Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: "Brewer" doesn't brew?  (Read 997 times)

Moleculor

  • Bay Watcher
    • View Profile
"Brewer" doesn't brew?
« on: October 24, 2010, 05:38:43 am »

Right, so I'm back to DF again, after yet another very long break.

So of course I've not only forgotten most things, but there are new bugs and stuff to discover! Yay!

I've just had my third or fourth migrant wave (Armok, but they keep coming!) and I've spontaneously noticed that, lo, the brewer that just showed up, that only has a single skill, that of brewing, and a job description of brewer... doesn't have "brewing" selected in his labors.

Oh. Joy.

So I've gone over a few other dwarfs... slowly... and discovered that they too are "professionals" who don't do their jobs.

What's the fastest/easiest way to fix this issue, besides magma?
Logged

AngleWyrm

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #1 on: October 24, 2010, 05:56:21 am »

Dwarf Therapist, then give them a quick lookover. The little labor boxes are marked in black for skills they have, and then highlighted in blue if the labor is actually active. Just click on any that aren't highlighted.
Logged

Moleculor

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #2 on: October 24, 2010, 06:08:42 am »

But I don't want to rap... oh, therapist!

Right.

Bah, I tend to be "against" 3rd party tools, but DF is a bit unfinished, so I s'pose it couldn't hurt.

Though it looks like that program isn't compatible with the latest version of DF?
Logged

SlimyMarmot

  • Bay Watcher
  • Mucous-y
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #3 on: October 24, 2010, 07:09:45 am »

The latest file on the downloads page is perfectly compatible, looks like the supported versions-page hasn't been updated.
« Last Edit: October 24, 2010, 09:01:58 am by SlimyMarmot »
Logged

schussel

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #4 on: October 24, 2010, 07:57:37 am »

after all whats the big deal about manually checking on the specific labours then if you are against DT ..which in  my  opinion is a must have for decent playalong esp after  you hit the 100 dwarf mark (making switching those soldiers close enough to not be champions on their weapon so one can continue to have them operate pumps, mine or chuck trees for training just in a glance is a dream come true or switch all haulers to stoneonly or woodonly for example)

the specific issue is btw a 50% standard ... sometimes less sometimes more gotta live with it
Logged

Astramancer

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #5 on: October 24, 2010, 11:04:04 am »

You'll also run into situations where they're not named the profession, but are very proficient in it.  This is especially common with military skills.
Logged

celem

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #6 on: October 24, 2010, 11:13:46 am »

Also..if a dwarf immigrant is skilled in 2 or more jobs theyll often only have the highest one selected by default on arrival.  Sometimes as said they have none, and often if two skills are equal they will have both...its just not reliable and i tend to manually inspect/assign each immigrant as they cross my bridge.
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Namfuak

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #7 on: October 24, 2010, 12:47:27 pm »

Also..if a dwarf immigrant is skilled in 2 or more jobs theyll often only have the highest one selected by default on arrival.  Sometimes as said they have none, and often if two skills are equal they will have both...its just not reliable and i tend to manually inspect/assign each immigrant as they cross my bridge.

Here is what I've found:

If they have no skills above novice, they won't have any labors turned on except hauling/cleaning/patient stuff
If they have one or more skills above novice, their highest will be turned on EXCEPT:
If they have multiple skills of the same category, they will always (I'm pretty sure) be the same skill level and will all be turned on, superseding any higher skills. For example, someone with Adequate stonecrafting/woodcrafting/etc will have all of those turned on even if he is a high master lye maker as well.
Logged

slothen

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #8 on: October 24, 2010, 06:30:49 pm »


Bah, I tend to be "against" 3rd party tools, but DF is a bit unfinished, so I s'pose it couldn't hurt.

do it anyway.  i don't use any other third party tools, but having used therapist for a few months, I would consider any fortress with +40 dwarves unplayable without it.  Not an exaggeration.  It makes your labor force much more versatile and responsive to your current needs, and its primary functionality (spreadsheet style dwarves vs labors/skills) is something i would expect in a 'finished' dwarf mode anyway.
Logged
While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #9 on: October 24, 2010, 06:36:31 pm »

Have they fixed the assigning of jobs that require weapons in Therapist yet?
Logged

beekay

  • Bay Watcher
    • View Profile
Re: "Brewer" doesn't brew?
« Reply #10 on: October 24, 2010, 08:55:12 pm »

DF is genuinely unplayable for me without Therapist. It simplifies workforce management by orders of magnitude.
Logged