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Author Topic: NEVERMIND  (Read 595 times)

XmasApe

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NEVERMIND
« on: July 26, 2008, 03:42:20 am »

One of my dwarfs has simply refused to continue working. He went from "On Break" after felling many trees to "No Job", and has remained that way for 10 minutes despite his only activated labor being carpentry and there being a full queue of jobs in the carpenter's workshop. The workshop is not assigned to anyone else, I have removed carpentry and put it back, I have drafted him, stationed him right next to the workshop, and released him from service. Nevertheless, his only actions are to eat, drink, sleep, and walk between his bedroom and the meeting area.

UPDATE: Slightly more experimentation has revealed that NO-ONE will work in that carpenter's workshop. Managed to convince a peasant to disassemble it, so maybe building a new workshop will fix things.

Further experimentation and review points to the fact that animal traps require a skill completely different from their workshop skill. Mmmmmm, counter-intuitive.

So, resolved.
« Last Edit: July 26, 2008, 03:56:28 am by XmasApe »
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Skizelo

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Re: [39e] Carpenter in open rebellion
« Reply #1 on: July 26, 2008, 03:53:35 am »

Have you checked that the workshop allows  his skill level? Or, while I'm listing dumb possibilities, set the workshop with a lot of "build trap" jobs? You didn't say, so I'm just throwing these out.
ANYWAY, I've seen this happen as well. Can't remember what cured it, though I suspect it may have been patience.
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Dadamh

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Re: NEVERMIND
« Reply #2 on: July 26, 2008, 06:45:02 am »

One of my dwarfs has simply refused to continue working. He went from "On Break" after felling many trees to "No Job", and has remained that way for 10 minutes despite his only activated labor being carpentry and there being a full queue of jobs in the carpenter's workshop. The workshop is not assigned to anyone else, I have removed carpentry and put it back, I have drafted him, stationed him right next to the workshop, and released him from service. Nevertheless, his only actions are to eat, drink, sleep, and walk between his bedroom and the meeting area.

UPDATE: Slightly more experimentation has revealed that NO-ONE will work in that carpenter's workshop. Managed to convince a peasant to disassemble it, so maybe building a new workshop will fix things.

Further experimentation and review points to the fact that animal traps require a skill completely different from their workshop skill. Mmmmmm, counter-intuitive.

So, resolved.

WHAT?  Parts of this game are counter-intuitive?


Haha yeah, I was confused by that as well. Seems odd a carpenter can't make a cage.
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