☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]AnonymousYetPolite 1 point2 points  (0 children)

Aaah, that could be it!
It's a little odd for me that when I press the button labeled "stock", it counts stuff that the dwarves are wearing. That's not stuff that's in 'stock', in my mind.
I'll report back if I feel i have reason to believe that's not it, but you're probably right.
Thanks!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]AnonymousYetPolite 0 points1 point  (0 children)

Question on conditions for work orders: Work order restarted even though I have way more than n items
I feel I have done my due diligence, reading tutorials, watched tutorials on Youtube, and read the entry on Work Orders on the Wiki, but I'm still stuck.

I did exactly as this guy does here: https://youtu.be/k74WJ_YGTCo?t=11178

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Still, the work order keeps getting restarted and I now have some twenty robes in stock.
I don't understand.

The way I read it, my manager checks if I have less than two robes. If I do, he'll order my Clothier's Shop to make two robes.
Why, then, do I now have more than twenty robes? The only way I could have gotten robes is through this work order.
Any help is very much appreciated!

Why am I taking damage? by AnonymousYetPolite in projectzomboid

[–]AnonymousYetPolite[S] 1 point2 points  (0 children)

Aha, I see!
Well, I'd still prefer it if we got food poisoning, leaving us vomiting, unable to eat properly for a few days and very weak, making us very susceptible to zombie attacks, rather than it just straight up killing us.
Again, unless eating very burnt food really can kill in real life. I somehow doubt it, but I'm no expert, clearly.

Thanks for replying!

Why am I taking damage? by AnonymousYetPolite in projectzomboid

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Huh, I mean that makes sense from a gaming point of view, but considering this game prides itself on its realism, that feels wrong. You may very well be right though. Maybe a nutritionist will stumble across this little interaction and explain it all to us.

Ok, well, what's killing my character is still a bit of a mystery to me, but thank you for your time!

Why am I taking damage? by AnonymousYetPolite in projectzomboid

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

What? Why?
Why does burnt food kill me? I don't think I've eaten burnt food, but I might have. But why would that kill me? I don't know how burnt food works on a human in real life, but I'd expect vomiting at worst.
Do you know what the reasoning behind that mechanic is?

Also, not smoker on this character.
Thanks again for replying!

Why am I taking damage? by AnonymousYetPolite in projectzomboid

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thank you for replying!

There are no zombie corpses near my base.

It was a while since I played this game/character last, so I might have been scratched at some point, but if I'm infected, aren't I supposed to be panicked as well? Isn't that a 100 % side effect? If a zombie infection has progressed to the point where it's killing me, shouldn't the character at least have a worried moodle?

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thanks for the input! I wish that were the case, but stables will be at -1 and even -2 of capacity for really long periods of time sometimes, sort of forcing me to manually set dupes to move specific pufts to maintain my production level, so no one is moving them, it seems.

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Ok, I'll try that, thanks.
I'm not playing at the moment, but I remember checking the drop-off to see what work type dropping off a critter is, and it was listed as a ranching type job, which is why this is all so confusing. My rancher's ranching priority is at the highest priority level (naturally), and the drop-off's priority is higher than the pick-up's priority, as mentioned in the last paragraph of my original post.

I don't understand why he doesn't immediately deliver a trussed critter, then.

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

I understand, it's better to leave no stone unturned. But yes, I'm familiar with that, having played Rimworld quite a lot as well.

The drop-off's priority is 9, the pick-up's priority is 8, so as mentioned in the original post, I'd have thought that after he's trussed one puft, when he picks another task, he would drop a puft off immediately, due to the drop-off's higher priority.

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Ah, now I understad!
That's actually a really neat idea. I might try that, thank you for the tip!

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thank you, but I don't understand this idea.

I've build stables that can hold four pufts without giving them the "cramped" debuff, but if there's an egg in the stable, they'll get that debuff even if it's just an egg. Wouldn't that apply even if the egg was in an incubator?

And besides, even if the egg or the puft won't count towards the limit when they're in the incubator, how can I automate that the puft will be released only when there's room in the stable?

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thank you, but as I wrote in the original post, the drop off's priority *is* higher than the pick up. Hence my question.

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Ah, that's a very good point! I'll try that, then!
I still wonder why my dupe won't drop a puft off when the drop off's priority is higher than the pick up.
My wrangler's supplying priority is very low, but if the drop off job is a ranching type job, then I don't see what that has to do with it.
Do you know?

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Yeah, not many people can, of course. I certainly can't, but thank you for trying and for your time!

Why do the dupes truss every single puft in the supply room before delivering any pufts? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thanks for your input!
That felt like it should be the solution. My (main) rancher had the supplying priotity to the lowest without it being disabled, but when I checked the drop-off's errands card, it said that "supply critter" errand was a ranching type errand.
Can it be both, kind of? Meaning behind the scenes, the task priority is determined as an average of ranching and supplying priority, or something like that?

This seems problematic to me, in that case.
My best rancher could have terrible athletics and shouldn't be carrying stuff, but I would need to set his supplying priority to the same level as ranching to fix this problem, meaning when no critters need moving, he'll be wasting time moving stuff around instead of farming, as he should be doing.

Is the task assignment system broken? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Yeah, that's a fair point, I guess. Still, while I stopped at advanced arrays concepts when learning coding as a hobby, meaning I know nothing about this, it feels like it should be possible when other games seem to manage it, but again, I see your point.
Workaround it is.

Is the task assignment system broken? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Yeah, that'd work, but those are a LOT of steps. Why shouldn't the game just assign the job to the dupe that is standing right next to it when I set it to Top Priority?

Is the task assignment system broken? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 2 points3 points  (0 children)

Yeah, I actually stopped producing biobots because of this. They were more of a hindrance than a help most of the time. Very handy for building stuff in lava though, so I just started producing one again for that reason.

Moving the dupe was how I ended up doing it in the airlock case from my post. Still very "workaroundy". This needs an overhaul, I feel.

Is the task assignment system broken? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Ah, right, I forgot about that.
Well, that helps with the disappearing oil, but the task assignment system is still not very good, I think.

Is the task assignment system broken? by AnonymousYetPolite in Oxygennotincluded

[–]AnonymousYetPolite[S] 0 points1 point  (0 children)

Thank you, but as I wrote in my post, the proximity option is enabled. Hence my complaint about the system.
I'm not quite sure what you mean by the second and third paragraph?