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Author Topic: The DF2010 Little Questions Thread  (Read 1118228 times)

Snook

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Re: The DF2010 Little Questions Thread
« Reply #1485 on: June 30, 2010, 01:43:14 pm »

Well to get the kennel built try disabling the soldiers' labor involving the kennels. He's probably put it on his "TODO" list but is too busy training to do it. :p
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Il Palazzo

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Re: The DF2010 Little Questions Thread
« Reply #1486 on: June 30, 2010, 01:44:10 pm »

I looked through the wiki, but the information is not consistent on all the facets of the military. I just want to know if my soldiers will go about civilian tasks if I have their alert set to 'inactive'. They still do individual combat practice, but this seems to take precedence over all else. The specific problem I'm having is my animal dissector is doing his combat training but I need him for building a kennel. I try to assign others to hunting and animal training, but they wont build the kennel either.

Basically, I need to know if this is a problem with my military setup or something to do with the kennel.
I do believe the military dwarves will return to their mundane, civilian duties, if they will not have a place to conduct an individual training drill. Try removing "T"rain designation for a squad from your barracks, maybe disbanding and reinstating the squad if they'll still stuck. Perhaps removing the barracks designation at all might help?
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kingkasai

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Re: The DF2010 Little Questions Thread
« Reply #1487 on: June 30, 2010, 02:15:17 pm »

I looked through the wiki, but the information is not consistent on all the facets of the military. I just want to know if my soldiers will go about civilian tasks if I have their alert set to 'inactive'. They still do individual combat practice, but this seems to take precedence over all else. The specific problem I'm having is my animal dissector is doing his combat training but I need him for building a kennel. I try to assign others to hunting and animal training, but they wont build the kennel either.

Basically, I need to know if this is a problem with my military setup or something to do with the kennel.
I do believe the military dwarves will return to their mundane, civilian duties, if they will not have a place to conduct an individual training drill. Try removing "T"rain designation for a squad from your barracks, maybe disbanding and reinstating the squad if they'll still stuck. Perhaps removing the barracks designation at all might help?

Had to remove the barracks for them to stop. He finally went to the kennel. I don't understand why *he* had to build it, even though others had the proper labor enabled... Oh well, it still worked. Thanks
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Cyntrox

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Re: The DF2010 Little Questions Thread
« Reply #1488 on: June 30, 2010, 02:28:39 pm »

My smelter says "No tasks available, check for rew material access and fuel if necessary."

I have 32 units of coke and one unit of charcoal, none of which are forbidden. I also have (among other things) 35 units of limonite, also not forbidden. This is not a magma smelter.

I've used it before, why shouldn't it work now? It's extra bad because I need to make some bars for my fey dwarf...
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Metroid

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Re: The DF2010 Little Questions Thread
« Reply #1489 on: June 30, 2010, 03:17:16 pm »

I looked through the wiki, but the information is not consistent on all the facets of the military. I just want to know if my soldiers will go about civilian tasks if I have their alert set to 'inactive'. They still do individual combat practice, but this seems to take precedence over all else. The specific problem I'm having is my animal dissector is doing his combat training but I need him for building a kennel. I try to assign others to hunting and animal training, but they wont build the kennel either.

Basically, I need to know if this is a problem with my military setup or something to do with the kennel.
I do believe the military dwarves will return to their mundane, civilian duties, if they will not have a place to conduct an individual training drill. Try removing "T"rain designation for a squad from your barracks, maybe disbanding and reinstating the squad if they'll still stuck. Perhaps removing the barracks designation at all might help?

Had to remove the barracks for them to stop. He finally went to the kennel. I don't understand why *he* had to build it, even though others had the proper labor enabled... Oh well, it still worked. Thanks

I'm not sure if this goes for everybody, but in my case I have notice that a dwarf with a new job enabled will not complete tasks, such as construction, that were designated before he was told that he could do that labor. (I.e., if I have a carpentry workshop waiting to be built and then tell Urist that he can build it, he just won't.) When that happens I just cancel the construction and command the order again.
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shoowop

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Re: The DF2010 Little Questions Thread
« Reply #1490 on: June 30, 2010, 03:20:39 pm »

My smelter says "No tasks available, check for rew material access and fuel if necessary."

