Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Immortal-D on June 27, 2018, 05:51:36 pm

Title: Stress & Psyche: 44.11+
Post by: Immortal-D on June 27, 2018, 05:51:36 pm
Edit: As this has become a proper discussion, I have compiled all observations and findings below for easy reading.  Any suggestions are welcome.  You can find the original post at the bottom.

*Please note* I am attempting to keep this list as comprehensive as possible.  However, for the sake of not quoting an entire thread, I am limiting this to categories of information and extremely specific findings.  This list will not include every single detail, and it's quite possible that I missed something important.  If you feel there is some information which should be added here, please let me know.

General Information

- Almost everything that counts as a happy thought has a corresponding unhappy thought if not met.
- Captain Of The Guard may be bugged; increasing stress for no reason.
- As of 44.12, stress-reducing effects still seem underpowered compared to stress accumulation, due to the sheer variety of effects.
- 'Caught in the rain' and 'Choked on (disgusted by) miasama' are currently the strongest personality changers, sometimes causing multiple core values to be rewritten.  **Exception** Dwarves with 'Love of nature' are less prone to outdoors stress, possibly even immune (cave adaptation not withstanding).
- Possible that cave adaptation is much stronger now.  Not the specific effects, but rather the Dwarves' reaction to those effects, vis a vie memory.  Same issue with exposure to the elements in general (rain, snow, sun).
- Most Dwarves react to sentient corpses with 'feeling uneasy' (but some are straight up 'horrified').  The relative effect of this feeling is variable.  However, the effect does stack (see next point)
- The amount of time required to clean up a battle is a big contributor to stacking the negative effects of seeing corpses.  For example, a Dwarf picking up 10 different body parts will make 10 trips, 1 per part.  Each time, the Dwarf will potentially get 'feels uneasy/horrified after seeing a corpse.
- 'Took joy in slaughter' is exceedingly rare.
- It is possible to have a Dwarf with 'doesn't really care about anything anymore' without being completely insane, though often stress for that Dwarf is still quite high.
- Many dwarves, both military and civilian, seem to have good thoughts about seeing justice enacted on criminals.  However, the criminal in question will never 'repent', as it were, and simply becomes even more unhappy.
- Alcohol poisoning due to assigning a Tavern Keeper is possibly fixed for large populations
- As a important note, managers & nobles with [MEET_WORKERS] DO work to conduct meetings and de-stress dwarves a bit from red (yelled at) and yellow arrows (crying on) needs but all dwarves without migrated & embark assigned social skills (or newly born children) will not develop enough to replace experts possessing CONSOLER & PACIFIER skills.
- DFHack: The happiness GUI in the bottom right is inaccurate.  For specific stress levels, use Dwarf Therapist
- Children are categorically the loneliest having no recognition of even other children, but Toady can't test this because of how long they take to grow up (given that many of his tests are on the starting 7 with already developed skills), many users I've read about have lonely children because the problems are fortress home-grown.
- Cooking a favorite booze counts towards 'decent meals' thought.
- Possible that a sufficiently large Meeting area with lots of furniture (like a Tavern) will overwhelm any social time.  The Dwarves spend 5x admiring the furniture, then go back to work.
- Regarding 'Focus' and lack thereof (unfocused due to unmet needs);
Spoiler (click to show/hide)
- More personality change causes & effects;
Spoiler (click to show/hide)
- If an injured Dwarf is given a high-quality treatment item like a splint, this might count towards 'acquisition' and 'extravagance' needs.
- Some data mining on overall stress increases;
Spoiler (click to show/hide)
- Possible that if a Dwarf does not have any hauling labors, they will never voluntarily equip trinkets (they do still seek out new clothes though)
- Stress accumulation may actually be occurring at a normal rate.  The problem is that stress-reducing activities are significantly less effective
- When a unit socializes with another, either because one/both are idle or are socializing in a tavern zone, the "rank" counter in their relationship increments by one or more. When the counter hits 15, they become friends or grudges. It's possible for a unit to socialize several times per in-game day. Unknown if the number is influenced by the personality of the talker or listener. Range seems to be 1-4 per in-game day.
-  Dwarves will only interact with units on N,S,E,W adjacent tiles. They ignore units in the same and diagonally adjacent tiles.  A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. Tested individuals busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.
- 'Millbuilding' (dfhack named idle activity) drives dwarves to occupy a area even in the most mundane of circumstances, as they while actually standing up don't do much so long as there's a chair or walkable piece of furniture to seat upon wherein they will prefer to stop.  Without a chair/walkable furniture (like another museum pedestal) dwarves wont hold attention there long enough and instantly shift position after a tick, constantly erratically moving about. This might also attribute to why they don't talk so much.  Possible that this is crossover code from Toady messing with nobles on foreign sites to make them sit at their offices for the player to see in adventure mode, and that it has transferred with the global offsite meeting room behavior than previous 30. versions, Dwarves were never noted to be sitters.

