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Author Topic: Weird migrants  (Read 1648 times)

conein

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Weird migrants
« on: May 12, 2015, 09:31:23 am »

I just created a fort in a new world, year 125. It is in the middle of a lot of dark pits and elf things. The migrants time has came, and...

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Astrid

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Re: Weird migrants
« Reply #1 on: May 12, 2015, 10:26:36 am »

Looks like a lil bad luck for you. Had that once.
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Corona688

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Re: Weird migrants
« Reply #2 on: May 12, 2015, 11:12:32 am »

At least they're not nobles.  They will do things like harvest plants, and deconstruct walls.
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Inevitability

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Re: Weird migrants
« Reply #3 on: May 12, 2015, 11:30:44 am »

That's not true. In the current version, deconstruction is an assigned labor and will not be performed by kids. Nobels however, will do work, even though this is seen as a bug, I think.
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Niddhoger

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Re: Weird migrants
« Reply #4 on: May 12, 2015, 01:00:00 pm »

Well... best you can do is overlapping burrows to force only the kids to harvest, I guess.  Basically, burrow in the farmers with field+ seed stockpiles and the children within a burrow including fields+ food stockpiles.  Without access to empty (crop) stockpile space, your farmers shouldnt harvest while your hoard of freeloaders actually work for their dinner.  In the meantime, you can add some other work into the farmers burrow to keep them busy between plantings.  Charcoal burning? just toggle suspend after the harvest/when planting is finished.  Obviously you'll go nuts farming (so stop fishing after you gain some shells).  Grow your cloth/dye and massive food surplus on the backs ofchild labour!  Keep the freeloaders as busy as possible so one of the little shits won't become mayor!
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Naryar

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Re: Weird migrants
« Reply #5 on: May 12, 2015, 03:24:40 pm »

It's like getting seven traders at once...

Thisfox

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Re: Weird migrants
« Reply #6 on: May 12, 2015, 03:49:29 pm »

Well... best you can do is overlapping burrows to force only the kids to harvest, I guess.  Basically, burrow in the farmers with field+ seed stockpiles and the children within a burrow including fields+ food stockpiles.  Without access to empty (crop) stockpile space, your farmers shouldnt harvest while your hoard of freeloaders actually work for their dinner.  In the meantime, you can add some other work into the farmers burrow to keep them busy between plantings.  Charcoal burning? just toggle suspend after the harvest/when planting is finished.  Obviously you'll go nuts farming (so stop fishing after you gain some shells).  Grow your cloth/dye and massive food surplus on the backs ofchild labour!  Keep the freeloaders as busy as possible so one of the little shits won't become mayor!

That seems a little drastic. Interesting though. If you're going that far, you should put in a childrens training area as well, and make them your new model army.

Will kids gather from fruit trees and other "wild" crops as well?
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schlake

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Re: Weird migrants
« Reply #7 on: May 12, 2015, 04:13:15 pm »

If you're going that far, you should put in a childrens training area as well, and make them your new model army.


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Albedo

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Re: Weird migrants
« Reply #8 on: May 12, 2015, 06:19:42 pm »

Wasn't this listed as a possible bug somewhere? That fixes itself on their 1st birthday? (Vague memory from surfing the wiki late at night for some other info, not sure exactly where (or, now if) I read that.)
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Niddhoger

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Re: Weird migrants
« Reply #9 on: May 12, 2015, 09:36:48 pm »

Well he almost has as many kids as dorfs... I was just trying to think of a way to get useful labor (harvesting massive amounts of crops) out of them while still keeping hte farmers busy. 
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Qrox

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Re: Weird migrants
« Reply #10 on: May 12, 2015, 11:27:36 pm »

Must be all the children previously snatched by the gobbos!

Skuggen

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Re: Weird migrants
« Reply #11 on: May 13, 2015, 06:06:20 am »

This tends to happen to me in worlds with very short (<10 years) history, at least in DF2012.
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conein

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Re: Weird migrants
« Reply #12 on: May 13, 2015, 10:17:17 am »

There are so many ways to let them work... is there a way to let them go un a zone that is under a retracting bridge?... just asking.
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escondida

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Re: Weird migrants
« Reply #13 on: May 19, 2015, 08:38:02 am »

Under a retracting bridge, not a raising one? So you plan to seal them in a hole and let them dehydrate?
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Dunamisdeos

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Re: Weird migrants
« Reply #14 on: May 19, 2015, 08:33:04 pm »

How about you just kill them all? Wall em' in to individual cells, make slabs. Won't even get unhappiness.

Just sayin'.
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