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[Dwarf Fortress] with acceptable, SD graphics.

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Posts

  • ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    I was today days old when I found out my army of defensive tame cave crocodiles I was proud of could all simultaneously "forget their training" after one did; attacked another one and so on in a horrific cascade that ends in a hostile army of cave crocodiles and giant olms in the middle of your fort while all your squads are off fighting elves since you figured you could just do up your drawbridge until they got back if a siege showed up...

    Sounds like they were tired of you exploiting their labour. All it took was a revolutionary vanguard to goad the others into action.

    Crocodilians of the world, unite!

    fuck gendered marketing
    BloodySlothKristmas KthulhuElvenshaeGnome-Interruptus
  • nexuscrawlernexuscrawler Registered User regular
    Mvrck wrote: »
    Man Dorfs are drunken losers huh

    having a tavern seems to drag my fort to a constant standstill where no one works and they keep drinking me out of house and home

    Stuff not getting done due to need fulfilling activities is usually more a symptom of long travel/hauling times. Most of the actual "work" activities don't take very long for dwarves to do.

    I figured out what it was. here was a goblin performance trope that showed up and never left. they were sitting there reveling in my tavern for like a damn year.

    Eventually I deleted and remade the zone so they'd leave

    DisruptedCapitalistElvenshae
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    edited January 21
    So, strange thing happened - my fortress hit 200 pop and was humming along well when a brawl broke out in the tavern, and the deaths started piling up. Thankfully I had a lot of tombs prepared so the resulting pile of bodies didn't cause a tantrum spiral (well, yet). Almost 100 dwarves were dead when the dust settled (not the nobles though, bah).

    The weird part is I can't figure out why it happened. I don't have a tavern open to visitors, I don't have a tavern keeper giving too much alcohol, and there were no dwarves going berserk or brawling. It started with an administrator punching a stonecutter and escalated from there to include most of the fort. The scale of it makes me think it was a loyalty cascade of some kind, but beats me what started it.

    Apogee on
    8R7BtLw.png
    mrpakuAxenEndless_SerpentsMorninglordElvenshaeMirro
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Apogee wrote: »
    So, strange thing happened - my fortress hit 200 pop and was humming along well when a brawl broke out in the tavern, and the deaths started piling up. Thankfully I had a lot of tombs prepared so the resulting pile of bodies didn't cause a tantrum spiral (well, yet). almost 100 dwarves were dead when the dust settled (not the nobles though, bah).

    The weird part is I can't figure out why it happened. I don't have a tavern open to visitors, I don't have a tavern keeping giving too much alcohol, and there were no dwarves going berserk or brawling. It started with an administrator punching a stonecutter and escalated from there to include most of the fort. The scale of it makes me think it was a loyalty cascade of some kind, but beats me what started it.

    Purge Night, clearly.

    A Capellan's favorite sheath for any blade is your back.
    ApogeeElvenshaeKana
  • BrodyBrody The Watch The First ShoreRegistered User regular
    Apogee wrote: »
    So, strange thing happened - my fortress hit 200 pop and was humming along well when a brawl broke out in the tavern, and the deaths started piling up. Thankfully I had a lot of tombs prepared so the resulting pile of bodies didn't cause a tantrum spiral (well, yet). almost 100 dwarves were dead when the dust settled (not the nobles though, bah).

    The weird part is I can't figure out why it happened. I don't have a tavern open to visitors, I don't have a tavern keeping giving too much alcohol, and there were no dwarves going berserk or brawling. It started with an administrator punching a stonecutter and escalated from there to include most of the fort. The scale of it makes me think it was a loyalty cascade of some kind, but beats me what started it.

    Have you been doing any Justice stuff? Was anyone especially upset? Did a mood fail?

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    Brody wrote: »
    Apogee wrote: »
    So, strange thing happened - my fortress hit 200 pop and was humming along well when a brawl broke out in the tavern, and the deaths started piling up. Thankfully I had a lot of tombs prepared so the resulting pile of bodies didn't cause a tantrum spiral (well, yet). almost 100 dwarves were dead when the dust settled (not the nobles though, bah).