Unhappy Thoughts; Strategies & Observations

- Away from people / Unable to take it easy / Unable to make merry / Being away from friends / No time off <- Dwarves do not socialize at random anymore.  Socializing must be forced with a Burrow.  This is a big one; Dwarves do not develop friendships simply by passing each other during jobs anymore. They will work themselves to the point of 'haggard & drawn', so creating a proper Meeting Hall (ideally on top of your Dining Hall or Tavern) is essential, as is forcing them to stay there for a time.
- Unoccupied. <- dorfs need work.
- Unexciting life / Unable to fight / Unable to practice a martial art. <- Many Dorfs like trouble, get them in the military.  Note; these needs are not exclusive against crafting & acquiring needs.  Therefore, a balanced training schedule is now required.  I recommend 2-3 months training followed by 1 month 'no orders' (but still Active Duty).  Make sure your military has some crafting labors enabled.  Also consider making a cloak or pants part of the uniform to get the acquisition needs, since military don't equip trinkets.
- Lack of trouble-making <- Although military service can fulfill this need, a simple Tavern brawl works as well.
- Unable to aquire something <- a dedicated stockpile for trinkets like crowns & rings will help here.  Note that military Dwarves don't equip trinkets (see above)
- Lack of decent meals <- Related to favorite foods, regardless of meal quality.
- Unable to argue. <- A library might fulfill this need, further testing required.  Otherwise, arguments happen randomly when Dwarves socialize.
- Not learning anything. <- Library is the obvious choice (reading books counts as learning), but a new skill might also work.
- Unable to help anybody. <- Can only be fulfilled by helping injured Dwarves
- Unable to admire art. <- Liberal placement of statues & engraving will take care of this
- Unable to practice a craft / Unable to practice a skill. <- Lots of dorfs need a craft job, over a few years this one gets bad.  Make sure that your military Dwarves having a crafting labor enabled.
- Unable to pray <- Temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.
- If a chair is adjacent to a occupied museum in a zone, they'll observe the seat, then the objects in a immediate 3x3 around them leading to a big dump of positive thoughts at once, therefore all personal dwarf rooms should have a chair centre & a dining table (to avoid no table bad thoughts when they attempt to eat), but this actually minimizes the maximum amount of space and designs you can make for a dwarf to acknowledge, though 3x3's are quite basic and also spacious for a single dwarf and family when well outfitted. (Chair/Museum Pedestal - Display case = 1 tick)(Chair/Museum Pedestal - Display Case - Museum Display = 2 or more ticks)

------------------------------------------
OP: I'm slowly inching my ways towards investing in a proper Fortress.  Before I commit though, I'm insanely curious how the Dorfs are dealing with the occasional tooth or severed limb.  I can normally work around any unexpected !FUN! in new versions, but the perpetual insanity of the last version was a deal breaker for me.  So, any info on the new Dwarven pysche would be appreciated.
------------------------------------------
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 27, 2018, 06:04:44 pm
No-one's reported that the update didn't work, so presumably it's OK now.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: DoktaYut on June 27, 2018, 07:23:02 pm
Trauma pileup is apparently no longer happening, with "saw a corpse" thoughts toned down a lot for strangers and non-dwarves and memory being spread out rather than all used up by corpse sightings.

I did see one case of one dwarf that despite a ton of positive thoughts and only a couple annoyed ones from rain was still stressed out, so it's possible some dwarves just aren't happy with anything. But that seems more like a feature.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 27, 2018, 10:03:40 pm
Trauma pileup is apparently no longer happening, with "saw a corpse" thoughts toned down a lot for strangers and non-dwarves and memory being spread out rather than all used up by corpse sightings.

I did see one case of one dwarf that despite a ton of positive thoughts and only a couple annoyed ones from rain was still stressed out, so it's possible some dwarves just aren't happy with anything. But that seems more like a feature.
Yeah, it would be pretty pointless if we were back to 44.09 broken stress.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on June 28, 2018, 04:10:44 am
I've still got a couple annoying fisherdorfs (out of about 20) who super hate getting rained on and also super hate not getting to go fishing, who happen to married to extremely useful legend dorfs so I don't want to expel them. I think they're just natural complainers, and one of them was also prone to tantrums and killing people's pet dogs.

That one had an unfortunate accident, but her widower does nothing but sit around crying all day now. So that didn't really help. The other one is the baron consort, so, yeah. Maybe I have to figure out an underground fishery after all.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 28, 2018, 04:18:40 am
I've still got a couple annoying fisherdorfs (out of about 20) who super hate getting rained on and also super hate not getting to go fishing, who happen to married to extremely useful legend dorfs so I don't want to expel them. I think they're just natural complainers, and one of them was also prone to tantrums and killing people's pet dogs.

