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Author Topic: I don't think that's necessary, Urist McDave.  (Read 2316 times)

nirodragon

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I don't think that's necessary, Urist McDave.
« on: October 03, 2008, 11:30:26 am »

I've ordered my dwarves to build six floodgates and six mechanisms while all stone except for 100+ bauxite is forbidden... but my mason won't work, nor will my mechanic.  After some checking, no workshop job is being done, nor do any dwarves even make an attempt to complete any jobs at any workshop except for the mill.

Auto-generated jobs, such as "Store Item in Stockpile," "Drink," and "Sleep" are carried out normally.

Version 0.28.181.40d, run on a Macbook, 2GHz Intel Core 2 Duo, 4GB RAM, Mac OS X 10.5.4

The following modifications have been made to the RAW files:

[SPEED:1] added to the dwarf entry in creatures_standard.txt

various reactions added to reactions_standard.txt, all based on the 'free adamantine' cheat in the wiki.

All modifications were in place long before this issue arose.
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Soralin

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Re: I don't think that's necessary, Urist McDave.
« Reply #1 on: October 03, 2008, 01:23:32 pm »

Forbidding all that stone probably forbid the stone that the mason and mechanic workshops are made out of too, which prevents the dwarves from using them.  Press t and cursor over a workshop and you can see the components it's made of with a [ B ] next to them, if those are forbidden, then the workshop is forbidden.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #2 on: October 03, 2008, 02:08:07 pm »

o.O

Yeah, that did it.

Gah, wow.  I didn't know the stocks screen kept track of that.
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Yanlin

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Re: I don't think that's necessary, Urist McDave.
« Reply #3 on: October 04, 2008, 04:32:02 am »

Press t and look at the workshop.

I use a different method to yours. I have special rooms for particular workshops. I just make a room with a workshop and a custom stockpile.

But we really need a way to designate what we want to make our stuff from.

I heard we could do that in the 2D version. No sense removing that. We have metal difference, now we need stone difference.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #4 on: October 04, 2008, 03:53:26 pm »

Press t and look at the workshop.

I use a different method to yours. I have special rooms for particular workshops. I just make a room with a workshop and a custom stockpile.

But we really need a way to designate what we want to make our stuff from.

I heard we could do that in the 2D version. No sense removing that. We have metal difference, now we need stone difference.

Agreed.
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beorn080

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Re: I don't think that's necessary, Urist McDave.
« Reply #5 on: October 04, 2008, 05:28:26 pm »

In 2D DF, you could specify light, dark, and rock at the mason's workshop.
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i2amroy

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Re: I don't think that's necessary, Urist McDave.
« Reply #6 on: October 04, 2008, 09:40:47 pm »

I personally would be fine if we could at least choose the color. A list of every type of stone available might be a little much to sort through in the list.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #7 on: October 04, 2008, 10:31:42 pm »

I personally would be fine if we could at least choose the color. A list of every type of stone available might be a little much to sort through in the list.

Yes, but if you need bauxite floodgates and mechanisms, but you have both bauxite and kaolinite in your stockpiles, just specifying 'red floodgate' and 'red mechanism' won't do you all that much good without a large dose of luck.
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(name here)

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Re: I don't think that's necessary, Urist McDave.
« Reply #8 on: October 05, 2008, 10:49:02 am »

eh, not too bad, just make a custom stockpile.
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Yanlin

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Re: I don't think that's necessary, Urist McDave.
« Reply #9 on: October 05, 2008, 01:16:50 pm »

eh, not too bad, just make a custom stockpile.

General rule of game making.

Player workarounds are BAD.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #10 on: October 05, 2008, 01:22:13 pm »

Yanlin:  You posted your reply right as I clicked to write mine.  What's up?

(name here):  That only works if the dwarf set to make the stuff feels like grabbing it from th enearest stockpile, which isn't always the case.
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(name here)

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Re: I don't think that's necessary, Urist McDave.
« Reply #11 on: October 05, 2008, 01:26:37 pm »

actually, it's fine when he's not trying to claim somthing that's directly above him.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #12 on: October 05, 2008, 01:29:49 pm »

I've had issues with the custom stockpile method on a fortress where everything was on the same z-level.  I'm not too big on stairs, so I tend to spread horizontally.  My mason went all the way across the map to grab a chunk of granite rather than using one of the 50 bauxite rocks right next to his workshop.

That time, nothing was forbidden or anything, and he actually walked right over the bauxite stockpile on the way to and from the granite.
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Yanlin

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Re: I don't think that's necessary, Urist McDave.
« Reply #13 on: October 05, 2008, 03:02:40 pm »

They usually aim for the NEWEST rock and not the CLOSEST. Which is a problem.

As for your sig, press the l key. That's a lower case L.
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nirodragon

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Re: I don't think that's necessary, Urist McDave.
« Reply #14 on: October 05, 2008, 03:18:11 pm »

They usually aim for the NEWEST rock and not the CLOSEST. Which is a problem.

As for your sig, press the l key. That's a lower case L.

Thanks, I never knew that hotkey.
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Urist McMiner was disgusted by a miasma lately

I can't believe I just went there...