View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0008341 | Dwarf Fortress | Dwarf Mode -- Idle Behavior | public | 2014-09-24 06:22 | 2014-09-25 13:00 |
Reporter | suokko | Assigned To | |||
Priority | low | Severity | tweak | Reproducibility | sometimes |
Status | resolved | Resolution | no change required | ||
Product Version | 0.40.13 | ||||
Summary | 0008341: Enabling new skill for idling dwarf could check for available jobs | ||||
Description | Enabling a new skill to a idling dwarf seems to take quite long time before it notices there is available jobs to do under that skill category. It looks like job scheduling won't happen until some different event triggers the scheduler later on game. | ||||
Steps To Reproduce | 1. Have a skill related job scheduled (like building a workshop) while no dwarf has that skill enabled. 2. Then enable that skill in a dwarf. Doing those in vice versa order seems to schedule the new job a lot faster. | ||||
Tags | No tags attached. | ||||
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We only use the bug tracker for bugs. Please post suggestions at the Suggestions forum: http://www.bay12forums.com/smf/index.php?board=5.0 |
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I started this as bug report but before reporting I want to be sure that I know what the issue is. In this case I figured that fix might be only a very small change. After figuring out the change I ended up writing the bug report as more like feature request. Reason why this would be a bug instead of feature request is that doing the steps in reproducing in vice-versa order can be many days faster to wake up "no job" dwarf in an fort without production enabled. In my latest fort a dwarf idled instead of building bowyers workshop while I was waiting two miners to mine 10-20 sand tiles for my initial underground shelter. The dwarf only woke up when I added a new job to pen the wagon animals. It first penned one of animals and then went to build the workshop. |
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How long did you wait for the dwarf to take the job? Please upload a save that reproduces the problem to http://dffd.wimbli.com/ and post the link here. |
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How long it takes to mine a bit over 5 sand tiles for a miner? Not very long. To reproduce any new embark works with all peasants. Difference is pretty much that if I first enable skill for a dwarf and then build the building it job is taken when scheduled. But if I happen to do them in opposite order there is minor latency (only a few seconds) before the dwarf notices the existing job that it can actually do with the new skill enabled. Of course the difference isn't big. But during the delay I actually managed to schedule a new job. The newer job was picked in this case to be done before the important workshop construction. But I guess that rarely even does affect embark to a hostile territory without weapons (might need to produce them very quickly). So it is more a issue that player can't predict the out come as well when forgetting to enable the skill before building a workshop. I have seen same happening before that idling dwarf takes a newer hauling job instead of the one that I would expect when enabling a new skill when the skill depend job already exists. |
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Yeah, minor delays are intentional for now. An indefinite delay would be a bug. |
Date Modified | Username | Field | Change |
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2014-09-24 06:22 | suokko | New Issue | |
2014-09-24 11:02 |
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Note Added: 0030343 | |
2014-09-24 11:02 |
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Status | new => resolved |
2014-09-24 11:02 |
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Resolution | open => no change required |
2014-09-24 11:02 |
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Assigned To | => user6 |
2014-09-25 05:41 | suokko | Note Added: 0030350 | |
2014-09-25 05:41 | suokko | Status | resolved => feedback |
2014-09-25 05:41 | suokko | Resolution | no change required => reopened |
2014-09-25 09:04 |
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Note Added: 0030354 | |
2014-09-25 12:49 | suokko | Note Added: 0030362 | |
2014-09-25 12:49 | suokko | Status | feedback => assigned |
2014-09-25 13:00 |
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Note Added: 0030363 | |
2014-09-25 13:00 |
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Status | assigned => resolved |
2014-09-25 13:00 |
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Resolution | reopened => no change required |