That one had an unfortunate accident, but her widower does nothing but sit around crying all day now. So that didn't really help. The other one is the baron consort, so, yeah. Maybe I have to figure out an underground fishery after all.
Yes. That scenario sounds like exactly the right level of balance for an interesting fortress (I assume in their last job they were given umbrellas...). Can you override long term rain thought stress with temple bliss?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on June 28, 2018, 05:44:48 am
:
That one had an unfortunate accident, but her widower does nothing but sit around crying all day now. So that didn't really help. The other one is the baron consort, so, yeah. Maybe I have to figure out an underground fishery after all.
Or convert the above ground fishing spots to dwarf friendly environments with access tunnels and roofs.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Witty on June 28, 2018, 10:52:47 am
I'm still seeing roughly two-thirds of my fort in trauma due to cleaning up the aftermath of a siege. But I feel this is just the new normal, and I've got no qualms with that. It is kinda weird though that the aftermath of the ambush battle is much, much worse than the battle itself.

Any tips on disposing of sentient corpses en masse without traumatizing the whole fort?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Baffler on June 28, 2018, 11:53:12 am
I'm still seeing roughly two-thirds of my fort in trauma due to cleaning up the aftermath of a siege. But I feel this is just the new normal, and I've got no qualms with that. It is kinda weird though that the aftermath of the ambush battle is much, much worse than the battle itself.

Any tips on disposing of sentient corpses en masse without traumatizing the whole fort?

If they're outside pumping magma up to the surface might solve the problem. Or you could just ignore them. If they're somewhere out of the way there's not really any reason to pick them up at all unless you need to melt down their equipment or you're worried about kobolds.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Werdna on June 28, 2018, 01:46:20 pm
Any tips on disposing of sentient corpses en masse without traumatizing the whole fort?

Perhaps turn your military into civvies during the later months of a season, when invasions don't occur, and use them for corpse-hauling.  They typically are hardened to death.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on June 28, 2018, 03:09:23 pm
Main reason of removing corpses is preventing caravan freak-out. Unless it doesn't happen anymore in v0.44.11.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 28, 2018, 04:23:56 pm
Main reason of removing corpses is preventing caravan freak-out. Unless it doesn't happen anymore in v0.44.11.
Apparently it still does according to some. But my human wagons seem happy to plow through the mounds of goblin and elf parts outside my depot so it's at least toned down from previous years.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Immortal-D on June 28, 2018, 04:54:14 pm
I appreciate the feedback :)  Sounds like freak-outs are working as intended now.  The potential for caravans to accept a bit of gore is welcome indeed.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 28, 2018, 09:13:22 pm
On the same note, are there any particularly worrysome bugs in the current version that have come up?
Messengers are a bit dodgy, banishing doesn't work for dorfs whose children are off-site (presumably being tortured by goblins somewhere). Some of the personality quirks are a bit unbalanced, but kind of funny "I was rained on, I now shun the company of others!".

So nothing too serious. Although I'm now getting stutter lag when I wasn't before. So whatever the fix was for curing it in others, seems to have backfired on mine. Oh well.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Leonidas on June 29, 2018, 12:48:19 am
The stress problem I had in 44.10 was that certain dwarves were incapable of lowering their stress. They ratcheted up and up, no matter what. Is that still happening in 44.11?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 29, 2018, 02:47:46 am
The stress problem I had in 44.10 was that certain dwarves were incapable of lowering their stress. They ratcheted up and up, no matter what. Is that still happening in 44.11?
Play it and find out. Even in 44.10 stress was actually reducing with the usual 'cried on the mayor' and 'blissful at a temple' remedies. The issue was that long term memories of trauma came back so frequently and with such impact that it didn't matter.

Now long term memories aren't as traumatic (although they will twist a dwarves personality, which is pretty fun) and one category won't completely fill a dorfs mind.

