Jobs and chests¶
| Job | Does | Notes |
|---|---|---|
| Woodcutter | Fells trees in its radius, clears the fallen logs and stumps, picks up wood, resin and seeds | Fells trees away from your buildings and leaves trees right next to them alone. Axe tier rises with level (stone, flint, bronze…), which decides what it can cut. See the Woodcutter and the Miner |
| Miner | Mines copper, tin, rocks and boulders, ore before stone | Needs a level 2 board. Leaves rocks touching your builds alone and never digs near your buildings; out in the field it digs down to ore buried up to 1.5 m deep (but never digs up a deposit nobody has found, like a hidden silver vein). Pickaxe tier rises with level. See the Woodcutter and the Miner |
| Steward (was the Smelter) | Looks after the base: fires, beehives, smelting stations, mills, animals, repairs, the board's food and more | One per board. Armed with a broom. Still Smelter in the data file and commands. See the Steward |
| Farmer | Plants and harvests your cultivated field to the board's orders | Needs a level 2 board; one per board. Carries a cultivator. See the Farmer and the Cook |
| Cook | Cooks on your spits and in your oven, crafts at the cauldron, prep table and mead ketill, to the board's orders | Needs a level 2 board; one per board. Carries a ladle. See the Farmer and the Cook |
| Rancher | Feeds your tamed animals and slaughters for meat, keeping a breeding pool of the best of each kind | Needs a level 2 board; one per board. Carries a butcher knife. See the Rancher |
| Guard (melee) | Patrols the radius and fights | Stances: Passive, Defensive, Aggressive. See Fighting |
| Guard (ranged) | Same, with a bow | |
| Wizard | Same, casting a staff's spell from range | Needs a level 6 board, or level 2 with Therzie's Wizardry. See Wizards |
Workers wear a hat for their job, so you can tell them apart at a glance: the woodcutter a red cap, the miner a
dverger circlet (a lamp on the forehead), the Steward a yellow headscarf, the farmer a straw hat, the cook a chef's hat
and the rancher a fur cap. Fighters keep their helmets. A hat is only looks: a worker is as well armoured as if it wore
its level's helmet. Each job's hat is in the data file (empty for the helmet).
From level 2 to 8 each hireling picks one of two enhancements at every level.
Woodcutters and miners work twice the board's radius. Everyone defends themselves; non-guards fight weakly and flee or
defend by stance. Chopping and mining make noise, as yours does, so nearby monsters come for a worker
(GatheringMakesNoise turns it off).
Woodcutters and miners¶
What they gather, what they leave alone near your buildings, switching items on and off (Shift+E), their Problems list, tree patches (the Tree patch sign) and taking them out with you are on the Woodcutter and the Miner.
Deliveries¶
Gatherers deliver each item type only to a chest that already holds that item (they never mix items into other chests), nearest first. Whatever doesn't fit is left in front of the board. Put one of an item in a chest to make it the home for that item.
When those chests have no room left, work on that item pauses (PauseWhenStorageFull, on): a woodcutter leaves trees
for that wood, a miner that ore, a Steward stops loading a kiln whose coal has no room; the status says "Paused: no room
left for Wood", and work picks up again once there's room.
Chests: what workers may do with each¶
Workers use the chests in their area: they store what they bring into a chest that already holds that item, and take what they need from any. Shift+E on a chest near a hiring board sets what workers may do with that one (its hover text says which):
- Put in and take out (the default).
- Put in only: workers store into it but never take from it, and what's in it doesn't count as the base's stock for orders and limits. For a feed chest in an animal pen: the Farmer stores carrots there, the Cook never takes them.
- Take out only: workers take from it but never store into it (a supply chest you fill yourself).
- The Rancher only: the Rancher puts in and takes out; everyone else leaves it alone, and it isn't stock. For a feed chest in a pen whose gate is marked Rancher only: nobody else goes into the pen for what's in it.
- Leave alone: workers ignore it.
Changing it follows the wards, like the board.
The marking key: Shift is the default for chests, doors and fires, each with its own setting in 4 - Work (your own
settings): ChestMarkKey, DoorMarkKey, FireMarkKey. If another mod already uses Shift+E on chests (MissingPieces'
drawers do), set ChestMarkKey to another key, e.g. LeftControl; None turns that kind of mark off.
ChestModeOnShiftUse off turns all three off. The hover text shows the key.
Doors¶
Hirelings open doors in their way and close them behind themselves (never in a player's face). They only use doors the
board's owner may use under wards, never locked doors, and don't wander through doors when idle. HirelingsOpenDoors
turns this off. How they find their way through buildings is on
Doors, stairs and ladders.
Door marks: Shift+E (or your DoorMarkKey) on a door near a hiring board goes round three marks: hirelings may use it (the default),
only the Rancher may use it (a pen's gates: he goes in to feed and slaughter, nobody else walks through the pen and lets
the animals out), and leave it shut (no hireling). A hireling a door is marked against never opens it, never routes
through it, and doesn't walk through it even when it's standing open.