement of a masterwork engraving, caught [[fire]] and started a fist fight with another dwarf (setting it on fire too), causing a [[tantrum]] and [[insanity]] spiral that eventually destroyed the whole fortress. To be fair, she'd given plenty of warnings that she was becoming unhinged, such as attempting to drink from the [[23a:magma flow|magma river]] and making numerous engravings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese.  How many other fortresses manage to create artifact caskets?&lt;br /&gt;
&lt;br /&gt;
The entire saga can be [http://lparchive.org/LetsPlay/Boatmurdered/ read online], or downloaded to read offline [http://dffd.wimbli.com/file.php?id=4120 in PDF format]. As the editor says, the madness surrounding Boatmurdered speaks for itself. Be warned; the language contained within can cause necrosis of the ears, and should be avoided by [[children]], the stunningly susceptible to disease, [[kitten]]s, and other worthless [[Syndrome|disease]] spreaders.&lt;br /&gt;
&lt;br /&gt;
There is also an animation of Boatmurdered being made by LavaLevel right now. [http://www.bay12forums.com/smf/index.php?topic=60750.0 Check its progress.] However it seems to have succumbed to the &amp;quot;Let's wait, OP will surely deliver!&amp;quot; Syndrome.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;br /&gt;
[[ru:Boatmurdered]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Boatmurdered&amp;diff=190764</id>
		<title>Talk:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Boatmurdered&amp;diff=190764"/>
		<updated>2013-07-26T04:28:15Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Talk:Boatmurdered to Bloodline Talk:Boatmurdered: This belongs in the proper namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bloodline Talk:Boatmurdered]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Boatmurdered&amp;diff=190763</id>
		<title>Bloodline Talk:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Boatmurdered&amp;diff=190763"/>
		<updated>2013-07-26T04:28:15Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Talk:Boatmurdered to Bloodline Talk:Boatmurdered: This belongs in the proper namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why isn't this mentioned on the Bloodline Games ([http://www.dwarffortresswiki.net/index.php/Category:Bloodline_Games]) list?  --[[User:Timmeh|Timmeh]] 05:03, 4 December 2008 (EST)&lt;br /&gt;
:Probably because it's 1) long since concluded, 2) uses the 2d version and 3) is so famous that it needs no introduction. --[[User:ThunderClaw|ThunderClaw]] 11:53, 4 December 2008 (EST)&lt;br /&gt;
::Alright, good to know!  I figured there had to be some reason, it's not exactly the kind of DF bloodline game one would soon forget...  --[[User:Timmeh|Timmeh]] 15:34, 4 December 2008 (EST)&lt;br /&gt;
:No, it's not there because no-one put it there - ideally every page should be in a category, see [[special:uncategorizedpages]] for ones that aren't. [[User:Random832|Random832]] 09:44, 5 December 2008 (EST)&lt;br /&gt;
That thing about artifact caskets is true: my mason created one, and my fortress was subsequently overrun by a horde of zombies, killing literally everything, then lying in  wait along with a host of ghosts to make the site unreclaimable. -Remuthra&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boatmurdered&amp;diff=190762</id>
		<title>Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boatmurdered&amp;diff=190762"/>
		<updated>2013-07-26T04:28:14Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Boatmurdered to Bloodline:Boatmurdered: This belongs in the proper namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bloodline:Boatmurdered]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=190761</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=190761"/>
		<updated>2013-07-26T04:28:14Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Boatmurdered to Bloodline:Boatmurdered: This belongs in the proper namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Boatmurdered''' was a [[succession game]] of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent dwarf-eating [[23a:elephant|elephant]]s, floods of biblical proportions, flaming [[23a:dog|puppies]], and more hilarious pranks.  After many goblin raiders and elven traders were fried with floods of lava, there was a brief period of tranquility.  Then one of the last few dwarves, unhappy from the recent defacement of a masterwork engraving, caught [[fire]] and started a fist fight with another dwarf (setting it on fire too), causing a [[tantrum]] and [[insanity]] spiral that eventually destroyed the whole fortress. To be fair, she'd given plenty of warnings that she was becoming unhinged, such as attempting to drink from the [[23a:magma flow|magma river]] and making numerous engravings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese.  How many other fortresses manage to create artifact caskets?&lt;br /&gt;
