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Author Topic: Immigration Questions and a strange bug  (Read 1554 times)

Methadone

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Immigration Questions and a strange bug
« on: November 09, 2014, 08:23:40 pm »

So I only recently started playing DF2014 after a DF hiatus, and am getting the hang of stuff, but there are a couple things I am confused about.

Firstly, on the arrival of the outpost liaison in my first autumn, I discovered that one of my embark party had been appointed queen, presumably because all the other sites of my civ have fallen (the liaison listed a bunch that had been conquered), although the dialogue indicated that she was sister to the previous queen, so it may have been just chance. Regardless, I pushed on, throwing all seven of my dwarves into outfitting an appropriate palatial apartment.

The problem is, I am getting onto my third summer and have yet to receive immigrants. I was under the impression that even if your civ falls, immigrants will still come. If immigrants travel across the map like armies do, perhaps they are en route and I just picked a distant civ without realizing it?

Likewise, despite picking a civ actively at war with goblins, I have seen hide nor hair of intruders.

As for the bug, my Queen likes to mandate the construction of coffins and greaves. Setting aside how irritating it is to keep up with demands despite only having seven dwarves, I am having problems with my materials seemingly going missing. I've been using bone for greaves, with a refuse stockpile inside set to only take bone/etc, and have had no problem untill recently. I slaughtered a donkey, got a stack of 16 bones in my bone pile, but three or four times the craftsdwarf (who is also the queen) has canceled the job because "there aren't any bones." I tried switching my general outdoor refuse pile to not accept bone, hoping that they would then stay in one place, but that hasn't seemed to work. I'm not sure if she is grabbing the bones and then moving them before canceling the job, or what. The bones aren't in the pile when she cancels, but turn back up eventually - however, they aren't showing up on the stocks list, at least right after she cancels. Nobody else has any reason to use the bones, as far as I know.

I'm currently doing a little cat/puppy extermination for bone, but the mandate is about to expire and I'd rather not have anyone get hurt given the labor crunch. Of course, seeing as the only bone carver is the queen herself, maybe she'll self-flagellate.

I'm on the fence about continuing this fort as it is, and if no immigrants show up or I can't meet these ridiculous mandates I'll probably stop, but given how nice and settled the fort is I'd rather not. Thoughts?
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utunnels

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Re: Immigration Questions and a strange bug
« Reply #1 on: November 09, 2014, 08:40:34 pm »

Did you get a "The fortress attracted no migrants this season" message?
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Methadone

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Re: Immigration Questions and a strange bug
« Reply #2 on: November 10, 2014, 03:50:07 am »

Not that I've noticed, but I'll look at the log. I have certainly exported enough to attract migrants, provided there are any to attract.
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Max™

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Re: Immigration Questions and a strange bug
« Reply #3 on: November 10, 2014, 04:35:15 am »

I am really curious what she would do after not meeting her own production order, actually, but yeah I thought two hardcoded waves were still programmed in.
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Larix

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Re: Immigration Questions and a strange bug
« Reply #4 on: November 10, 2014, 04:51:35 am »

Check your /data/init/d_init.txt file. It should contain valid settings for [POPULATION_CAP] and [STRICT_POPULATION_CAP]. There were reports that the latter defaults to zero (i.e. no births, no migrations, ever) if no explicit value is given.

The first two migrations are semi-hardcoded now: they don't check fortress wealth (otherwise, they wouldn't show up at all), but they respect population caps. If your caps are too low, migrants won't show up. If after the first year, you get no migrants _and_ no "fortress didn't attract migrants this season" message, this is also usually a sign that your population cap has been reached.
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Methadone

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Re: Immigration Questions and a strange bug
« Reply #5 on: November 10, 2014, 06:54:38 am »

I am really curious what she would do after not meeting her own production order, actually, but yeah I thought two hardcoded waves were still programmed in.

I knew they were in the last version, but thought something may have changed. As for punishment, my instinct would be that she'd pick someone else to lash out at, although I'm pretty sure she's the only craftsdwarf of any kind (including armorsmith).

Check your /data/init/d_init.txt file. It should contain valid settings for [POPULATION_CAP] and [STRICT_POPULATION_CAP]. There were reports that the latter defaults to zero (i.e. no births, no migrations, ever) if no explicit value is given.