Anecdotal evidence is that some dorfs get stressed, some don't and that it's nothing like 44.10. That's a massive improvement over both 44.09 (no stress) and 44.10 (lots of stress). That's the best you're going to get until someone decides to spend hours with both versions side by side looking at numbers extracted with some util to determine scientifically what's going on.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on June 29, 2018, 02:53:51 am
On the same note, are there any particularly worrysome bugs in the current version that have come up?
:
Some of the personality quirks are a bit unbalanced, but kind of funny "I was rained on, I now shun the company of others!".
:
Perfectly understandable. Just imagine: The hair plastered to the skull, and the clothes clinging to the body like a wet towel while dripping water, and everyone saw it and immediately realized I'd been on the accursed surface. After such a social disgrace it's impossible to meet the judgement apparent in the eyes of others!
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 29, 2018, 03:34:03 am
On the same note, are there any particularly worrysome bugs in the current version that have come up?
:
Some of the personality quirks are a bit unbalanced, but kind of funny "I was rained on, I now shun the company of others!".
:
Perfectly understandable. Just imagine: The hair plastered to the skull, and the clothes clinging to the body like a wet towel while dripping water, and everyone saw it and immediately realized I'd been on the accursed surface. After such a social disgrace it's impossible to meet the judgement apparent in the eyes of others!
Ha, perfectly relatable.  :)
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: ChangelingVenom on June 29, 2018, 03:18:25 pm
I've had many tantrums and only one berzerk, but all of those folk were the "don't care about self-control" and nobles. I made everyone a Necromancer, too; so many don't get the food/drink thought buffs.
Depression happens often, but that is my fault because I have constant seiges and dead bodies around and I made a hammer Lord my hammerer causing more dead bodies and low happiness. However, I finally finished a large library and a tavern so I get many thought buffs through that.
My goal is to surround everyone in death until they get used to it.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Leonidas on June 30, 2018, 03:41:00 pm
I miss "took joy in slaughter."
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 30, 2018, 05:52:02 pm
I miss "took joy in slaughter."
Should still be possible with the right kind of personality. I have folk getting 'grim satisfaction' from killing stuff and 'exhilaration on being attacked' which is nearly there.
Not everyone is horror, horror, fear, flee, stress, insanity, death...
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on June 30, 2018, 08:39:54 pm
So, I've been following a troublesome dorf who picked up 'long term stress' pretty quickly (has the warning sign, 'doesn't handle stress well' in his thoughts). He's father of 10 children and is missing most of them as they aren't here (mum is handling this much better). Getting caught in the rain a few times pushed him towards the long term stress status.

He's now relieved of all duties except engraving (He needs creativity) and he recently had an 11th child. It's been over a year, luckily he didn't notice the ambush we had recently.

Now he's no longer stressed. He keeps remembering becoming a new parent, his experience in the rain has altered his personality a little (gained an obsession with order) and I'm about ready to put him back to work (not as a herbalist though, something indoors).

None of this required Therapist, or excessive micro. I acted once I spotted a red arrow, easily seen in vanilla, checked up on him once in a while, and he's now better.

That to me seems like 'stress working better'. More or less.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on July 01, 2018, 03:24:36 am
I haven't had a siege or serious fight in v0.44.11, so can't tell, but I'm asking.

In v0.44.10 there are two separate issues: (1) dwarves who get stressed no matter what, and (2) problems with handling bodies (and I don't even mean remains, just bodies are enough) and witnessing death (including from old age). The first problem I could live with, if it touches only a small percentage of my dwarves. The second is the one really breaking the game, because it applies to almost everyone, and it forces me to use cage traps and other contraptions, or DFHack's autodump.

So I'm asking about this second problem: can they see or carry the bodies of drown goblins or hacked kobolds without much repercussion, or should I expect a fortress wide depression?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 01, 2018, 04:17:01 am
I haven't had a siege or serious fight in v0.44.11, so can't tell, but I'm asking.

In v0.44.10 there are two separate issues: (1) dwarves who get stressed no matter what, and (2) problems with handling bodies (and I don't even mean remains, just bodies are enough) and witnessing death (including from old age). The first problem I could live with, if it touches only a small percentage of my dwarves. The second is the one really breaking the game, because it applies to almost everyone, and it forces me to use cage traps and other contraptions, or DFHack's autodump.

So I'm asking about this second problem: can they see or carry the bodies of drown goblins or hacked kobolds without much repercussion, or should I expect a fortress wide depression?
The fix for reducing the stress of handling bodies appears to have reduced the stress of handling bodies, yes. How much, will require more evidence (so, actually play the game, find out and tell people).

Visibly, people are more 'uneasy' about seeing strangers' bodies than 'horrified' constantly. That probably helps. Then the changes to long term memories should keep things from overwhelming everyone for a while. Stress is reducing, with just a little care, from what I can see.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on July 01, 2018, 05:11:47 am
I haven't had a siege or serious fight in v0.44.11, so can't tell, but I'm asking.

In v0.44.10 there are two separate issues: (1) dwarves who get stressed no matter what, and (2) problems with handling bodies (and I don't even mean remains, just bodies are enough) and witnessing death (including from old age). The first problem I could live with, if it touches only a small percentage of my dwarves. The second is the one really breaking the game, because it applies to almost everyone, and it forces me to use cage traps and other contraptions, or DFHack's autodump.

So I'm asking about this second problem: can they see or carry the bodies of drown goblins or hacked kobolds without much repercussion, or should I expect a fortress wide depression?
The fix for reducing the stress of handling bodies appears to have reduced the stress of handling bodies, yes. How much, will require more evidence (so, actually play the game, find out and tell people).

Visibly, people are more 'uneasy' about seeing strangers' bodies than 'horrified' constantly. That probably helps. Then the changes to long term memories should keep things from overwhelming everyone for a while. Stress is reducing, with just a little care, from what I can see.