&lt;br /&gt;
The entire saga can be [http://lparchive.org/LetsPlay/Boatmurdered/ read online], or downloaded to read offline [http://dffd.wimbli.com/file.php?id=4120 in PDF format]. As the editor says, the madness surrounding Boatmurdered speaks for itself. Be warned; the language contained within can cause necrosis of the ears, and should be avoided by [[children]], the stunningly susceptible to disease, [[kitten]]s, and other worthless [[Syndrome|disease]] spreaders.&lt;br /&gt;
&lt;br /&gt;
There is also an animation of Boatmurdered being made by LavaLevel right now. [http://www.bay12forums.com/smf/index.php?topic=60750.0 Check its progress.] However it seems to have succumbed to the &amp;quot;Let's wait, OP will surely deliver!&amp;quot; Syndrome.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;br /&gt;
[[ru:Boatmurdered]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Known_bugs_and_issues&amp;diff=190760</id>
		<title>v0.34:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Known_bugs_and_issues&amp;diff=190760"/>
		<updated>2013-07-26T03:51:49Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: {{dffd}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Exceptional|01:38, 13 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; a compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker]. Do '''not''' report bugs here; they should be sent to the Mantis BT instead.&lt;br /&gt;
&lt;br /&gt;
Some bugs {{dffd|6741|have been fixed}} by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.&lt;br /&gt;
&lt;br /&gt;
* {{bug|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{bug|1582}} Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.&lt;br /&gt;
* {{bug|2712}} Weapons, especially whips, cut through steel armor like butter. [[Crossbow]]s firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.&lt;br /&gt;
* {{bug|1451}} Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.&lt;br /&gt;
* {{bug|296}} Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.&lt;br /&gt;
* {{bug|2780}} Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].&lt;br /&gt;
* {{bug|412}} Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.&lt;br /&gt;
* {{bug|4550}} Dodging into river/lava/from cliff etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.&lt;br /&gt;
* {{bug|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.&lt;br /&gt;
* {{Bug|5895}} Bins, bags used for hauling in situations when it is not necessary. This can lead to situations where items are &amp;quot;unavailable&amp;quot; because a dwarf is currently lugging them around in a bin/barrel/etc..&lt;br /&gt;
* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).&lt;br /&gt;
* {{Bug|5312}} Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.&lt;br /&gt;
* {{Bug|2922}} Population Cap not working (see bug report for details).&lt;br /&gt;
* {{Bug|5097}} Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.  Hitting F12 to toggle True Type can often get you around this problem.&lt;br /&gt;
* {{Bug|5986}} Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{Bug|5994}} Destroying a wall empties the wood stockpile. Basically, deconstructing constructions can cause items in nearby stockpiles to &amp;quot;teleport&amp;quot; to that location.&lt;br /&gt;
* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break. (Binary patch in bugreport.)&lt;br /&gt;
* {{Bug|4552}} Siegers waiting by bodies of dead leaders.&lt;br /&gt;
* {{Bug|136}} When embarking on large area, DF hits 2GB memory limit and crashes.&lt;br /&gt;
* When smelters are specified as a &amp;quot;Give&amp;quot; destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=190759</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=190759"/>
		<updated>2013-07-26T03:47:54Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armok''', God of [[Blood]], is the name of the mythical godhead in Dwarf Fortress, around whom the game is loosely based. Some have speculated that the player is Armok, since the dwarves are slaves to the player.&lt;br /&gt;
&lt;br /&gt;
According to the lore of Dwarf Fortress' prequel, [http://www.bay12games.com/armok/ Slaves to Armok: God of Blood], Armok is the creator of the world and the in-game explanation for the random world generation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Armok, the God of Blood, is just about the only constant in these chaotic random universes.  A general sense of conflict keeps Armok appeased - when the universe becomes too boring it is set on the anvil of creation to be reforged.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The destruction of the world by Armok will arise inevitably in most game worlds.  As civilizations spread and the frontier closes, the world will start to look homogeneous.  Armok, looking upon this decadence in disgust, will reform the world.  Basically, when the universe has become too boring, it will be changed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Armok does not appear as a deity available for worshipping in Dwarf Fortress worlds... yet.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The name of the Dwarven God comes from the variable &amp;quot;arm_ok&amp;quot;, which is from [[Toady One|Tarn Adams]]'s fantasy game, Dragslay (an early precursor of [[Dwarf Fortress]]). The variable was used to count the number of arms left, for inventory purposes. ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