The first two migrations are semi-hardcoded now: they don't check fortress wealth (otherwise, they wouldn't show up at all), but they respect population caps. If your caps are too low, migrants won't show up. If after the first year, you get no migrants _and_ no "fortress didn't attract migrants this season" message, this is also usually a sign that your population cap has been reached.

Strange, I don't even see a [STRICT_POPULATION_CAP] setting. Maybe the version I'm using is wonky (mayday tileset, 40.05, downloaded oct. 16). Will try to get a new one; just really used to the Mayday set now so hopefully its been updated.

ETA: Yeah, I just inserted the [STRICT_POPULATION_CAP:220] line into my d_init and got the first small migration wave soon after. Also quickly  butchered some puppies and got the greives done, so now on to the next crisis: I forgot to stop the cook from using my seeds, and now I don't have any. Hurray for the crappy mountainhome!
« Last Edit: November 10, 2014, 07:47:55 am by Methadone »
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Lemunde

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Re: Immigration Questions and a strange bug
« Reply #6 on: November 10, 2014, 08:02:18 am »

I'm not sure what's going on with the bones but you can probably figure it out by (f)ollowing the bone stack. Just assign the job, view the bone stack and press "f" to follow it. This should give you insight into what's happening when the job cancels.
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Kumquat

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Re: Immigration Questions and a strange bug
« Reply #7 on: November 10, 2014, 11:38:11 am »


Refuse stockpiles are the most likely culprit for vanishing bones. ANY refuse-enabled stockpile will keep degrading the contents, which specifically includes eroding bone stacks. This is working as intended.

If you want to preserve your bone stacks for crafting, leave them in the butcher's shop. Cluttering is hardly ever a problem these days. I only ever enable the three first categories for refuse piles: remains, corpses and body parts. Everything else is left in butcher shops and fisheries until a craftsdorf needs some.
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Methadone

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Re: Immigration Questions and a strange bug
« Reply #8 on: November 10, 2014, 04:43:14 pm »

I'm not sure what's going on with the bones but you can probably figure it out by (f)ollowing the bone stack. Just assign the job, view the bone stack and press "f" to follow it. This should give you insight into what's happening when the job cancels.

Yeah, for some reason this never crossed my mind.


Refuse stockpiles are the most likely culprit for vanishing bones. ANY refuse-enabled stockpile will keep degrading the contents, which specifically includes eroding bone stacks. This is working as intended.

If you want to preserve your bone stacks for crafting, leave them in the butcher's shop. Cluttering is hardly ever a problem these days. I only ever enable the three first categories for refuse piles: remains, corpses and body parts. Everything else is left in butcher shops and fisheries until a craftsdorf needs some.

That's good to know, although in this case the stack would reappear, so it wasn't necessarily the degrading that was causing the problem.
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Thisfox

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Re: Immigration Questions and a strange bug
« Reply #9 on: November 10, 2014, 06:26:16 pm »

How odd. I was told that stockpiles were the only place things didn't degrade. Now you're telling me the refuse stockpiles are the only places things DO degrade? Darn....
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Skuggen

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Re: Immigration Questions and a strange bug
« Reply #10 on: November 11, 2014, 01:37:39 am »

I've always used refuse stockpiles for stuff like bone carving and spinning, without noticing anything ever degrading in it (disabling all the smelly refuse types).

From http://dwarffortresswiki.org/index.php/v0.34:Refuse_stockpile#Refuse
Quote
Bones, skulls, and shells are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high vermin levels, these will randomly disappear. Refuse stockpiles can be restricted to store only bones, skulls, shells, teeth, and horns/hooves.
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utunnels

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Re: Immigration Questions and a strange bug
« Reply #11 on: November 11, 2014, 01:45:36 am »

I've always used refuse stockpiles for stuff like bone carving and spinning, without noticing anything ever degrading in it (disabling all the smelly refuse types).

From http://dwarffortresswiki.org/index.php/v0.34:Refuse_stockpile#Refuse
Quote
Bones, skulls, and shells are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high vermin levels, these will randomly disappear. Refuse stockpiles can be restricted to store only bones, skulls, shells, teeth, and horns/hooves.


Never noticed that before. Perhaps I use bones constantly.
So in theory a corpse can completely disappear? That is interesting.
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