My gobbos and necros stopped attacking after update to v0.44.11, which is certainly a coincidence, but doesn't help with testing stress and my problem #2.

However, the problem #1 seems to exist still, and maybe it's even worse (but can't be sure yet). I have to nickname more and more dwarves "emos".
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 01, 2018, 05:28:27 am
As I mentioned a few posts above. I'm dealing with a fragile emo dorf right now. He got long-term stress, then he was cured with a bit of love and attention. 44.10 he'd constantly remember the bad stuff and any care would be cancelled almost immediately. He'll break again pretty quickly, sure, but I can always send him for a peaceful life in the hillocks when I get tired of him.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Radipon on July 01, 2018, 05:46:33 am
I've had all kinds of animal corpses lingering around the main thoroughfares for several years that no one wants to haul away and no one has gone into depression over it. The main QoL input is food and drink variety and little else.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 01, 2018, 05:53:36 am
I've had all kinds of animal corpses lingering around the main thoroughfares for several years that no one wants to haul away and no one has gone into depression over it. The main QoL input is food and drink variety and little else.
Animals were never really a big problem. It's sapients who were freaking everyone out.

I've just cleared out a big haul of elf parts from my front entrance without any damage control (besides hiding the corpses at the bottom of a deep pit). People seem to be doing OK. One child has gotten pretty stressed about the whole thing and is tantrumming, but there's only so much you can do for children.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on July 01, 2018, 06:37:55 am
One child has gotten pretty stressed about the whole thing and is tantrumming, but there's only so much you can do for children.

That's interesting though - children in my fort were doing very well, despite seeing corpses from time to time, even in v0.44.10. They were and are generally happy, with stress value much negative (toys are quite powerful). Maybe this child is one of future adult "emos".
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 01, 2018, 09:39:08 am
My main stressed dorfs, besides the fisher, they are worriers. They worry about every little thing, every time it happens. Same beer, cheap food, more cheap food, they went outside, it rained, didn't bother walking to their bedroom to sleep, not enough to do, haven't talked to family, haven't got enough friends. Everything's a problem, just sort of beats the delights and interests they get all day too, most dorfs don't stress about that stuff, but they don't freak out, it's not out of control, they're just a touch closer to that than I'd like.

Which, I had some military never taking time off and they were sort of upset about never getting to craft but eventually their XXclothesXX got my attention and I organised the training squads a bit better. I'm a little concerned that long-term soldiering visitors won't seem to fetch themselves new clothes, they refuse to take off their uniform to stop me melting their junk, but they seem to just become citizens before it rots off them anyway.

Oh, I have worries about being unable to be extravagant, or purchase anything. Heh, need to turn the economy off in the ini when it's disabled in the game. But uh, I guess the thoughts about it are already set up and working right. :D

Though some of them are equipping jewellery, and one is collecting book in his room, so hmm, maybe it is sort of working? The Queen constantly demands coins, so I have quite a lot tucked away. Probably they just have bad economic thoughts and no way to get credit to do anything about it. :D
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: ChillThiz on July 01, 2018, 10:03:26 am
My last fort in 44.10, i was extra careful around disposing corpses after several goblin sieges using miners and engravers. After 2 years 90% of my population was hovering beneath 0 stress. They all got their individual temples, lots of different booze, almost every material of statues made everywhere, just getting every stress reliever i can get. You know who were stressed all the time? My military.

My military commander who got several FB kills and dozens of goblins couldn't handle the corpses. I specifically picked dwarves for military based on their mental strengths and how they handle stress.
The commander has 80+ in all mental aspects and is "brave" in face of danger, but for no apparent reason he gets bombarded with corpse flashbacks, same for the other military men.

His stress was reaching 10k, while others outside the military were bathing in happiness. If the one job the military has is killing them in the end, something is wrong. Nothing i could do was relieving their stress, outside of getting them out of the military, which would be stupid. In a few years they will tantrum 100% and thats the end of the fort and thats not FUN! and not something you can prevent no matter what measures you can take. As soon as i saw the 44.11 update, i insta-quit the fort and haven't played the game since. Waiting for the LNP pack for the newest update.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 01, 2018, 12:59:37 pm
@ChillThiz: This thread is about 0.44.11, as it's quite well known 0.44.10 didn't get the balance right. However, if you keep you militia training 100% of the time with no R&R they should get stressed even in a balanced system because the only needs they get fulfilled are killing stuff (excitement) and martial training.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Immortal-D on July 01, 2018, 01:13:08 pm
Which is fine if you select Dorfs with those personality traits :P  Otherwise, a balanced training schedule is definitely required now.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 01, 2018, 01:16:55 pm
My current observation

6 years old fortress (created in 44.11 too)
Fortress has good amount of alcohol regularly brewed , there's no shortage of it.
There's a temple for each dwarven worshipped deity, there's a sculpture garden that is the meeting hall too, the fort is fully self sufficient with food too.