==...Yet.==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Copy this into any creature file in the raws, and play with your very own avatar of the God of Blood! Shoots fireballs, smites heretics with dragonfire, and slays mortal creatures with a single touch!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[CREATURE:ARMOK]&lt;br /&gt;
	[DESCRIPTION:The blood god is risen.]&lt;br /&gt;
	[NAME:avatar of armok:avatars of armok:avatar of armok]&lt;br /&gt;
	[TILE:'A'][COLOR:4:0:1]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOPAIN]&lt;br /&gt;
	[NOEMOTION][NOSTUCKINS][NOTHOUGHT][NOEXERT][NOFEAR][NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[PARALYZEIMMUNE][WEBIMMUNE]&lt;br /&gt;
	[NOT_LIVING][NO_AGING]&lt;br /&gt;
	[BUILDINGDESTROYER:2][NOT_BUTCHERABLE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2000]&lt;br /&gt;
	[SPEED:500]&lt;br /&gt;
	[CANOPENDOORS][CAN_LEARN]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NO_CONNECTIONS_FOR_MOVEMENT]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[PREFSTRING:omnipotence]&lt;br /&gt;
	[FIREIMMUNE]&lt;br /&gt;
	[FLIER]&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: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;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
		[TISSUE_NAME:adamantine:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_NAME:LIQUID:touch of death]&lt;br /&gt;
		[STATE_ADJ:LIQUID:touch of death]&lt;br /&gt;
		[STATE_NAME:GAS:touch of death]&lt;br /&gt;
		[STATE_ADJ:GAS:touch of death]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:curse of the blood god]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:ARMOK:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_NECROSIS:SEV:1000:PROB:100:BP:ALL:START:30:PEAK:60:END:1200]&lt;br /&gt;
	[BODY_SIZE:0:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:FIREBALL]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Smite]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:DRAGONFIRE]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:touch:touches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then copy this into entity_default.txt to play as the Blood God Incarnate in adventure mode. Don't worry, they won't appear in fortress mode or worldgen... yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[ENTITY:CHEATER]&lt;br /&gt;
	[ADVENTURE_TIER:4]&lt;br /&gt;
	[INDIV_CONTROLLABLE]&lt;br /&gt;
	[CREATURE:ARMOK]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original creature design taken from GenericOverusedName on the Bay12 Forums. ({{f|45820.45}})&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forums&amp;diff=190758</id>
		<title>Forums</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forums&amp;diff=190758"/>
		<updated>2013-07-26T03:44:19Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Forums to Bay 12 Forums: Proper title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bay 12 Forums]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=190757</id>
		<title>Bay 12 Forums</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=190757"/>
		<updated>2013-07-26T03:44:19Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: Resident Mario moved page Forums to Bay 12 Forums: Proper title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This section has not been completely checked for accuracy since the old forums. Some information may be out of date.}} &lt;br /&gt;
&lt;br /&gt;
Link to Forum home page: [http://www.bay12games.com/forum/ '''Bay 12 Games'''/Forum]&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums are the major hub of fan-based activity and discussion surrounding the game.  Users can ask questions about game play, exchange stories of their exploits, advertise their own contributions (mods, tools, pregenerated worlds), make suggestions (which &amp;lt;b&amp;gt;might&amp;lt;/b&amp;gt; inspire [[Toady One]] but have no binding nature), or discuss the game in a general fashion.  [[Toady One]] is known to read the forums and respond to posts when he sees fit, but there is no guarantee for such a response nor any rights to it.  One important function offered, which does regularly involve [[Toady One]], is the possibility to report [[bugs|Bug]].  But, usually, activity on the forums is between fans only.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular myth, there are rules and laws on the internet, just as everywhere else in the world.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is very lenient in policing the forums, there are still rules of conduct you should try to abide by.&lt;br /&gt;
