Otherwise i just build a smallish tavern nearby my workshop burrows (when there is a need to set them like that, like specific animal milking farming depots) put some prepared food and drink stockpile places inside and let dwarves who are not working idle there, if its necessity i also hook the burrow up to a dormitory on the same z level or a small one close by, release the burrow workers when they are done so they can go spend their break praying and reading for a bit. I like the using minecarts idea, sounds neat but the path needs to be secure, so that enemies don't path into your secure space, or at least have to fall a considerable drop onto the heaviest (and therefore hard hitting) surface you have for flooring. Pre-preparing food stockpiles to be forbidden once placed in time of a emergency, alternatively having those stockpiles and a water source (since booze WILL dry up fast) if im going to be waiting a prolonged amount of time in the emergency burrow, with simple amenities like a small non assigned prayer area and a dormitory. I suspect Fleeting Frames' problem lies elsewhere. I've always (except when I stuff up and forget to remove the default orders) set my minecart quantum stockpiles to not have any movement orders without having had any problems. Also, civilian alerts enabled while dorfs are burrowed in ordinary burrows let them out: it seems either the civ alert burrow completely overrides the ordinary one, or that each burrow add their areas allowed to use as target/destination, but I don't have any more info on it than that. I've heard about dorfs ambling about defying civilian alerts to greet invaders, and a speculation is that this is a Need to wander" fulfillment, but I haven't seen that one myself. So far I haven't encountered any case where they're properly burrowed and THEN desert the burrow for a Need, though. ![]() They will also frequently interrupt Need actions for food/drink/sleep inside the burrow and then desert it to go back to their Need. My experience with Needs defying burrows are that dorfs will ignore burrows while performing a Need (including "overridable" green ones). ![]() Dorfs will not leave burrows to save themselves from starvation or dehydration. This means the single tile will soon be occupied by the empty "Willow Barrel #22".īasic needs (such as food/drink/sleep) are not the same as the Needs of DF (socialize, pray, read.). Single tile booze stockpiles rapidly fail to work, because dorfs place an empty barrel/pot in stockpiles using them in anticipation for stuff to store in them.
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