On year 5 , a gob army went and was quickly annihilated by legendary dwarves swordmasters (letting dwarves to train for 5 years is a big gob mistake , as none of those dwarves were having any level of skill in swords when i drafted them)

As usual, the cleanup didn't went smoothly, the whole fort was going through the usual horror of "seeing gob die" etc...

A year later, year 6 , the dwarves seems to have recovered (while in 44.10 most of them would still be falling under depression) as i don't see anyone depressed, there are a few dwarves that still get uneasy memory of gobbo dying, but all of them seems to be back in control of themselves.
... excepted for 2 dwarves that went "haggard" for reason i still have no idea .

The only thing those 2 dwarves have had in common is that both have been captain of the guard and member of a military squad.
The 1st captain of the dwarf was replaced when he went haggard, the replacement dwarves had no obvious problem.
Yet after a time he went haggard too.

Since then i have sent them to conquer "<10 pop" gob pits in their own squad, so they're both now administrator of dark dwarven pits related to my fortress (so they don't throw random tantrum and due to their high military skills don't kill random dwarves around during their tantrum)

All in all, 44.11 is much better , i'll see if there is more dwarves falling under depression, but in opposition to 44.10 in which everyone was getting worse and worse despite all the "good thought" sources after a gob corpses cleanup, 44.11 seems to be working as intended.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: carewolf on July 01, 2018, 04:07:55 pm
So the insanity trap of being Captain of the Guard is still not solved? Even in 44.10 I couldn't figure out what triggered it. Captains of the Guards just goes stress and insane like clockwork one after the other without even having been in combat or seeing any corpses.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 01, 2018, 05:22:08 pm
Yes, unfortunately it looks like captain of the guard position is oddly hyper stressful for no obvious reason for any dwarves after a couple of years.

Some addition, another year was spent in my fortress, in year 6 there was another gobs attack (with a few ogres and trolls) , a retaliation from my conquest of a nearby dark pit i guess.

After the traditional massive destruction (gobbos really don't stand a chance after so many years of letting the dwarves train) , another batch of "seeing a goblin die" horror struck the fortress citizens.
This time it looks like they're not recovering much, we're in year 7 and already had to send in "suicide" razing mission 5 dwarves that had fell into depression, and i am starting to see several "under a great deal of stress" afflicated dwarves .

And most of those don't seem to be linked to any "gob dying" memory, the most negative are "feeling lonely" (it looks like those meeting hall aren't really working, dwarves don't seem to gain much friendship anymore) and there are a lot of positive source of thoughts, so i have no idea what is really going on for those.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Sver on July 01, 2018, 06:00:03 pm
The only thing I can think of that makes this position unique are thoughts about lack of chains/cages. Is it possible this takes up their memory slot and drags them down for long?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Lordhermitcrab on July 01, 2018, 06:25:13 pm
After a lot of elf and goblin sieges (and the resulting dozens of corpses), I'm not really sure if the stress thing is super balanced yet. After the second siege, there's been a kinda 'diet' tantrum spiral going down. I'd describe it like a slow-burn. A really long one spread out over 2 years. It's really slowed down labor and I've lost like 10 dwarves to insanity-related deaths and maybe equal to tantrum fist fights.

I don't know why everyone in my fortress became so haggard or harrowed. Once they were that low, it was pretty much impossible to bring them back up to any degree of happiness.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 01, 2018, 07:02:09 pm
I don't think it's balanced either.
Can't manage to stop the "great deal of stress" either, despite on their description there's a lot of happy thought coming their way, once a dwarf is flagged by that status it seems to be only a question of year before he fall into the "haggard/stumbling around" from which i never managed to get a single one recovering.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Lordhermitcrab on July 01, 2018, 07:28:04 pm
I don't think it's balanced either.
Can't manage to stop the "great deal of stress" either, despite on their description there's a lot of happy thought coming their way, once a dwarf is flagged by that status it seems to be only a question of year before he fall into the "haggard/stumbling around" from which i never managed to get a single one recovering.

Yeah, as soon as I got any dwarves slipping into depression or obliviousness, they mostly stayed that way. There are short periods inbetween the episodes but they're extremely frequent and all the labor is now very irregular.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 01, 2018, 07:34:42 pm
I don't think it's balanced either.
Can't manage to stop the "great deal of stress" either, despite on their description there's a lot of happy thought coming their way, once a dwarf is flagged by that status it seems to be only a question of year before he fall into the "haggard/stumbling around" from which i never managed to get a single one recovering.
I got a dorf through 'a great deal of stress'. Took a while, but once the main thoughts hit the long term memory, he was OK.
Depression is probably too late. A good trip to the hillocks is probably the best remedy.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 01, 2018, 07:40:10 pm
Something i am noticing is that the dwarves don't seem to make friends like they used to in the past, i'm not sure if it's because i've been having some bad luck and all my dwarves are probably generated as complete loners, but on my previous long lived 44.10 depression fort , i noticed too that making friend was actually happening only rarely.

