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Author Topic: Migrants being absolute tosspots and not moving.  (Read 2941 times)

Mister Always

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Migrants being absolute tosspots and not moving.
« on: May 26, 2011, 01:26:20 pm »

So a migrant wave shows up.

"Sigh," thinks I, "more useless tossers."

I was right. These guys seem to take half an in-game week to even move off the spot they immediatley spawn on. I've resorted to drafting them into a squad, telling them "go over there!", and then throwing them out of the squad. This is fucking irritating, though. I did fiddle around with the landscape a bit, but there's a clear path to my fortress entrance (which is not obstructed), as is evident by the fact that my farmers walk all the way over there to collect the animals I designated for slaughtering.

So what the fuck is up with this? I'm getting so sick of these bloody migrants.

Edit: And now one of them, a bowyer, has decided to go into a fey mood. Bloody ingrate.
« Last Edit: May 26, 2011, 01:29:15 pm by Mister Always »
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VonCede

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Re: Migrants being absolute tosspots and not moving.
« Reply #1 on: May 26, 2011, 01:30:31 pm »

Do you have a meeting area?
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Have you tried Wiki or google it?

Mister Always

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Re: Migrants being absolute tosspots and not moving.
« Reply #2 on: May 26, 2011, 01:35:29 pm »

Yeah. And I've just figured it out. I made a dwarven cleaning tub in front of the entrance to my meeting area. 3X1.

There was, apparently, one level of water too much for their liking in the central tile. The one in front of the door.

*FACEPALM*
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"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

DrKillPatient

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Re: Migrants being absolute tosspots and not moving.
« Reply #3 on: May 26, 2011, 01:41:55 pm »

For future reference, what level is too much water for them to path over?
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nordak

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Re: Migrants being absolute tosspots and not moving.
« Reply #4 on: May 26, 2011, 01:48:54 pm »

I believe that 3/7 is considered dangerous to a dwarf...
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

Jelle

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Re: Migrants being absolute tosspots and not moving.
« Reply #5 on: May 26, 2011, 01:55:16 pm »

3/7 is fine, 4/7 is dangerous.

My only meeting area right now is more or less at a constant 3/7, dwarves don't mind.
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Naryar

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Re: Migrants being absolute tosspots and not moving.
« Reply #6 on: May 26, 2011, 02:02:05 pm »

POUR MAGMA ON THEM

Mister Always

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Re: Migrants being absolute tosspots and not moving.
« Reply #7 on: May 26, 2011, 02:24:38 pm »

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evileeyore

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Re: Migrants being absolute tosspots and not moving.
« Reply #8 on: May 27, 2011, 03:49:20 am »

3/7 is fine, 4/7 is dangerous.

My only meeting area right now is more or less at a constant 3/7, dwarves don't mind.

For some reason if you have a static "bathing trough" that is 3/7, it can develop a weird glitch where the pathfinding treats it as though you've got a floating 4 in there.  The solution is to make sure the corricor on both sides is 2 or more tiles wide.
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Yag Alone

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Re: Migrants being absolute tosspots and not moving.
« Reply #9 on: May 27, 2011, 03:53:05 am »

Weird...
I noticed lately that dwarves avoid pathing through 3/7. had to use 2/7 for my various bathes...
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