    The weird part is I can't figure out why it happened. I don't have a tavern open to visitors, I don't have a tavern keeping giving too much alcohol, and there were no dwarves going berserk or brawling. It started with an administrator punching a stonecutter and escalated from there to include most of the fort. The scale of it makes me think it was a loyalty cascade of some kind, but beats me what started it.

    Have you been doing any Justice stuff? Was anyone especially upset? Did a mood fail?

    I did recently appoint a Dungeon Master, and I saw during the brawl that he was going to 'dispense beating', but that was into the brawl at that point so I figured he was probably responding to the ongoing violence. It's possible he also started things... wish we had a log like the old days!

    8R7BtLw.png
    Mr Ray
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Did something really bad just happen to my civilization? Got all these at the same time.
    2sbntom3y7dg.png

    MechMantisMvrckApogee
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    If anyone is interested still at this point, it's finally my turn at the succession fort I am doing with other streamers.

    Due to some technical difficulties early on and my vacation plans I got pushed back to the 7th and final spot of the rotation (which will start again some time this week, the fort isn't done, we are just getting going on the FUN stuff).

    But I've gotten to catch basically 2% of the activity, so I'll be inheriting a mature fort practicallt blind. Which could prove to be very interesting.

    I'll be going live at 6pm PST. And next week I'll put together a sign up for a PA fort now that I've seen how this one is rolling and make some guidelines basef off what I've learned from this endeavor.

    m!ttensMechMantisDisruptedCapitalistKristmas KthulhuApogeeFleebVicElvenshaeElldren
  • UncleSporkyUncleSporky Registered User regular
    edited January 24
    EDIT: Wrong thread.

    UncleSporky on
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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Did something really bad just happen to my civilization? Got all these at the same time.
    2sbntom3y7dg.png

    Btw it seems like export ban violations count each Baron as an injured party even if they’re not the ones with that specific mandate. Just had a Dwarf sent to prison for 1400 days. Captain of the Guard got sentenced to 1100 days, but I guess he’s above the law? Fun way to find out what the x-ed scroll meant in the trade window. I thought it meant it was spoils from a raid.

  • mrpakumrpaku Registered User regular
    How do I "tap" a volcano without instantly immolating the dwarf that breaks the wall holding the magma?

  • m!ttensm!ttens he/himRegistered User regular
    mrpaku wrote: »
    How do I "tap" a volcano without instantly immolating the dwarf that breaks the wall holding the magma?

    Dig a channel/tunnel up to one z-level below the surface of the volcano, then approach the lip from the z-level above (i.e. the surface of the lava lake) and designate the last tile to be channeled. The dwarf should just channel out that tile safely from above and the lava should flow down your magmaduct to wherever you want it to go. For added security, make sure you have a smoothed/fortified natural rock or constructed fortified wall tile to prevent magma creatures from swimming through. Floodgates are also helpful if you somehow need to do work and have a way of pumping/dumping/obsidian-ing the magma past the floodgate but I usually don't bother and just plan out what I need and very slowly channel out extra pipes of magma for forge expansion.

    mrpakuElvenshae
  • CptHamiltonCptHamilton Registered User regular
    mrpaku wrote: »
    How do I "tap" a volcano without instantly immolating the dwarf that breaks the wall holding the magma?

    It flows slowly enough that usually the dwarf can run away, but the safer way is to channel out the wall from above.

    PSN,Steam,Live | CptHamiltonian
    mrpakuElvenshae
  • ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    edited January 27
    mrpaku wrote: »
    How do I "tap" a volcano without instantly immolating the dwarf that breaks the wall holding the magma?

    dig a chamber on the level you want the magma, then one immediately above it. Channel down the floor immediately next to the wall of obsidian on the upper floor. Build a retracting bridge over the channel out of magma-safe materials, then connect it to a lever (also magma safe). Seal the upper chamber so your dwarfs can’t get into it. Make sure the bridge is closed. Designate the wall on the upper level to be mined. Your dwarves will mine it diagonally through the bridge on the ramps below. Magma will flood the upper chamber but if the bridge and all the mechanisms and lever linked to it are magma-safe the bridge will stop it from leaking below.