With of course the fortresses having meeting areas that dwarves get into regularly.
Maybe there's also a problem there, as despite i see dwarves going to the meeting halls and sculpture garden, most of them still have the lonely/no family unhappy thought regularly coming.

edit : 8th year of the fortress is starting.
and from 79 dwarfs we're now down to 52 , all the losses are in fact dwarves that fell into depression and that i sent into "suicide" razing mission against gobs sites.
the 6th year gave me the illusion the 44.10 problem was solved as i had dwarves recovering from the gob invasion cleanup, but the battle of the 7th year had the cleanup restarting the 44.10 behaviour of depression getting progressively more and more dwarves.

This despite several happy toughts generators (temples/meeting halls/sculpture garden/good quality item in individual rooms/etc...)
, funnily didn't lost a single dwarf from those gobs battle, it's the cleanup that seems to still break the dwarves after a few years.

I had observed some dwarves changing their mind about things due to some recurring memory, but in the end the depression still get them.

The main difference with 44.10 is that the problem takes a couple more fortress years to happen.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 02, 2018, 12:27:25 am
Friendship takes time, less busy dorfs make more friends, but they have to be not busy at the same time repeatedly, like my bonecarvers were off-duty for a year or two and each have 6-7 friends, and are often the sole friend of each of them because everyone else isn't regularly off work at the same time as their passing acquaintances. The spinners only work once a year so they have friends.

Anyway, dorfs have needs. Lots and lots and lots of needs, that all take time. In 44.11 if things are bad for a dorf it's not just bad thoughts, they also are stressed (distracted) by unmet needs. Every single thing they can't do that they want to do is a minor or major bad thought depending on how much they want it, and there's a ton of them.

Here's one I've had in caged for a couple seasons, and he was unhappy before that, obviously. Things that are distracting him.

Away from people. <- dwarfs need company.
Unoccupied. <- dorfs need work.
Unexciting life. <- many dorfs like trouble, get them in the military.
Unable to aquire something. <- oops, don't turn on the economy.
Kept from alcohol. <- obviously, dorfs like booze, there's a lot of happy thoughts for booze and mugs.
Lack of decent meals. <- cooking seeds is something I need to stop.
Unable to fight. <- angry dorfs get happy thoughts from brawling, and sad thoughts from not brawling.
Lack of trouble-making. <- seriously, this guy ...
Unable to argue. <- that's another possible happy thought for a couple angry dorfs.
Not learning anything. <- LIBRARIES! Almost everything that's a happy thought is also an unhappy thought for not having it.
Unable to help anybody. <- everyone bringing him water and food avoids this one, most dorfs don't care.
Unable to make merry. <- that's getting proper drunk, dorfs can only do that in pubs, .
Unable to admire art. <- come on, it's a lovely cage.
Unable to practice a craft. <- lots of dorfs need a craft job, over a few years this one gets bad.
Being away from friends. <- the downside of making friends, they still need time off.
Unable to practice a martial art. <- lots and lots of dorfs want to be in the military, others hate the draft.
Unable to practice a skill. <- skill rust, they all hate rust.
Unable to take it easy. <- no time off, dorfs must have time off, busy industries must have a large excess in workers.
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

He would also be upset by going outside or getting rained on, but prison prevents that.

All of those things accumulate for the dorfs that feel them. The longer they don't have a skilled job to do, the worse that unmet need gets. Over a few years, a lot of them can add up to big stress.

So they need a pub, and a temple, and a library, and work that usually must include a skilled job, and they have to be able to do the jobs so the skills don't rust, and they want military service, and time enough to get around it all. If they almost get a bad feeling about lack of prayer or chilling out, they pop up a purple job and go do it, but some dorfs are a bit keen and will end up hauling all the time and not taking breaks for that stuff.


If you make those super-optimised forts where everyone is busy all the time, you'll get a lot done, but they won't make friends, they'll get a bit sad, only get the purple breaks and probably not near enough of them if they are of certain personality types, and if anything bad comes up like a sentient corpse pile, it'll drop them into high stress and they won't be able to get over it. To some extent, only your military should be hauling bodies anyway, it's unlikely for others to have the Willpower or Discipline to handle it well. Though I've found leaving a few dead dogs out where everyone can see them gets them into being less freaked out by death in general.

My happiest dorfs all have skilled jobs where they make masterworks and have some time off, and some time on. They're busy enough but not too busy, so they get around all the legendary rooms that give them a bunch of happy thoughts, and more than just once a year or so, and that lets them make friends too.

