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.
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
+2
ApogeeLancks In Every Game EverRegistered Userregular
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
+6
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
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.
+3
BrodyThe WatchThe First ShoreRegistered Userregular
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."
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!
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.
Did something really bad just happen to my civilization? Got all these at the same time.
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.
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.
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.
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.
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.
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.
+1
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
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
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.
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
+6
ElldrenIs a woman dammitceterum censeoRegistered Userregular
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.
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."
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.
+1
ApogeeLancks In Every Game EverRegistered Userregular
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
+1
Zavianuniversal peace sounds better than forever warRegistered Userregular
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.
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)?
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.
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.
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
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)
0
ApogeeLancks In Every Game EverRegistered Userregular
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.
Posts
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!
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
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.
Purge Night, clearly.
Have you been doing any Justice stuff? Was anyone especially upset? Did a mood fail?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
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!
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.
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.
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.
It flows slowly enough that usually the dwarf can run away, but the safer way is to channel out the wall from above.
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*
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
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.
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.
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 while it'll be a big undertaking they should work on making it properly multi threaded before anything else
7.2 million dollars from the first steam payout god damn, they fucking did it
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.
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
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?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
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.
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.
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.
Aww man why would you fix this, it was hilarious!
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.
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.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
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.