Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: random productivity tip  (Read 2442 times)

anomaly

  • Bay Watcher
    • View Profile
random productivity tip
« on: October 06, 2008, 04:44:36 pm »

Don't designate any meeting halls, and your dwarfs can't party.  I always set my dining hall to be a meeting hall in the past and it really cut down on productivity in the earlier part of the game when I really needed it.

Well, I won't have that problem anymore.

I haven't really noticed any negatives to having no meeting area.  It might affect happiness, but if the dwarves have freetime they just wander around and look at various constructions.  This seems to generate happiness just fine.  And, dwarves still get the happy thought from eating in a legendary dining hall (and they don't complain about crowding anymore).
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: random productivity tip
« Reply #1 on: October 06, 2008, 04:50:52 pm »

Yep. That's why I never use those meeting halls.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

andrea

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #2 on: October 06, 2008, 04:52:23 pm »

meeting zones are very useful to keep dwarves togheter in a room.i always use them.

but if you make a meeting room using a table, a statue, a cage or a well... well, that is the end of the productivity of your fortress. dwarves will keep making partyes. and partyes. and partyes.
that is why i never use them

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: random productivity tip
« Reply #3 on: October 06, 2008, 05:00:39 pm »

Yes, this is not a random productivity tip, it is the productivity tip.  Besides, I'd prefer it if my dwarves weren't ecstatic all the time - maybe someday one of them will turn unhappy and give me something to do.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

andrea

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #4 on: October 06, 2008, 05:05:34 pm »

i am sorry for you aqizzar, but it isn't that easy.
i have an abovegorund fort, several years, no dining room (only 5 tables), almost everyone sleep in barraks, i have 180 dwarves and some of them die every year because of the goblins.
 and everyone is happy because of the food and drinks. dwarves are hard to make unhappy.
at least in that fort.

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: random productivity tip
« Reply #5 on: October 06, 2008, 05:57:08 pm »

Could I zone a meeting area over the dining hall if I want my dwarves to still hang out there?
Logged

xzzy

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #6 on: October 06, 2008, 06:36:56 pm »

Could I zone a meeting area over the dining hall if I want my dwarves to still hang out there?
Yes, and I think this is what most people do. It's a pretty efficient use of space, and if you put artifacts and/or cages in the room, it'll be a huge source of happy thoughts.

Logged

Lazer Bomb

  • Bay Watcher
  • Sine! Cosine! TANGENT!
    • View Profile
    • Homepage 60☼
Re: random productivity tip
« Reply #7 on: October 06, 2008, 08:17:36 pm »

Quick question: do dwarves get happy thoughts from seeing (being near) an object, or being in the same room as it?
Logged
Kagus: "Still, demonic spelunking is always a promising idea."

Overdose

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #8 on: October 06, 2008, 08:22:59 pm »

addition of the [Speed:600] tag or lower to the creature raws for dwarfs will make your guys speed across the map like everyone is super agile. Of course, it ruins the pacing, since everyone moves so much faster, you actually have way more idle time for your dwarfs.
Logged

Guy Montag

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #9 on: October 06, 2008, 08:27:18 pm »

Eh, I think a meeting area does wonders for productivity. It lets all the unemployed worthless immigrants into one place so I can decide to give them jobs I need or enlist them in my glorious military.

If I have all my unemployed smucks running willy-nilly all over the fortress, I'll never beable to assign them meaningful work.

Anyways... where to dwarves go if they are on break? Their room or something?

Also, putting a meeting area in the sunlight keeps your dwarves from getting cave adaptation.
Logged

(name here)

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #10 on: October 06, 2008, 09:12:47 pm »

I'm really fine with the numerous parties in my county capital. even with a 35+ military, i have an absurd number of idlers and i need the happiness to avoid a chrono seige causing a tantrum spiral.
Logged
Only in Dwarf Fortress would you try to catch a mermaid to butcher her and make trophies out of her bones 

Bodkin

  • Bay Watcher
    • View Profile
    • The Hoondat Report
Re: random productivity tip
« Reply #11 on: October 06, 2008, 09:52:56 pm »

Also, putting a meeting area in the sunlight keeps your dwarves from getting cave adaptation.

You, sir, have just planted a fascinating thought in my head.

My dwarves have cave adaptation already.  And the place they congregate (the well) is just one z-level removed from open air.

The experiment: how much vomit can one fortress produce?
Logged
I have so far executed three dwarves by means of impalement ... for bringing cats into my fortress.

kurisukun

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #12 on: October 06, 2008, 10:22:36 pm »

Also, putting a meeting area in the sunlight keeps your dwarves from getting cave adaptation.

You, sir, have just planted a fascinating thought in my head.

My dwarves have cave adaptation already.  And the place they congregate (the well) is just one z-level removed from open air.

The experiment: how much vomit can one fortress produce?


I was quite upset when my brand new above-ground clear glass Aquarium was turned green from the vomit of the workers who built it.

If I'd wanted a GREEN glass fortress, I would have started it that way to begin with!!!

pushy

  • Bay Watcher
  • [MEANDERER]
    • View Profile
Re: random productivity tip
« Reply #13 on: October 07, 2008, 06:07:33 am »

I always have a meeting zone outside, even though I have no real need for the dwarves to ever go outside. But I'm wondering, do bridges stop rain from falling on the tiles below? I know it doesn't stop a tile from being considered sunlit and stuff, but will it stop the rain? I'm considering having a meeting zone in a fort which is right below ground level (z-1) with the roof channelled out so that it is considered "aboveground" and an outside location...and using bridges like a retractable roof. I'm rather picky about viewing a dwarf's inventory and seeing pages of stuff like "water covering (left hand)", "water covering (left thumb)", "water covering (left second finger)" and so on; it annoys me, and if it's feasible then this idea would help me by preventing both the water covering spam and cave adaptation in one go.
Logged
Quote from: Tim Edwards, PC Gamer UK
There are three things I know about dwarves:
1. They've got beards. Even the women.
2. They're short. Especially the women.
3. They're Scottish.

anomaly

  • Bay Watcher
    • View Profile
Re: random productivity tip
« Reply #14 on: October 07, 2008, 01:08:07 pm »

NOTHING makes sunlight go away. you can literally just build a block roof out of stone over a channeled tile and it will still prevent cave adaptation.
Logged
Pages: [1] 2