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Author Topic: How do I supply my carpenter's shop with logs?  (Read 1119 times)

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How do I supply my carpenter's shop with logs?
« on: August 10, 2006, 03:53:00 pm »

More exposition on the IMO obvious title question:

- I've dug out the first rooms of my fortress, and the first room I decided to build was the carpenter's workshop (since I need it to produce all basic furniture like beds, doors, etc.). So, my carpenter's shop is built, it has a carpenter sitting in it (and yes, he DOES have "Carpentry" allowed as a profession), but I still can't produce anything. Every time I give the workshop an order, I get the message that it can't be built because of a lack of wooden logs. The thing is, I already have a sizable wood stockpile sitting outside the fortress entrance, already half-full with fine acacia logs cut down by my lumberjacks!

So my question is: How do I get all those logs from the stockpile to the carpentry shop where they could be turned into various stuff? None of my dwarves are transporting the logs there, not even ones who are idling with no jobs to do.

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Toady One

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Re: How do I supply my carpenter's shop with logs?
« Reply #1 on: August 10, 2006, 04:01:00 pm »

That is very strange.  Since you are getting the "need logs" message, this means that the carpenter is taking the job, and then cancelling it because the job couldn't locate an untagged log (a log that isn't being hauled or used for another job).  If there are free logs in the stockpile, that should be enough.

If you make a mason's shop, can they use stone?  You can do almost all the furniture that way, and it would be useful to see what your dwarves seem to be having trouble with.

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Re: How do I supply my carpenter's shop with logs?
« Reply #2 on: August 10, 2006, 04:09:00 pm »

I'll try that, will get back to you when I have an answer. Maybe not tonight, though.
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Vorbicon

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Re: How do I supply my carpenter's shop with logs?
« Reply #3 on: August 10, 2006, 05:11:00 pm »

I had this problem first time I built a carpenter workshop. I sized out a room exactly 3x3 tiles to fit it in. Carpenter went in, but when I tried to make something in the shop, got the no available logs message. Then I decided to dig out some space around the shop. As soon as I did that and gave the order to build something, the carpenter went out to grab a log and went to work.
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Toady One

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Re: How do I supply my carpenter's shop with logs?
« Reply #4 on: August 10, 2006, 05:22:00 pm »

Ah, perhaps it is a connectivity issue.  The dark green X's when you place a building block movement.
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Aquillion

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Re: How do I supply my carpenter's shop with logs?
« Reply #5 on: August 10, 2006, 07:24:00 pm »

For now, try mining a new entrance to the craftsman's shop.  If you start to build a new one, you'll see where you have to put it.

And...  is there a way to rotate buildings when placing them?  The manual seems to mention one, but I couldn't figure out what key it was.

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Toady One

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Re: How do I supply my carpenter's shop with logs?
« Reply #6 on: August 10, 2006, 07:52:00 pm »

Might have been talking about some kind of bridge rotation/direction?  You can't rotate the workshops right now.  I'll probably just turn off the blockages for them, since it seems  kinda like a dumb mini-game anyway.  On the other hand, the 3 year old portions of the code probably assume blockages in certain places, especially for things like the mill-wheels...  oh well, a constant adventure...
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karnot

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Re: How do I supply my carpenter's shop with logs?
« Reply #7 on: August 11, 2006, 01:22:00 am »

quote:
You can't rotate the workshops right now. I'll probably just turn off the blockages for them, since it seems kinda like a dumb mini-game anyway.

Its your call, but i wouldnt say that is such a good idea...
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Toady One

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Re: How do I supply my carpenter's shop with logs?
« Reply #8 on: August 11, 2006, 01:25:00 am »

The blockages are kind of arbitrary though, and you can walk over tables.  Any other suggestions are welcome.
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Grue

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Re: How do I supply my carpenter's shop with logs?
« Reply #9 on: August 11, 2006, 01:58:00 am »

I think the worst thing is that dark green Xs don't always corellate with the walls... After some misplaced buildings I now carve 4x4 cave for each building so there's always enough space. The free tiles could be replaced by appropriate stockpiles for the building.
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karnot

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Re: How do I supply my carpenter's shop with logs?
« Reply #10 on: August 11, 2006, 02:04:00 am »

quote:
After some misplaced buildings I now carve 4x4 cave for each building so there's always enough space.

Whoa, thats serious !

I do this :
________
|XXOXXOXX
|XX  XX  XX
|XX  XX  XX

O are supports. Never had a trouble with path blockings or the like...yet ?

[ August 11, 2006: Message edited by: karnot ]

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Aquillion

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Re: How do I supply my carpenter's shop with logs?
« Reply #11 on: August 11, 2006, 04:09:00 am »

quote:
Originally posted by karnot:
<STRONG>
Its your call, but i wouldnt say that is such a good idea...</STRONG>
I'd say just turn off the blockages.  They don't really add anything to the game; they just add another stumbling block for a new player.  Once you actually know about them it's extremely easy to place things so they're not a factor...

All they're doing right now is tripping up people who are careless or just starting out.

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karnot

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Re: How do I supply my carpenter's shop with logs?
« Reply #12 on: August 11, 2006, 04:25:00 am »

quote:
I'd say just turn off the blockages. They don't really add anything to the game

They do. Its fun planning out your fortress, and its equally fun planning out how things should be positioned.
Its only a matter of having it rotate, and a good, non-hypertext, off-game, manual.
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Toady One

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Re: How do I supply my carpenter's shop with logs?
« Reply #13 on: August 11, 2006, 05:22:00 am »

Since it's easy to add and remove, it seems like a candidate for the init.txt file.  Aren't ASCII games supposed to have giant init files?  Or is that a cop out?
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Premier

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Re: How do I supply my carpenter's shop with logs?
« Reply #14 on: August 11, 2006, 08:23:00 am »

I tried what Vorbicon suggested about making some extra space to make sure the workshop can be navigated, and it seems to work.
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