&lt;br /&gt;
====Check the Wiki====&lt;br /&gt;
&lt;br /&gt;
Before posting any questions, please try to find the answer to the question in the wiki. The wiki does offer a lot of information not found in the included help and thus is a useful resource.&lt;br /&gt;
&lt;br /&gt;
The wiki is created by the fans and as such not perfect. Besides searching for the first term that comes to mind, you should also try searching for related terms. Sometimes, features are listed only within articles about some of their constituents.&lt;br /&gt;
&lt;br /&gt;
====Check the Development Page====&lt;br /&gt;
&lt;br /&gt;
[[Toady One]] also maintains a detailed [http://www.bay12games.com/dwarves/dev.html development page]. Besides listing the current developments, it also lists reported bugs as well as long-term plans and ideas [[Toady One]] wishes to implement eventually.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are planning to report a bug, ask a question about a really unexpected behavior of the game, or have a good idea for new game features, this page can save you a lot of time as it keeps you from repeating what is already known.&lt;br /&gt;
&lt;br /&gt;
The development page is actually divided into several parts for easier theme based searching. If you are not sure where to look concerning an issue, there is also the [http://www.bay12games.com/dwarves/dev_single.html consolidated development page] which tries to summarize all the other pages. This can be used together with your browser's search feature to find things quickly.&lt;br /&gt;
&lt;br /&gt;
====Use the Search Function====&lt;br /&gt;
&lt;br /&gt;
The forums offer a search function (look in the upper right corner). The forums see a lot of activity day by day and thus chances are great that someone already asked the same question before or made a similar suggestion previously.&lt;br /&gt;
&lt;br /&gt;
Please note that the search function offers searching a single forum or all forums, defaulting to the forum  from where you visited the search function. There may be cases where people posted in an unexpected forum, so you might wish to search in all forums the issue you wish to discuss might fit in (for instance, questions about how to create certain structures in fortress mode could fit both in the &amp;lt;i&amp;gt;DF Gameplay Questions&amp;lt;/i&amp;gt;  or the &amp;lt;i&amp;gt;DF Dwarf Mode Discussions&amp;lt;/i&amp;gt; subforums.&lt;br /&gt;
&lt;br /&gt;
====Support Existing Threads====&lt;br /&gt;
&lt;br /&gt;
Instead of starting new threads, consider participating in threads already dealing with the issue. This is especially an important issue for suggestions as some of the obvious ones tend to resurface regularly.&lt;br /&gt;
&lt;br /&gt;
=== Important threads ===&lt;br /&gt;
&lt;br /&gt;
The following are threads which are considered useful for handling specific discussions.&lt;br /&gt;
&lt;br /&gt;
==== Threads to Read ====&lt;br /&gt;
* [http://www.bay12games.com/forum/eternal_voting.php DF Eternal Suggestion Voting] - Not strictly a thread (though [http://www.bay12games.com/forum/index.php?topic=24818.0 there is one associated with it]) - this is essentially the most recent (and dynamic) incarnation of the master list of popular suggestions - very useful as an index to find the thread for that suggestion that, no, you're ''not'' the first to think of.&lt;br /&gt;
''need more...''&lt;br /&gt;
==== Threads to Watch ====&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=21498.645 The NEW Future of the Fortress] - [[Toady One]] answers questions about new/planned features (don't forget to read the [[dev logs]].&lt;br /&gt;
''need more...''&lt;br /&gt;
==== Historical perspective ====&lt;br /&gt;
This is the list as it was when this page was created in April. Some links are broken due to the forum move and inability to find the thread again, and all of them are somewhat old.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4479 The BIGGEST gameplay problems with DF] - This thread has seen a major discussion about what people consider major obstacles for full enjoyment of the game. As such, it also includes ideas for solutions. Last active in September.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=24622.0 Creating a magic system?] - This is one of the major discussions about the possible implementation of magic in Dwarf Fortress. The topic is active at the moment. (12.15.2008)&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=3192 Magic: By dwarfs for dwarfs] - This is one of the major discussions about possible dwarven magic. Last active in June.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4617.0 Occam's Razor: Dwarven Magic] - Another discussion about dwarven magic. Last active in March.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4731.0 Occam's Razor: Elven Magic] - Despite the title, the discussion is not limited to elven magic. Last active in March.&lt;br /&gt;
