View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006171 | Dwarf Fortress | Dwarf Mode -- Military | public | 2012-08-21 15:33 | 2012-09-11 21:09 |
Reporter | Teddy | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | resolved | Resolution | no change required | ||
Platform | Fujitsu Siemens Lifebook T4220 | OS | Windows Vista | OS Version | Business |
Product Version | 0.34.11 | ||||
Summary | 0006171: Activating alert with burrow causes civilians assigned to burrows to stop respecting the latter. | ||||
Description | I had a moody dwarf assigned to a burrow including his workshop to better control the materials he'd gather for his artefact. While I still was working on getting him some of the supplies, a minotaur attacked and started chasing one of my beekeepers, so I activated a civilian alert tied to a burrow inside my fort to get my dwarves out of harms way, and possibly drive the minotaur into one of my cage traps. A little while later, I noticed that my moody dwarf had started his construction, despite the fact that I hadn't given him all the materials yet, and when I checked what he'd gathered, it contained several pieces of material that never had been inside his burrow, but that had been inside the burrow tied to the alert. | ||||
Steps To Reproduce | Assign a civilian dwarf to a burrow (preferably with a workbench and a few job orders but no materials) and tie another (preferably much larger and with materials) burrow to a civilian alert. Activate the alert, and watch your burrowed civilian stroll out of his original burrow like it never existed. | ||||
Additional Information | My hypothesis is that DF calculates the "final" burrow by taking the sum of all the burrows a dwarf is assigned to, meaning that a dwarf can wander freely as long as he's inside at least one of the burrows he's assigned to. When you activate a civilian alert tied to a burrow, this adds this burrow to any other burrows he's already been assigned to, possibly rendering the original burrows useless. Alternatively, civilian alerts supercede regular burrow assignments, which probably is good if the regular burrow is outside the alert, but stupid if it's inside it. http://dffd.wimbli.com/file.php?id=6806 The moody dwarf sits in the Weaver's Shop three floors below surface. Just activate the "Danger Protocol" alert and watch him go get copper bars and low-value gems to finish the construction. | ||||
Tags | No tags attached. | ||||
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From my looking at the code, alert burrows supersede the ones in the unit. |
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Sounds reasonable, but since it causes dwarves who are confined to a smaller area inside my fort to suddenly leave it because I command everyone to get inside (the whole inside of my fortress is covered by a single burrow so that the fortress can continue to function even when besieged), I still consider it a bug, or at least an annoying feature. |
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Yes, it would be more reasonable if they intersected. The current way was probably just the easiest to implement. |
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This is definitely intentional. The overlap idea is reasonable, but it's for Suggestions: http://www.bay12forums.com/smf/index.php?board=5.0 |
Date Modified | Username | Field | Change |
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2012-08-21 15:33 | Teddy | New Issue | |
2012-08-21 23:36 | ag | Note Added: 0023481 | |
2012-08-21 23:53 |
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Tag Attached: Intentional/Expected? | |
2012-08-22 00:20 | Teddy | Note Added: 0023482 | |
2012-08-22 04:08 | ag | Note Added: 0023483 | |
2012-09-11 21:09 |
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Note Added: 0023559 | |
2012-09-11 21:09 |
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Status | new => resolved |
2012-09-11 21:09 |
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Resolution | open => no change required |
2012-09-11 21:09 |
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Assigned To | => user6 |
2012-09-11 21:09 |
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Tag Detached: Intentional/Expected? |