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Author Topic: Farmer withdraws from society!  (Read 2113 times)

Darion

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Farmer withdraws from society!
« on: April 22, 2011, 02:12:45 pm »

So, my farmer just entered in a mood, but not in a workshop... is there a way to save him? i don't want him to die...
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Ze Spy

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Re: Farmer withdraws from society!
« Reply #1 on: April 22, 2011, 02:14:04 pm »

Build a Farmer workshop

To be Honest, having a Farmer enter a mood is basically having somebody run up to the Goblins naked and skill-less, it's a real gamble to figure out what the Farmer wants
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Daetrin

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Re: Farmer withdraws from society!
« Reply #2 on: April 22, 2011, 02:16:48 pm »

Tanners require leatherworks. No crafting skills at all need craftsdwarfs shops.  You should look at his skills and see what he's likely to want.
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Darion

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Re: Farmer withdraws from society!
« Reply #3 on: April 22, 2011, 02:31:30 pm »

I built a loom, clothier, tanner and farmer workshop and nothing...he will die certainly
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CaptainArchmage

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Re: Farmer withdraws from society!
« Reply #4 on: April 22, 2011, 02:33:39 pm »

Craftsdwarfs workshop is the answer if no other workshop... works.
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Quietust

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Re: Farmer withdraws from society!
« Reply #5 on: April 22, 2011, 02:35:54 pm »

No crafting skills at all need craftsdwarfs shops.

Wrong - stone crafters, wood crafters, and bone carvers all use a craftsdwarf's workshop during a strange mood. Furthermore, if a dwarf has no moodable skills, then one of the 3 aforementioned skills will be selected at random.
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Syrup Roast

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Re: Farmer withdraws from society!
« Reply #6 on: April 22, 2011, 02:43:54 pm »

I built a loom, clothier, tanner and farmer workshop and nothing...he will die certainly
You sure he doesn't dabble in some of the metalworking skills? How about jeweler skills?
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Elanorea

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Re: Farmer withdraws from society!
« Reply #7 on: April 22, 2011, 02:46:19 pm »

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Sizik

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Re: Farmer withdraws from society!
« Reply #8 on: April 22, 2011, 03:17:26 pm »

No crafting skills at all need craftsdwarfs shops.

Wrong - stone crafters, wood crafters, and bone carvers all use a craftsdwarf's workshop during a strange mood. Furthermore, if a dwarf has no moodable skills, then one of the 3 aforementioned skills will be selected at random.

He meant "Dwarves with no crafting skills need craftsdwarf's shops," not "No dwarves with crafting skills need craftsdwarfs shops."
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Lagslayer

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Re: Farmer withdraws from society!
« Reply #9 on: April 22, 2011, 03:27:07 pm »

Try building one of every workshop, magma operated and normal.

Oliolli

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Re: Farmer withdraws from society!
« Reply #10 on: April 23, 2011, 05:01:43 am »

You can also check which mood he is in through Therapist, if you have it.
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blue emu

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Re: Farmer withdraws from society!
« Reply #11 on: April 23, 2011, 05:16:31 am »

Give us a list of ALL of his non-Social skills, and we'll tell you which workshop he needs.
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Starver

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Re: Farmer withdraws from society!
« Reply #12 on: April 23, 2011, 05:30:52 am »

Also, doesn't Dwarf Therapist also give moody dwarves a job-type that (usually, may be a bit buggy and give "Unknown Mood", on occasion) directly suggests which skill type it is that the moody dwarf is currently enslaved to?
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EddyP

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Re: Farmer withdraws from society!
« Reply #13 on: April 23, 2011, 06:12:25 am »

Craftsdwarf workshop.
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Dutchling

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Re: Farmer withdraws from society!
« Reply #14 on: April 23, 2011, 06:56:19 am »

Danger room workshop
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