    Get all your stuff out of the lower chamber

    Pull the lever

    *magic*

    Elldren on
    fuck gendered marketing
    mrpakuApogeeDisruptedCapitalist
  • 101101 Registered User regular
    *Cavern dweller invasion*

    An invasion!? Barricade the caverns, we're not prepared fo- oh, its 4 antmen.

    Hah, our newly trained squad of 10 can easily handle this pitiful attack. Sally forth men!

    *30 antmen appear from ambush stance*

    oh

    oh nooooooooooooo

    And then a web-shooting forgotten beast appeared.

    Hey-ho, time for a new fort

    BahamutZEROMvrckmrpakuDisruptedCapitalistElvenshae
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Cavern attacks are no fucking joke in the new version. I wouldn't be surprised to see them toned down in a minor patch soon.

  • VicVic Registered User regular
    Mvrck wrote: »
    Cavern attacks are no fucking joke in the new version. I wouldn't be surprised to see them toned down in a minor patch soon.

    Yeah, and they don't seem to end. I counted at least 200 antmen invaders in my first major steam version fort before abandoning it, and that was just over like 2-3 years.

    Endless_Serpents
  • 101101 Registered User regular
    for fucking real.

    I started another cavern fort, then got destroyed by a bird-man invasion. Reclaimed the fort and have sealed off my half of the caverns and they seem content to stick to their side.

    Since then they have killed two forgotten beasts, one of them instantly.


    In other news i have redesigned my hospital to have easily walled off rooms, after having to declare exterminatus on 10 dwarves to save the fort from a werbeast infection.

  • m!ttensm!ttens he/himRegistered User regular
    http://www.bay12forums.com/smf/index.php?topic=180561.msg8451117#msg8451117

    Turns out that pathfinding is not the cause of FPS death. It seems to be line-of-sight checks, family relationships (to determine things like "loved a performance by a family member"), glowtile creatures (more LOS stuff, creatures that are visible from farther in the darkness) as the top causes, with resolution rescale and tile rendering rounding out the top five.

    Elvenshae
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    edited February 2
    AkimboEG on
    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
    P10DisruptedCapitalistmrpakujdarksunNeveronBahamutZEROVicDarmakApogeeElvenshaeBrodyLokarnGimDuke 2.0
  • taliosfalcontaliosfalcon Registered User regular
    edited February 3
    m!ttens wrote: »
    http://www.bay12forums.com/smf/index.php?topic=180561.msg8451117#msg8451117

    Turns out that pathfinding is not the cause of FPS death. It seems to be line-of-sight checks, family relationships (to determine things like "loved a performance by a family member"), glowtile creatures (more LOS stuff, creatures that are visible from farther in the darkness) as the top causes, with resolution rescale and tile rendering rounding out the top five.
    I feel like the main cause of FPS death is still that the game is single threaded for the most part; as evidenced by the fact most people are hitting fps death with like; 10% cpu usage tops. My mind is honestly kinda blown that they did the steam release with the game still just..dying if you play a fort for a few years.
    I feel like while it'll be a big undertaking they should work on making it properly multi threaded before anything else

    taliosfalcon on
    steam xbox - adeptpenguin
  • BahamutZEROBahamutZERO Registered User regular
    AkimboEG wrote: »

    7.2 million dollars from the first steam payout god damn, they fucking did it

    BahamutZERO.gif
    DarmakRhesus PositivejdarksunElvenshaeBrodySkeithGnome-Interruptus38thDoe
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    m!ttens wrote: »
    http://www.bay12forums.com/smf/index.php?topic=180561.msg8451117#msg8451117