I have 32 units of coke and one unit of charcoal, none of which are forbidden. I also have (among other things) 35 units of limonite, also not forbidden. This is not a magma smelter.

I've used it before, why shouldn't it work now? It's extra bad because I need to make some bars for my fey dwarf...
This is an iffy guess but if you're moving stockpiles this will account for it.  I've noticed when an item is being hauled or a dwarf is on route to hauling it will be considered more or less "forbidden" and may not even appear on the stocks list until it's back in a proper stockpile.
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Cyntrox

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Re: The DF2010 Little Questions Thread
« Reply #1491 on: June 30, 2010, 03:47:09 pm »

My smelter says "No tasks available, check for rew material access and fuel if necessary."

I have 32 units of coke and one unit of charcoal, none of which are forbidden. I also have (among other things) 35 units of limonite, also not forbidden. This is not a magma smelter.

I've used it before, why shouldn't it work now? It's extra bad because I need to make some bars for my fey dwarf...
This is an iffy guess but if you're moving stockpiles this will account for it.  I've noticed when an item is being hauled or a dwarf is on route to hauling it will be considered more or less "forbidden" and may not even appear on the stocks list until it's back in a proper stockpile.
The stockpile is the same that I've used since I started this fort, so I doubt that's it.

I also have more coke than dwarves...
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shoowop

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Re: The DF2010 Little Questions Thread
« Reply #1492 on: June 30, 2010, 04:08:55 pm »

Strange.. try de and recontructing the smelter

Beyond that I have no idea. might be something for the bug tracker
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #1493 on: June 30, 2010, 04:19:57 pm »

Is the smelter in a burrow?
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Cyntrox

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Re: The DF2010 Little Questions Thread
« Reply #1494 on: June 30, 2010, 04:25:49 pm »

Yes, yes it is.

*checks*

That was it! Seems it has to be in the same burrow as the raw materials. That doesn't affect any of my other workshops though, strange... I guess it's because the smelter checks for raw materials first while a, for example, carpenters workshop doesn't care if the materials are there?


Edit: WOHO, saved my Mason!
« Last Edit: June 30, 2010, 04:30:34 pm by Cyntrox »
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Cyntrox

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Re: The DF2010 Little Questions Thread
« Reply #1495 on: June 30, 2010, 04:34:09 pm »

On an unrelated note, my cage traps just defeated a pack of wolves, and I want to breed them. I've tried added [TRAINABLE] to [CREATURE:WOLF] in creature_large_temperate, but I still can't find anything in the Tame Large Animal-list at the Kennel... That's where I'm supposed to do it, right?
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RagNoRock

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Re: The DF2010 Little Questions Thread
« Reply #1496 on: June 30, 2010, 04:38:17 pm »

Ok I set Weather to NO in the D_Init but its still raining >_<.

Oh, and I did save/restart.
« Last Edit: June 30, 2010, 04:54:07 pm by RagNoRock »
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Zona

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Re: The DF2010 Little Questions Thread
« Reply #1497 on: June 30, 2010, 04:43:11 pm »

In 31.08 why will my cooks not use meat?
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StrawberryBunny

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Re: The DF2010 Little Questions Thread
« Reply #1498 on: June 30, 2010, 06:13:37 pm »

Ok I set Weather to NO in the D_Init but its still raining >_<.

Oh, and I did save/restart.
weather isn't so much a "happens/doesn't happen" switch as "changes/doesn't change". It was raining when you set the init option to NO meaning weather no longer changes. Ergo, permanent rain.
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RagNoRock

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Re: The DF2010 Little Questions Thread
« Reply #1499 on: June 30, 2010, 06:22:25 pm »

Ok I set Weather to NO in the D_Init but its still raining >_<.

Oh, and I did save/restart.
weather isn't so much a "happens/doesn't happen" switch as "changes/doesn't change". It was raining when you set the init option to NO meaning weather no longer changes. Ergo, permanent rain.
Thanks will turn it back on and wait for the rain to stop.
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