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Author Topic: How to determine which instruments to build? (43.05 + DFHack)  (Read 1359 times)

Eater of Vermin

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Pretty much as the Thread Title says... 

When I first built the Tavern I had a troupe do a quick dance performance, simulating the needed instruments, so I thought to meself "Rightio.  When I'm ready to build 'em, I'll just take note of which ones they're emulating."

Now I'm ready and...  2 years fort time and no-one plays dances.  Tell stories?  Yeah.  Socialise?  Sure.  Emulate instruments?  Not on your nellie.   :(

Looking at my dorfs(v-g), I'm only finding kids that know dances or stories.  (I may've missed scanning a dorf or two, but that's still not good news.)  And although the kids know the dances - sorta - I can't find anything saying what instruments are required for 'em.

Suggestions? 
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FortunaDraken

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #1 on: May 06, 2017, 03:58:14 am »

Actually that's something I've noticed too lately...no one seems to dance anymore. I remember when taverns first came in that there were dances every minute or two in the available space, but now people just talk or recite stories and poetry.

I have had some use the standing instruments I built in the tavern, but the hand-held aren't used as much...also it seems like visitors that carry instruments end up never leaving ever. It's strange.
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YetAnotherLurker

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #2 on: May 06, 2017, 05:09:43 am »

One thing I noticed in a few of my forts is that instruments can become bugged or locked, in that they somehow prevent all other instruments from being simulated or played. I haven't tried deliberately causing it or investigating the exact reasons, but each time I wound up with a few instruments that were either carried around by dwarves/visitors without ever being played, or that my dwarves would simply refuse to handle in any way, including hauling them to stockpiles or the tavern. Destroying the instruments in question by DFHack usually resulted in other instruments being played or simulated within a month.

That said, my fortresses always wind up with absurd overproduction of, well, everything, so my usual approach to instruments is just to make a half dozen or more of every instrument and build the stationary ones. I also seem to end up with an absurdly expensive (2m+) artifact adamantine or raw adamantine instrument in every fort, lately. Admittedly pretty awesome when it's a stationary one.
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PatrikLundell

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #3 on: May 06, 2017, 07:52:03 am »

Interesting with the "locked" instruments. The behavior sounds similar to the one where books stopped being produced because some bugger got interrupted midway through using a quire and never returned to finish the job, resulting in the stalling of all production. I may remember incorrectly, but I think you could resolve that by forbidding everything for a while.

When it comes to production, just make all the ones you can, and then see dorfs simulating instruments you can't get hold of, because the only music they know is foreign music, but nothing from their own culture.
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FakerFangirl

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #4 on: May 06, 2017, 02:54:55 pm »

Actually that's something I've noticed too lately...no one seems to dance anymore.
Do you have a performer assigned?
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PatrikLundell

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #5 on: May 06, 2017, 05:33:07 pm »

Performers only poison patrons, but do not seem to entertain more than any other idle tavern guest.
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Eater of Vermin

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Re: How to determine which instruments to build? (43.05 + DFHack)
« Reply #6 on: May 06, 2017, 07:19:20 pm »

He.  I just went to Trade and my trader was listed as 'Perform Dance.'

So they do still dance...  it's just rare enough to be a pain to catch them at it.  Fortunately for me, the caravan that interrupted his dance just happened to be selling exactly the instruments they were simulating.

Once I have the labourers spare I'll end up doing as Patrick suggested and get my dorfs to construct all the ones they're capable of building.
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