* Top 3 Suggestions - This is a list of the most common/preffered suggestions, add your favourites. If what you planned to post is listed here then don't make a new thread. Could not locate a thread by this name.&lt;br /&gt;
* Multiplayer Mod - Multiplayer is NOT being implemented in the forseeable future and therefore if you wish to discuss the problem it goes in the modding forum. Could not locate a thread by this name&lt;br /&gt;
* Stone &amp;quot;problem&amp;quot; - A lot of people have problems with the clutter of stone in a fortress and suggestions for ways of dealing with it. Search the suggestions forum for topics with the word 'stone' in the subject for another 50 examples. Could not locate a thread by this name&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums can be found [http://www.bay12games.com/forum/index.php here].&lt;br /&gt;
&lt;br /&gt;
==Subforums==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums consist of several subforums, most, but not all of which are concerned with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Announcements===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=8.0 forum] is a place where [[Toady One]] provides general announcements about Bay 12 Games. It does not offer any interactivity for fans.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
====DF Announcements====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=10.0 forum] is dedicated to announcements about Dwarf Fortress only. Besides the official statements by [[Toady One]], the threads here regularly see comments by fans, ranging from crash bug reports up to comments and praise about what has been announced (usually new release versions).&lt;br /&gt;
&lt;br /&gt;
====DF Bug Reports====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=6.0 forum] has a special role within the forums. This is the place where you should initially post bug reports. If the [[bug]] is already [[bug|known]], other fans may inform you about this. Likewise, if it is not a [[bug]] but a misunderstanding, it is likely to be resolved with the help of senior fans. If it is indeed a hitherto unknown [[bug]], [[Toady One]] himself may respond in your thread and most likely ask for necessary details or even a save file so he can check and eventually fix the [[bug]].&lt;br /&gt;
&lt;br /&gt;
====DF Suggestions====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=5.0 forum] is the place where fans can freely discuss ways of how the game could be improved. Any suggestions are welcome, ranging from minor changes to the display up to major additions like magic systems.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is known to visit this forum, these suggestions have no special status for him. If he likes an idea, he might implement it, but if not, the idea is not implemented. Because of this non-binding nature, &amp;lt;b&amp;gt;vote counting&amp;lt;/b&amp;gt; (which is also not automatically supported by the forums which are lacking a poll feature) is &amp;lt;b&amp;gt;meaningless&amp;lt;/b&amp;gt; and [[Toady One]] himself has recommended to refrain from using unqualified support posts (in other words, if you do like or dislike a suggestion, you should also state why you feel that way).&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that [[Toady One]] is providing all of this voluntarily. You may try to outline what you consider a good idea and try to make it look appealing, but there are no obligations on [[Toady One]]'s part. Threatening or trying to blackmail [[Toady One]] is therefore meaningless.&lt;br /&gt;
&lt;br /&gt;
====DF Gameplay Questions====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=7.0 forum] is the place where you can go if you encounter something you do not understand, which neither looks like a [[bug]] nor is explained sufficiently in the wiki.&lt;br /&gt;
&lt;br /&gt;
Questions about specific game mechanisms are common, but people also often ask for advice about how to implement certain ideas or features there.&lt;br /&gt;
&lt;br /&gt;
====DF Dwarf Mode Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=11.0 forum] is especially dedicated to discussions about [[dwarf fortress mode]]. &lt;br /&gt;
&lt;br /&gt;
This forum usually contains discussions about either ideas for ways to play in [[fortress mode]] or experiences with [[fortress mode]]. The content therefore ranges from anecdotal to inspirational.&lt;br /&gt;
&lt;br /&gt;
