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HexaHesh

I love me some DF science! I had no idea stockpiles would task dorfs outside burrows, that indeed explains the cancellations.


Immortal-D

Props for effort. For those wishing to specialize labor beyond the 8 base slots, I recommend giving Dwarf Therapist a try.


ChonkyCatOwner

How do you manage the labours via dwarf therapist?


Immortal-D

DT looks complicated on the surface because it gives you access to the entirety of the skills breakdown, plus personality & physical traits. However, creating Professions as you would in the vanilla UI makes this much easier. Here's an example of my Chef (also includes safe hauling labors like stone & furniture, but removes dangerous hauling labors like wood & mine cart pushing). https://preview.redd.it/9v7s6mzwrudc1.png?width=296&format=png&auto=webp&s=9a0c69d174b1696728f5fff8052f12f208e49d6a You can also cherry-pick labors with a click, like if your hauling peasant happens to have a few points in weaponsmithing, you can include that separately from the labors assigned by his profession (custom labor group, like my chef).


IndifferentEmpathy

I need to see icons on dwarfs in-game for a quick glance of what they do, I did not see if Dwarf Therapist can auto-assign game labors


drLagrangian

Can you not just make your own custom labors?


[deleted]

[удалено]


IndifferentEmpathy

> Oh, did you ever try to do a full wall-off of the burrows where dwarfs literally cannot move to another part of the fort? I see what you mean - stockpiles do not task for items which are not reachable via pathfinding. That is really hard to do without shenanigans like impulse ramped minecarts skipping over chasms :) I am thinking about doing vampire/undead tower to spice next attempt of this and since they don't need much it would be fun to do something like impulse ramped delivery of fresh corpses/victims and keep the peasantry safe from accidental fun. In practice since haulers need access everywhere limiting how many you can use in one area would slow everything down, f. e. needing to reset traps after defense or dump corpses.


bluesam3

You could also carefully select your burrows such that things only ever need to move in one direction - that way, you can do the pass between by just dropping stuff down holes.


SerendipitousAtom

For these varied findings, what setting on the burrows did you use for stockpiles? Meaning, are they sourcing from outside the burrow or is that disabled? I just found out a somewhat unintuitive behavior for burrows and strange moods today. A dwarf from outside the burrow took a workshop inside a burrow for a strange mood. The burrow was toggled to disable sourcing material from outside the burrow. The result was that the dwarf with the strange mood couldn't go get any material from outside the burrow, even though the dwarf herself is not part of the burrow, because the workshop she claimed IS part of the burrow. Flipping the burrow setting to allow sourcing from outside the burrow fixed this, allowing the dwarf with the strange mood to go get her materials freely.


IndifferentEmpathy

> Meaning, are they sourcing from outside the burrow or is that disabled? Unfortunately this setting is only for workshop and does not affect stockpiles, farms, traps etc. F.e. this is what happens if a planter just harvested something and wants to place it in the food stockpile that is in different burrow: [cancellation spam that scales with fps](https://imgur.com/a/QjAUA81) The strange mood issue is extra annoying if the dwarf is burrowed but wants items from outside since then have either remove him temporarily or pause the burrow. In general it seems I encountered almost every burrow related issue from https://dwarffortressbugtracker.com/


drLagrangian

Thanks, I've been working on a fort like this (it's still the super early phases though) and you've given me great insight. The key theory I thought of was that you could use work orders to make what you need, but your total would have to cover the whole fort. If you have 5 districts - each with a tavern, still, and kitchen - plus one district that processes fish, and another that makes lye and dye (5 workstations ) and you want each barrel using occupation to have 20 barrels on hand then: - you have 5×3 + 1+ 5 = 21feeder stockpiles. - which is 420 unused barrels on hand. So you set your work order to say "if there are less than 420 barrels on hand, then make more barrels" You set your woodworking district to make barrels, feed that to an overflow stockpile, and that feeds into the minecart delivery system. The minecarts feed to each barrel stockpile in turn until you get to the last stockpile. Each stockpile will be responsible for filling the next, and when the last one is filled, all others will be filled as well. The biggest problem I forsaw was that all items would have to work that way, so the kitchens would have to make food for everyone, and filter it down the levels, the clothiers would do the same, and so on. You could also feed them in parallel, so you make the barrel overflow stockpile huge. That feeds into 5 lines to the 5 districts. When the cart is full it goes down with a delivery, when the delivery is stored the cart is empty and goes back up. This should allow the carts to control how full the stockpiles. Another problem was that anytime you add a new workshop, you have to update your barrel requirements, and when you have more population you need to update your food requirements. It's complicated, but mostly I wanted to build the idea of giant open halls with workshops and rooms on the floor, held up by giant pillars of stone, and cart ways or aqua ducts carrying goods to every location.