    Turns out that pathfinding is not the cause of FPS death. It seems to be line-of-sight checks, family relationships (to determine things like "loved a performance by a family member"), glowtile creatures (more LOS stuff, creatures that are visible from farther in the darkness) as the top causes, with resolution rescale and tile rendering rounding out the top five.
    I feel like the main cause of FPS death is still that the game is single threaded for the most part; as evidenced by the fact most people are hitting fps death with like; 10% cpu usage tops. My mind is honestly kinda blown that they did the steam release with the game still just..dying if you play a fort for a few years.
    I feel like while it'll be a big undertaking they should work on making it properly multi threaded before anything else

    It's a city builder/colony management game. They all grind down over time and enough things going on. The only reason something like Rimworld stays performant is the complete lack of entities and history it has to manage. There's only so much that you can thread, because most things are tied to the previous game state tick.

    You could do things like, just...not running the rest of the world while you're in your fort doing stuff, but then you'd just be playing some other game, and not Dwarf Fortress.

  • FANTOMASFANTOMAS Flan ArgentavisRegistered User regular
    So, I got a vampire in my fort, killed 3 people, but there were no witnesses. I had a couple of suspects, so I nicknamed them "suspect". After a through investigation, the culprit confesses, gets something like 400 days in prison. A few months later I am forced to abandon the fortress because I was tired of dealing with constant attacks from bird-people, so I moved to a place with less savagery. I left the vampire in its cage.

    The new fort is thriving, some 3-4 years in I find a dead body, drained of its blood, and then 3 more. As I am going through the Dwarves list to figure out who could it be, I see a completely new, unfamiliar name, nicknamed "suspect", wearing the same gear the vampire from the previous fortress was wearing. The bastard escaped, asumed a different identy and snuck into the fortress in a migrants wave. So I didnt even have a proper investigation, I just pinned every crime on the list to that one vampire and now he is spending around 680 days in prison. Im thinking of safe ways to destroy it before the sentence ends.

    Yes, with a quick verbal "boom." You take a man's peko, you deny him his dab, all that is left is to rise up and tear down the walls of Jericho with a ".....not!" -TexiKen
    mrpakuKristmas KthulhujdarksunDisruptedCapitalistElvenshaeKana
  • ElldrenElldren Is a woman dammit ceterum censeoRegistered User regular
    FANTOMAS wrote: »
    So, I got a vampire in my fort, killed 3 people, but there were no witnesses. I had a couple of suspects, so I nicknamed them "suspect". After a through investigation, the culprit confesses, gets something like 400 days in prison. A few months later I am forced to abandon the fortress because I was tired of dealing with constant attacks from bird-people, so I moved to a place with less savagery. I left the vampire in its cage.

    The new fort is thriving, some 3-4 years in I find a dead body, drained of its blood, and then 3 more. As I am going through the Dwarves list to figure out who could it be, I see a completely new, unfamiliar name, nicknamed "suspect", wearing the same gear the vampire from the previous fortress was wearing. The bastard escaped, asumed a different identy and snuck into the fortress in a migrants wave. So I didnt even have a proper investigation, I just pinned every crime on the list to that one vampire and now he is spending around 680 days in prison. Im thinking of safe ways to destroy it before the sentence ends.

    Dwarven guillotine. Lock him in a 1 tile cell on the surface, construct pillars above it on the corners, build a roof at least two z-levels up, then build a wall on the center tile of the roof.

    Deconstruct the 4 orthogonal roof tiles

    fuck gendered marketing
    DisruptedCapitalistFANTOMASMvrckKristmas KthulhuElvenshaeRhesus Positive
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    If you don't want to be that elaborate, stick them in their own squad and station them to stand under a drawbridge.