====DF Adventure Mode Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=12.0 forum] is the counterpart to the previously described forum. It is dedicated to discussions about [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Like its [[fortress mode]] counterpart, this forum ranges from ideas to anecdotes as people describe both their experiences as well as their ideas for [[adventurer mode]] playing.&lt;br /&gt;
&lt;br /&gt;
====DF Community Games &amp;amp; Stories====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=14.0 forum] is the youngest of the forums and dedicated to discussions about community games and stories.&lt;br /&gt;
&lt;br /&gt;
In this forum, fans can advertise their community games, succession games, and the like and also handle the actually post exchange that is required for organizing such events. And they also exchange the stories of what happens in the game. Please note that, like the other forums, this forum does not offer upload facilities.&lt;br /&gt;
&lt;br /&gt;
====DF Modding====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is dedicated to discussions about [[modding]].&lt;br /&gt;
&lt;br /&gt;
Fans use it to advertise their mods, exchange experiences with the modding process, and also ask and answer questions about how to mod the game successfully.&lt;br /&gt;
&lt;br /&gt;
====DF General Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=2.0 forum] is the catch for all forum for dwarf fortress. Any discussions that do not fit nicely in any of the other DF forums go here.&lt;br /&gt;
&lt;br /&gt;
Topics here range from random ranting only losely related to the game, over dwarf fortress' public image, fanart exchanges, general thoughts on the game, [[Toady One]], and the developments surrounding both.&lt;br /&gt;
&lt;br /&gt;
A noteworthy special feature are the &amp;lt;i&amp;gt;Future of the Fortress&amp;lt;/i&amp;gt; threads started by [[Toady One]] himself to discuss the development. This feature is noteworthy since its content somewhat overlaps with the DF Announcement forum and the suggestion forum.&lt;br /&gt;
&lt;br /&gt;
===Other Projects===&lt;br /&gt;
&lt;br /&gt;
====Slaves to Armok: God of Blood====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=1.0 forum] is dedicated to discussions concerning the predecessor of dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
====Curses====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=3.0 forum] is dedicated to discussions about other ASCII based games by Bay 12 Games.&lt;br /&gt;
&lt;br /&gt;
====Other Games====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=4.0 forum] is dedicated to discussions about non-ASCII games by Bay 12 Games as well as gaming in general.&lt;br /&gt;
&lt;br /&gt;
===Finally...===&lt;br /&gt;
====Various Nonsense====&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=9.0 forum] is dedicated to meaningless and general banter. People discuss politics, their pen names, riddles, and heaven knows what else there.&lt;br /&gt;
&lt;br /&gt;
====Forum Games and Roleplaying====&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?board=15.0 Exactly what it says on the tin.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfScript&amp;diff=190756</id>
		<title>Utility:DwarfScript</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfScript&amp;diff=190756"/>
		<updated>2013-07-26T03:43:22Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Script==&lt;br /&gt;
&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
{{f|62976.0|Forum Thread}}&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2873 Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supports 0.31.12 SDL Windows version&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0.10 2010.8.1 - Initial Release&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fluffy_wambler&amp;diff=190755</id>
		<title>v0.34:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fluffy_wambler&amp;diff=190755"/>
		<updated>2013-07-26T03:41:31Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: /* Trivia */  f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|06:14, 12 February 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fluffy wamblers''' are small humanoids that can be found the world over in [[good]] regions.   They are known and beloved for their warm hearts, gentle natures, and stumble bumblings.  Despite their status as [[vermin|agricultural pests]], it's rare to find a being that actually finds them offensive.  They are widely held to be &amp;quot;adorable&amp;quot;, and many [[dwarf|dwarves]] consider them to be [[food|a delicacy]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are about 1/3 smaller than a domestic [[cat]].  They are roughly humanoid in shape, with singular arms and legs devoid of toes, claws, or other extremities.  They possess two black eyes and a nose, but lack any other distinguishing features, and their entire bodies are covered in white fur known as 'fluff.'  Their uniformity makes it difficult to tell two different wamblers apart.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Wamblers lack bones, blood vessels, mouth parts, nerves, and differentiated organs of any sort, but they require nourishment as much as any creature.  Current theory suggests they absorb nutrients directly through the skin and into their &amp;quot;pudge&amp;quot;, a purple, fat-like substance that uniformly fills the wambler's entire body.  This pudge appears to act as a super-organ that regulates and provides for the wambler's entire metabolism and structure.&lt;br /&gt;
