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Author Topic: Idlers?  (Read 4373 times)

Dozebôm Lolumzalěs

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Re: Idlers?
« Reply #15 on: January 29, 2015, 11:12:15 am »

Plant gathering does matter.  If the herbalist is unskilled, they probably won't get anything but experience.  Of course, if you have tons of plants, it probably doesn't matter, but skill does matter.  Not for quality, but just for anything coming of the labor.
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Skullsploder

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Re: Idlers?
« Reply #16 on: January 29, 2015, 11:26:08 am »

Plant gathering does matter.  If the herbalist is unskilled, they probably won't get anything but experience.  Of course, if you have tons of plants, it probably doesn't matter, but skill does matter.  Not for quality, but just for anything coming of the labor.

Oh that's new. I really didn't know that. Well in that case, I'll disable that labour on them. I could swear it used to only affect the time it took to harvest each individual plant...?
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wierd

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Re: Idlers?
« Reply #17 on: January 29, 2015, 11:35:15 am »

plant gathering is useful for bootstrapping surface crop cultivation, and as an emergency food gathering strategy. (say, you flooded your fortress accidentally, and now you have half your dwarves trapped in the lower dormatories, far away from the food stockpiles. They DO have access to the cavern layer though.  You COULD prolong their miserable existences with herbalism, by sending some skilled plant gatherers into the cavern layer and picking plants there.  You could use the resulting foodstuff and seeds to temporarily make the dormatories into a self-sufficient isolated group if you work smart and quickly.)

I like to have at least a few dwarves with the herbalism labor activated just for these kinds of situations.  That, and with the recent "Can harvest fruit trees for fruit" features, it helps improve the availability of booze products.  The skill with herbalism/plant gathering, as earlier pointed out, helps make sure that you actually GET something for the effort expended.



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pisskop

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Re: Idlers?
« Reply #18 on: January 29, 2015, 11:39:07 am »

Herbalism was okay in the last version, and awesome in this 40.xx version.

  With the nerfing if invaders/aggression and the buffing of natural food, herbalism is one of the best labors now, in terms of actual material production.
Farming still beats out herbalism only insofar as it relates to clothing and safety.
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Skullsploder

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Re: Idlers?
« Reply #19 on: January 29, 2015, 11:52:00 am »

Yeah I've completely covered the surface in max size gather zones. If something is gatherable, it gets gathered. Pot production with 2 legendary woodcrafters is not keeping up.
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Badger Storm

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Re: Idlers?
« Reply #20 on: January 29, 2015, 05:03:53 pm »

Might I inquire as to this apparently immense boost that herbalism has gotten?
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Goblins

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Re: Idlers?
« Reply #21 on: January 29, 2015, 05:57:53 pm »

I find that the yellow number in the corner is mocking me. 
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Re: Idlers?
« Reply #22 on: January 29, 2015, 06:23:15 pm »

Too Many Idlers => Mass Conscription
Mass Conscription => Training
Training => Regular Troop Stationing and Aggression Against Merchants
Aggression Against Merchants => Use for Idlers
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Vattic

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Re: Idlers?
« Reply #23 on: January 29, 2015, 06:38:37 pm »

Once guilds are back we might also get them demanding work again.

Don't mind idlers so much, especially not in successful long lived forts which I imagine are beyond decadent.
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Urist McShire

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Re: Idlers?
« Reply #24 on: January 30, 2015, 02:01:11 am »

Idlers are great. They make quick work of large construction projects, lever pulling, mass dumping, and goods hauling.
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Button

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Re: Idlers?
« Reply #25 on: January 30, 2015, 12:35:00 pm »

Might I inquire as to this apparently immense boost that herbalism has gotten?

Trees. Trees grow fruits on every tile, and with a stepladder you can harvest a few Z-levels up. You can get hundreds of units of booze off a single fruit tree.
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Re: Idlers?
« Reply #26 on: January 30, 2015, 04:27:21 pm »

Might I inquire as to this apparently immense boost that herbalism has gotten?

Trees. Trees grow fruits on every tile, and with a stepladder you can harvest a few Z-levels up. You can get hundreds of units of booze off a single fruit tree.
Plus the multi-hauling fix.
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Eldin00

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Re: Idlers?
« Reply #27 on: January 30, 2015, 09:15:27 pm »

Might I inquire as to this apparently immense boost that herbalism has gotten?

Trees. Trees grow fruits on every tile, and with a stepladder you can harvest a few Z-levels up. You can get hundreds of units of booze off a single fruit tree.
Plus the multi-hauling fix.
Also all of the new crop plants that can be found growing wild means the number/variety of edible plants you can find in a given area is usually higher than in previous versions.
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AMTiger

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Re: Idlers?
« Reply #28 on: January 31, 2015, 02:28:19 am »

 Generally if I have a big fort, I put everyone in squads, then anyone without a job is busy training and not being idle. Mostly just for the look of it.
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mineforce

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Re: Idlers?
« Reply #29 on: January 31, 2015, 04:00:18 am »

I see idlers as neutral. I never get why everyone hates them.

Anyways to me, they're ready to go workers. But most of the time I don't need them, and they fill up my meeting halls and and socialize a lot. Whenever I need another worker, I just grab one of the idlers. I don't need a 100%  of my fortress working. Anyways are spiral tantrums still in the game? I never had a single one, and I really want to experience one.

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