    Elvenshae
  • BrodyBrody The Watch The First ShoreRegistered User regular
    m!ttens wrote: »
    http://www.bay12forums.com/smf/index.php?topic=180561.msg8451117#msg8451117

    Turns out that pathfinding is not the cause of FPS death. It seems to be line-of-sight checks, family relationships (to determine things like "loved a performance by a family member"), glowtile creatures (more LOS stuff, creatures that are visible from farther in the darkness) as the top causes, with resolution rescale and tile rendering rounding out the top five.
    I feel like the main cause of FPS death is still that the game is single threaded for the most part; as evidenced by the fact most people are hitting fps death with like; 10% cpu usage tops. My mind is honestly kinda blown that they did the steam release with the game still just..dying if you play a fort for a few years.
    I feel like while it'll be a big undertaking they should work on making it properly multi threaded before anything else

    I feel like this would surprise me more if I hadn’t discovered that AutoCAD is also restricted to a single thread. They are vastly different programs, but originally I thought “eh, it’s one person doing all this coding, I’m not surprised he hasn’t found time to redesign it for multi-threading.” But then to find out a big ass company like AutoDesk is just as bad, with way more resources?

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    In this case the issue is, as I understand it, that creature turns aren't simultaneous and thus the system isn't built in a way where multithreading would actually help. They'll need to rewrite large chunks of the code from the ground up to make it even feasible, I think.

    But they have split off some minor things to other threads and whatnot, and the graphics now run on the GPU. So that's a start, at least.

    Apogee
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    edited February 7
    Yeah multithreading is hard. You can't, for instance, just take temperature calculations and put them on another thread; if updated temp info is needed for some other decision in the main thread (e.g. is Urist on fire) then it either needs to use cached information, which might be out of date, or pause the thread until the temp thread can return that information. Not good!

    Technically using cached info is doable, but it makes games non-deterministic which in turns makes it unpredictable/unreliable. Strange things start to happen when threads get out of sync, e.g. Urist should catch fire when he touches the burning table, but if the table wasn't on fire a moment ago the temperature might not be current and Urist doesn't catch fire... this time. Load the saved game and have a few unrelated things change and it might not work out the same way.

    Apogee on
    8R7BtLw.png
    CptHamilton
  • ZavianZavian universal peace sounds better than forever war Registered User regular
    new patch, here are the notes (spoilered for length)
    Arena mode is here which means you can new test out creatures, trees, materials and certain item mods before publishing them! Also notably we've added new sprites to show the growth progression of crops so now you'll be able to see where and what you plant!

    New stuff
    Arena mode is back, with an updated interface.

    Major bug fixes
    Stopped new timelines from always saving into region1.
    Fixed crash when copying trade information like ownership on certain items.
    Fixed crash from giant/diagonal activity zones.


    Graphics additions/changes
    Underground crops now have sprouting textures.
    Added planted soil texture and updated farmplot texture.
    Fixed list icons for several creatures.
    Updated designation textures.
    Updated statue textures.


    Audio additions/changes
    Made ambiences continue from where they left off rather than starting at the beginning each time.
    Now only plays a few random cards for a song on subsequent playthroughs rather than playing them in order each time.
    Added neutral cavern ambience.
    Replaced wild ambience with the biome-specific ambiences (and the existing wild sounds).
    Updated thunderstorm ambience.


    Other bug fixes/tweaks
    Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.
    Allowed emotionless creatures to satisfy needs if they still have them.
    Added a few additional embark warnings.
    Added culling of certain dead units to help with performance.
    Made invader summons parts of the invasion.

    KanajdarksunElvenshae
  • 101101 Registered User regular
    Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.


    Aww man why would you fix this, it was hilarious!

    jdarksun
  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    I don't think I'll ever play a game of dwarf fortress but I love the stories people tell so much I just subscribe to this thread just to read them.

    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
    DisruptedCapitalistcrzyangoMirkel
  • mrpakumrpaku Registered User regular
    What do I do about Dwarves who just want to sit and drink/eat/listen to stories/socialize in my tavern? I've put guys in squads, moved them downstairs, then immediately dissolved the squad, erased the tavern zone then remade it, turned off all labors then turned them back on again after setting everyone to haul for a few minutes

    Specifically my miners (all holding currently picks, which I have plenty of) have a bit hole to dig that I've erased and reassigned three times now, and they act like they have zero clue there's a job to do down there. And, does this have anything do with me taking in every bard, poet, and dancer that wanders in (up to seven now)?

