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Author Topic: Mason Problems  (Read 793 times)

Spike GT

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Mason Problems
« on: May 09, 2010, 07:52:05 am »

So my fortress has 90 dwarves (arctic, seaside, aquifer).  I have completely dug out the first three levels of underground (only a 2x2 so it's not that large).  My masons have made enough blocks to completely floor/wall 3x4 rooms for 50 dwarves (plus two of our three mayors' quarters/offices/dining rooms...weird multi-mayor bug all on its own), each with a coffer and cabinet plus a native gold statue.  I also have a wall outside and two stories above that, the top contains the windmill array for the 120-story magma pump tower I'm working on and the one beneath it all the mechanisms to gather power.    Trade depot made of blocks.  Couple drawbridges.  Couple trash compactors.

Anyway, the point is, all masons have stopped producing things in workshops!  I can't figure out why.  Nothing is forbidden/dump, and haulers will still put the stones in the stockpiles near the workshops.  The profiles are set open so that anyone can use them.  Every one of them has the stoneworking jobs enabled.  Even when there is nothing else for them to do, they just sit around with "No job" next to their names.

Anyone else have this issue or know how to fix it?  I couldn't find anything in the wiki.
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Spike GT

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Re: Mason Problems
« Reply #1 on: May 09, 2010, 07:57:22 am »

Nevermind.  Apparently MASTER masons will no longer work in a workshop that is not designated for Dabbling as a minimum skill allowed.  I set them to Novice to prevent my common block-placers from making stone stuff, but now I have to change my whole labor structure because of this bug.  It was working fine before I hit this weird snag, and I was even designating a Master+ shop to make all the gold statues.  Oh well.

Still, though, my windmill array is lumping all the power into an amount that seems to cap at 960!  That's not gonna work, and I have to figure that out now...
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Hyperturtle

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Re: Mason Problems
« Reply #2 on: May 09, 2010, 01:45:50 pm »

that might make sense, I had some skilled armor/weapon smiths churning out trap components and shields etc to practice, and suddenly they just stopped.  That workshop is totally dead, where the one open to anyone (the previous was marked to higher than adequate in skill set) gets a line waiting to work on stuff.
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igless

0x517A5D

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Re: Mason Problems
« Reply #3 on: May 09, 2010, 05:50:18 pm »

I think I've experienced this myself, but didn't quite understand it.  I've been getting the workshops running again by allowing all skill levels and restricting them to only the dwarves I want working in them.

Has a bug report been opened?  I'd check but I detest the tracker's search UI.
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Spike GT

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Re: Mason Problems
« Reply #4 on: May 10, 2010, 12:12:19 am »

Yeah, that's what I had to do with my high quality mason's workshop.  I haven't used the bug tracker to register the bug or whatever, because I figured someone else has already done it by now and I was worried about bogging it down with redundant stuff.
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Satarus

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Re: Mason Problems
« Reply #5 on: May 10, 2010, 07:25:35 am »

If you need power, a perpetual motion machine works wonders.
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You need to make said elf leather into the most amazing work of art.  Embed it with every kind of gem you have, stud it with metals, and sew images into it.  Erect a shrine outside your fort with that in the center.  Let the elves know that you view their very skin as naught more but a medium for your dwarves to work on.

bmaczero

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Re: Mason Problems
« Reply #6 on: May 10, 2010, 08:16:00 am »

If you need power, a perpetual motion machine works wonders.
Not if there's a bug that caps the power of a system at 960.
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Scribble

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Re: Mason Problems
« Reply #7 on: May 10, 2010, 09:55:30 am »

I've had the same problem but for all trades, restricting my skill restricts all dwarves, only personal workshops seem to be effective.
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