Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Miner gone (almost) stark raving mad !  (Read 618 times)

Deandet

  • Bay Watcher
    • View Profile
Miner gone (almost) stark raving mad !
« on: September 19, 2009, 02:58:16 pm »

Hello,
I have a problem with my dwarves. I noticed that miners remained idle in the mines with "No job" until they became dehydrated, hungry and drowsy. I drafted them and undrafted them, with no success. I finnaly told them to dig a ramp, and they weren't mad anymore.
A few seasons later, I noticed two of my new wrestlers fighting for a long time at the same place. They became thirsty, then dehydrated. I undrafted them and drafted them again, told them to do patrol or to station. No success again. One of them eventually died, and the second ran into the booze stock and drunk until he wasn't thirsty anymore.
Third case : I told to my jeweler to encrust some gems, and that same jeweler was punished for ignoring a mandate. I saw a peasant and the capitain of the guard into the workshop, the peasant remaining idle (at the very end of the job list, oddly) in the workshop and the capitain spamming me with messages saying that he couldn't cage the jeweler because he didn't find the path. The jeweler became thirsty, and I decided to draft and undraft the peasant to make him go away, and didn't succed for the jeweler.
What should I do ?
Logged

Overspeculated

  • Bay Watcher
  • euklid on pth
    • View Profile
Re: Miner gone (almost) stark raving mad !
« Reply #1 on: September 19, 2009, 03:07:37 pm »

Are they perhaps trapped in the mineshaft with no access to food or anywhere else?

That's the only explanation I can think of
Logged

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Miner gone (almost) stark raving mad !
« Reply #2 on: September 19, 2009, 03:37:04 pm »

The wrestlers wrestling to death is a bug. I don't know how it happens and I think I may have seen it only once, and I don't know how to get around it.

The rest of your problems though, sound as if you've got lots of access problems around your fort. Make certain that your dwarves can get around to the various wings of your fortress by ordering your soldiers around.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Niveras

  • Bay Watcher
    • View Profile
Re: Miner gone (almost) stark raving mad !
« Reply #3 on: September 19, 2009, 11:14:41 pm »

Your miners probably mined themselves into area that they cannot leave. This frequently happens when removing ramps (in my experience, anyway). If outside on the cliff, pay special attention to whether 'open space' tiles (with a ., versus , ' or ; for ground terrain) do not block off some corner that appears passable. Designate digging at or around the offending corner, or worse comes to worse designate some stairs and tunneling to free themselves.

As for your jeweler, can you not simply cancel his encrust task? It is also possible the captain cannot find a path to your jail. Check that doors leading to the area are not forbidden or "operated by mechanism" (lever-operated doors cannot be open and closed normally by dwarves).
« Last Edit: September 19, 2009, 11:19:25 pm by Niveras »
Logged

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Miner gone (almost) stark raving mad !
« Reply #4 on: September 20, 2009, 12:05:59 am »

Also, if it is a fairly recent jewlers shop, make sure your didn't have him build himself into a corner by blocking the entrance with the workshop.
Logged

Deandet

  • Bay Watcher
    • View Profile
Re: Miner gone (almost) stark raving mad !
« Reply #5 on: September 20, 2009, 04:28:27 am »

I built the workshop long time ago, and never had any problems.
I forgot to say that I also had the problem with miners who were digging the jail. I needed to dig the way to a tunnel, tunnel that was the only way to the barracks. No problems with the barracks, no problems with the jail.
Before I had a jail a z-level above (it was supposed to be used for goblins, but was never used). As I accidently flooded that level, I decided to move the jail a z-level down. I told to my dwarves to remove the cages, and it didn't happen.
Old jail
##+||+//||
    +
#+++##

# cage
+ floor
|| unlocked door
// ramp to the new jail
Sorry if I used the wrong symbols, I use a graphic pack.
The capitain wanted to use one of the cages for the dwarf, even if it was going to be removed. I never used any mechanism for the doors. And for the mining problem, I'll check the ramps.
Logged