  • BahamutZEROBahamutZERO Registered User regular
    Have you tried paying them better (I don't know how to unstuck them from this, no)

    BahamutZERO.gif
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    There's an informative bar chart out showing Dwarf Fortress' monthly revenue:
    mj9xk264nua2.jpg

    [Muffled sounds of gorilla violence]
    DisruptedCapitalistBliss 101mrpakuFleebApogeeElvenshaeDarmakKristmas KthulhuCptHamiltonjdarksunGnome-Interruptus38thDoeZeroCow
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    mrpaku wrote: »
    What do I do about Dwarves who just want to sit and drink/eat/listen to stories/socialize in my tavern? I've put guys in squads, moved them downstairs, then immediately dissolved the squad, erased the tavern zone then remade it, turned off all labors then turned them back on again after setting everyone to haul for a few minutes

    Specifically my miners (all holding currently picks, which I have plenty of) have a bit hole to dig that I've erased and reassigned three times now, and they act like they have zero clue there's a job to do down there. And, does this have anything do with me taking in every bard, poet, and dancer that wanders in (up to seven now)?

    You've made a dining hall and assigned a tavern location, right? I missed that particular detail a while back... now I have trouble getting my dwarves to stop socializing and actual do stuff.

    8R7BtLw.png
  • ElvenshaeElvenshae Registered User regular
    101 wrote: »
    Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.


    Aww man why would you fix this, it was hilarious!

    Was gonna say, those patch notes had me worried with how mundane they were until I got to that one. I breathed out a sigh of relief because, yes, they were DF patch notes.

    DisruptedCapitalist
  • 101101 Registered User regular
    Apogee wrote: »
    mrpaku wrote: »
    What do I do about Dwarves who just want to sit and drink/eat/listen to stories/socialize in my tavern? I've put guys in squads, moved them downstairs, then immediately dissolved the squad, erased the tavern zone then remade it, turned off all labors then turned them back on again after setting everyone to haul for a few minutes

    Specifically my miners (all holding currently picks, which I have plenty of) have a bit hole to dig that I've erased and reassigned three times now, and they act like they have zero clue there's a job to do down there. And, does this have anything do with me taking in every bard, poet, and dancer that wanders in (up to seven now)?

    You've made a dining hall and assigned a tavern location, right? I missed that particular detail a while back... now I have trouble getting my dwarves to stop socializing and actual do stuff.

    Wait, do you need a separate dining area? I just have a tavern and assumed that would do it for everyone

  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    From my experience taverns will just take over everything regardless of whether you have other dining halls. I usually just disband the tavern when it starts getting out of control.

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    101 wrote: »
    Apogee wrote: »
    mrpaku wrote: »
    What do I do about Dwarves who just want to sit and drink/eat/listen to stories/socialize in my tavern? I've put guys in squads, moved them downstairs, then immediately dissolved the squad, erased the tavern zone then remade it, turned off all labors then turned them back on again after setting everyone to haul for a few minutes

    Specifically my miners (all holding currently picks, which I have plenty of) have a bit hole to dig that I've erased and reassigned three times now, and they act like they have zero clue there's a job to do down there. And, does this have anything do with me taking in every bard, poet, and dancer that wanders in (up to seven now)?

    You've made a dining hall and assigned a tavern location, right? I missed that particular detail a while back... now I have trouble getting my dwarves to stop socializing and actual do stuff.

    Wait, do you need a separate dining area? I just have a tavern and assumed that would do it for everyone

    To be clear, making a dining hall, then make the dining hall a tavern; they're functionally the same thing. And as per DisruptedCapitalist, you can just remove the tavern designation from the hall if things get too wild.

    8R7BtLw.png
    ElldrenDisruptedCapitalist
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