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Author Topic: This has always puzzled me.  (Read 1238 times)

FallenAngel

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This has always puzzled me.
« on: May 09, 2014, 05:52:38 pm »

Why do migrants flash with a grey X when they join your fort, and why does that prevent them from working for a short time?
I want my migrants to work as soon as they arrive.

joeclark77

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Re: This has always puzzled me.
« Reply #1 on: May 09, 2014, 05:58:45 pm »

They go directly to a meeting area (i.e., your dining hall) because, after the long journey, their first priority is to find someone and ask them where the bathroom is.  Once refreshed, they can then go to work.  If you want them to work earlier, put more meeting areas around the map.
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Mr S

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Re: This has always puzzled me.
« Reply #2 on: May 09, 2014, 06:20:14 pm »

Yes, but wall them in and seal them with floodgates or lockable doors when possible. This serves to provide an early defense line for migrants in case of danger or to be used as "migrant air locks" if you like to sort them out against hidden surprises before allowing them full access.
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joeclark77

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Re: This has always puzzled me.
« Reply #3 on: May 09, 2014, 06:40:27 pm »

You could dig bunkers around the map that are unconnected to your main fort -- just a hatch cover, a stair down, and a hole in the dirt.  When migrants enter the map, unlock the hatch of the nearest one and designate a meeting area inside.

Also useful as hiding places for civilians who are stuck outside during a siege and can't run toward the fort.
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FallenAngel

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Re: This has always puzzled me.
« Reply #4 on: May 09, 2014, 07:35:11 pm »

Ah.
I guess that makes sense since my fort is right smack dab in the outer edge of Nowhere, Glacier.

Ramaraunt

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Re: This has always puzzled me.
« Reply #5 on: May 14, 2014, 08:55:27 pm »

They go directly to a meeting area (i.e., your dining hall) because, after the long journey, their first priority is to find someone and ask them where the bathroom is.  Once refreshed, they can then go to work.  If you want them to work earlier, put more meeting areas around the map.

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GavJ

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Re: This has always puzzled me.
« Reply #6 on: May 14, 2014, 09:14:34 pm »

Might not make them work any faster, but I believe the still respect civilian alerts immediately, if you need them to move somewhere NOW in a more flexible fashion than deisgnating and undesignating meeting areas. Not 100% guaranteeing that though.

And flashing in the first place is almost certainly just a convenience feature to help you know who to check out and sort into new jobs etc. if you so choose.
« Last Edit: May 14, 2014, 09:21:44 pm by GavJ »
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.