Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Taverns etc.  (Read 1622 times)

mmkstarr

  • Escaped Lunatic
    • View Profile
Taverns etc.
« on: April 16, 2017, 03:56:24 pm »

Are there any step by step guides for how to set up a successful tavern or other spot for visitors?
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Taverns etc.
« Reply #1 on: April 17, 2017, 04:53:41 pm »

You do not need a complicated tavern.
-Dig out a 8x8 room near your trade depot
-Build a few tables and chairs
-Set up a 2x2 stockpile just for booze (set a larger booze stockpile to Give to this one so it always has booze)
-'q' one of the tables and 'l' Assign Location, which will bring you to the Location menu where you can 'a'dd an 'i'nn/tavern.
-Now Escape to get to the main DF menu and 'l'ocatiions menu, and arrow down to your new location (whatever it was named). Here you can change settings for the tavern, but the default settings are fine for a simple tavern.

Currently it is not safe to assign a dwarf as a Tavern Keeper, they are buggy and visitors drink themselves to death.

That is a basic tavern that will keep the traders happy.

Beyond that, what do you consider a successful tavern to be? One of the posts on this forum included "a band of performers showed up and it turned out they were all lycanthropes. It took half a year to clean out the tavern" and that sounds rather successful :p
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Furious

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #2 on: April 17, 2017, 05:29:56 pm »

One of the questions I have about taverns is where do I keep the mugs? Or even, do I need mugs?
Logged
Wait ? Your fort is not half green half red regardless of the stone it's built in ? I'm learning something new every day.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #3 on: April 17, 2017, 05:51:59 pm »

Mugs/goblets... are stored in a chest/bag in the tavern. Those stored there are reserved for the use by poisonerstavern keepers/performers, so if you're not using those you don't need any (I keep one anyway). Note that hand held instruments are stored in the same chest.
Logged

mikekchar

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #4 on: April 17, 2017, 06:44:55 pm »

I have experimented (with some success) in having exactly 1 mug in the tavern.  This limits the speed that the tavern keeper can serve alcohol.  Still not safe I think, but haven't had any deaths so far...
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Taverns etc.
« Reply #5 on: April 18, 2017, 01:08:45 am »

Mugs/goblets... are stored in a chest/bag in the tavern. Those stored there are reserved for the use by poisonerstavern keepers/performers, so if you're not using those you don't need any (I keep one anyway). Note that hand held instruments are stored in the same chest.
Dwarves get good thoughts from drinking from mugs. Keep some stockpiled outside the tavern and they'll use them for drinking.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #6 on: April 18, 2017, 03:19:06 am »

Mugs/goblets... are stored in a chest/bag in the tavern. Those stored there are reserved for the use by poisonerstavern keepers/performers, so if you're not using those you don't need any (I keep one anyway). Note that hand held instruments are stored in the same chest.
Dwarves get good thoughts from drinking from mugs. Keep some stockpiled outside the tavern and they'll use them for drinking.
Dwarves get bad thoughts from not drinking from mugs. And yes, Bumber is correct in that you should definitely have mugs for actual use beside the one on display in the tavern (for non serving taverns) if you want your dorfs to be as satisfied as possible. I don't know if it's better to have a stockpile for non tavern mugs and get occasional jobs for hauling them back to the stockpile when dropped in the wine cellar, or don't have a stockpile and let dorfs pick up the closest dropped mug.
Logged

Fearless Son

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #7 on: April 18, 2017, 06:11:37 pm »

Are the happy thoughts dwarfs get from drinking from mugs modified by material and quality of the mugs in question?  For example, would a dwarf who likes brass get a better happy thought from drinking from a master work brass mug than from a common quality tin mug? 
Logged

SuicideJunkie

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #8 on: April 18, 2017, 07:04:13 pm »

Do visitors ever leave?
I've had these bums sitting around my fort for years now, even after I closed the tavern, but they won't go away, and I don't want them ghosting up the place if I have to deliver an !!eviction notice!!
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #9 on: April 19, 2017, 02:20:42 am »

Some visitors overstay badly, and you tend to accumulate those over time. The worst ones are naked (as their clothes have fallen off due to wear) and are constantly in a "no job" state.
Visitors do not generate ghosts.
I've had some success in getting the job-less visitors to leave through a DFHack script that tells them to head for the forest, but I don't know if that has any side effects. It doesn't seem to do anything on the visitors that socialize, but seems to work if the tavern is closed.

getlost.lua:
Spoiler (click to show/hide)
Logged

Snafu

  • Bay Watcher
    • View Profile
Re: Taverns etc.
« Reply #10 on: April 19, 2017, 02:32:51 pm »

Are the happy thoughts dwarfs get from drinking from mugs modified by material and quality of the mugs in question? 
Certainly happy thoughts are gained from 'admiring a fine goblet/mug'; I've no idea if the act of drinking from the item is enhanced tho..
Logged

FrankMcFuzz

  • Bay Watcher
  • Accomplished Cat Cooker
    • View Profile
Re: Taverns etc.
« Reply #11 on: April 19, 2017, 09:10:26 pm »

Some visitors overstay badly, and you tend to accumulate those over time. The worst ones are naked (as their clothes have fallen off due to wear) and are constantly in a "no job" state.
Visitors do not generate ghosts.

I can validate this, visitors don't generate ghosts. I know this because... We had a weregilamonster outbreak, who bit an unknown number of partygoers, so one a month the whole tavern would erupt into werebeasts because it was so densely packed with bards.

After a few years of constant deaths I had to kill everybody in the tavern to ensure it wasn't going to happen again... And it worked! But with dozens dead, no ghosts ever spawned. Phew :D lol.
Logged
Urist cancels rest injury: Too injured