&lt;br /&gt;
Wamblers maintain a body temperature slightly higher than that of dwarves.  They appear to be immune to sickness and are not known to suffer infection of any kind.  There is no specific term for any hypothetical wambler offspring; a live wambler birthing has never been seen.&lt;br /&gt;
&lt;br /&gt;
One case exists of a wambler possibly resurrecting itself deep under ground. The corpse was carried many levels underground by a cat into an active mining area well away from any sort of entrance. Then later the corpse was missing and a live wambler was wandering around down in the mining area 13 floors down underground. Up to that point, no other live wamblers had been seen anywhere within the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are extremely common in good regions of any sort. They live in groups of up to fifty in burrows beneath the ground.  They can eat food stored in [[stockpile|stockpiles]], occasionally managing to gnaw through a [[barrel]] or a [[bag]] in order to do so, though they're unable to penetrate anything but a flimsy container.&lt;br /&gt;
&lt;br /&gt;
They are slow movers, only seen during the day.  Wamblers are not wholly benign and may in fact display aggression when threatened, an act which is almost always futile, as they have power to harm only the feeblest of creatures.&lt;br /&gt;
&lt;br /&gt;
Wamblers may be domesticated by a resident [[animal trainer]], and fetch a market value approximate to that of a [[dog]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are surprisingly dense when traveling at high velocities.  There was {{f|56935.0|at least one}} reported slaying of a [[bronze colossus]] using a thrown fluffy wambler as a [[weapon]]. News of this incident has served to increase the wambler's popular appeal.&lt;br /&gt;
&lt;br /&gt;
Civilizations that use 'good' animals and animal materials (and have no qualms about killing animals) can make clothes out of wambler fluff, a prized, yet inexpensive, insulating fabric.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190714</id>
		<title>User:Resident Mario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Resident_Mario&amp;diff=190714"/>
		<updated>2013-07-25T19:16:58Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: eeeh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background:#f9f9f9;border:1px solid #aaa; margin-left:5px; padding:3px; padding-top:0px; float:right; width:260px; font-size:88%&amp;quot;&lt;br /&gt;
| width=40% |&lt;br /&gt;
| width=60% |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;{{{#if:{{{name}}}|{{{name}}}|{{PAGENAME}}}}&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; background:#333; height:8px; margin-top:5px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{#if:{{{developer}}}|'''Developer'''}}&lt;br /&gt;
| style=&amp;quot;padding-left:10px;&amp;quot; | {{#if:{{{developer}}}|{{{developer}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| {{#if:{{{version}}}|'''Version'''}}&lt;br /&gt;
| style=&amp;quot;padding-left:10px;&amp;quot; | {{#if:{{{version}}}|{{{version}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Current'''&lt;br /&gt;
| {{#if:{{{compatible-max|{{{df compatible|}}}}}}|{{#ifeq:{{{compatible-max|{{{df compatible|}}}}}}|{{Current/version}}|style=&amp;quot;color: #0a0;&amp;quot;|style=&amp;quot;color: #a00;&amp;quot;}}|}} | {{#if:{{{compatible-min|}}}{{{compatible-max|}}}| {{{compatible-min|}}} &amp;amp;ndash; {{{compatible-max|}}} |}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFConfig&amp;diff=190704</id>
		<title>Utility:DFConfig</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFConfig&amp;diff=190704"/>
		<updated>2013-07-25T18:25:37Z</updated>

		<summary type="html">&lt;p&gt;Resident Mario: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:25, 25 July 2013 (UTC)}}&lt;br /&gt;
DFConfig is a graphical utility for altering [[d_init.txt]] settings. A standalone version can be downloaded from {{dffd|2563|here}}; the main {{f|59933|forum thread}} is here. The utility is integrated into the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]&amp;amp;mdash;in fact, it's what the pack is built on&amp;amp;mdash;but users looking to &amp;quot;build their own&amp;quot; distributions can use the standalone version.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Resident Mario</name></author>
	</entry>
</feed>