TLDR: If none of your dwarfs are making friends, it's a bad sign, and they probably have a lot of other unmet needs they also don't have time for.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 02, 2018, 12:50:23 am
Are they actually getting stress from unmet needs? That's just focus, isn't it?

I have 4 dorfs at 'great deal of stress' hanging out mostly freely in the tavern. They are holding steady so far. Each has over 20 passing acquaintances so far without any micromanagement needed so far. They're not lonely, they're enjoying the performances and the occasional flashback of miasma and snowstorms isn't phasing them. Pretty sure once their thoughts reach long-term and are reflected in their personalities, they'll be OK.

The one child who got stressed (mom died, apparently) has slipped into depression. Can't be helped. Will send her away once I can open the front gate (dwarven siege hanging out for the past couple of seasons).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 02, 2018, 03:34:00 am
@tussock:
- Unable to acquire doesn't mean economy, but getting trinkets to wear (unless that's being extravagant, in which case it's getting nice clothes: I have trouble keeping track of which one is which).
- Lack of decent meals now means not eating/drinking favorite items, and you're unlikely to be able to satisfy more than a small percentage of the population given the complete randomness of their favorites. Cooking quality doesn't have any practical use any more (apart from buying out caravans).
- Away from friends/family: Largely broken, as they're incapable of seeking out friend and family, socializing with whoever they happen to end up next to instead. Friend group burrowing might help.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 02, 2018, 03:42:39 am
Ha! We're doing OK down in the tavern, but one of the recruits of a dwarven siege stuck outside my gates has sunk into depression. Nice to see that works. :)

There was a close call which threatened the stress relief inducing atmosphere. One of the dogs in the tavern turned on a dwarven bard when the siege from their civ turned up. Managed to clear away the remains after the mercs had finished with him without too many dorfs noticing.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: anewaname on July 02, 2018, 04:57:30 am
I suspect that some dwarfs will be hard to "recover". I have one that "is a coward, completely overwhelmed by fear when confronted with danger" and "always tense and jittery" and "prefers that every one live as harmoniously as possible" and "has an active imagination" and "doesn't seek out excitement". That one "saw a dead goblin" and "relived seeing a dead goblin" at -100x2, so the effect of seeing that dead goblin is having a larger impact on this dwarf than on other dwarfs, and this dwarf may not be recoverable. But, the rest of the dwarfs are doing decent, with about 10% Unhappy, 10% Happy, and 80% Fine, and my fort still needs improving on many happiness vectors.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 02, 2018, 06:22:23 am
Ha! We're doing OK down in the tavern, but one of the recruits of a dwarven siege stuck outside my gates has sunk into depression. Nice to see that works. :)

There was a close call which threatened the stress relief inducing atmosphere. One of the dogs in the tavern turned on a dwarven bard when the siege from their civ turned up. Managed to clear away the remains after the mercs had finished with him without too many dorfs noticing.
Hm, that's going to be an issue with infiltrators, even though visitors have been fixed so they don't arrive in army numbers.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 02, 2018, 06:32:06 am
I'm always suspicious of how exactly is the impact of the addition of good + bad thought/stress given by a tavern in my fortress.
On the plus side, they drink a lot and they dance , so that's a good thing for their thoughts and stress.

On the other hand, as shown in my previous fortress (though it was in 44.10), they die (alcohol poisoning i guess) on a regular basis, and when they die it lead into more horror bad thought and get the stress up and the memory of those dwarves dying comes back regularly to shaken dwarves, leading some into unrecoverable depression.

So in the end i wonder if a tavern is really a positive or an actual problem due to how stress is working, even in 44.11

I wish i could just send the depressed dwarves to those newly built hillocks and recently conquered enemy sites that are linked to my fort instead of only being able to request workers, it would be helpful.

So far now that all the gobs dark pits are conquered, i am forced to send those depressed dwarves to the main gob dark fortress in which they're either captured or killed by the demon that is still there.
Wish there was other ways.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 02, 2018, 06:44:26 am
My dwarves are using the tavern to hang out with acquaintances, dance, sing, argue, drink, admire the artifacts, ponder the statues...it's great for them. Some have already recovered, those that haven't, aren't getting worse. There's a library with almost as much stuff for the more scholarly minded.

They're all dwarves so basically no-one dies of overindulgence (one tavernkeeper to run the whole sprawling establishment, so most people just help themselves...slowly).

Dwarves can be sent to the hillocks, or just exiled, with v-p. Send the haggard ones (so long as you can afford the loss of their families too).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 02, 2018, 08:12:57 am
I never noticed the "send away" in the v - p menu !
Thanks, it should spare lots of dwarven lives.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 02, 2018, 11:17:25 am
@tussock:
- Unable to acquire doesn't mean economy, but getting trinkets to wear (unless that's being extravagant, in which case it's getting nice clothes: I have trouble keeping track of which one is which).
- Lack of decent meals now means not eating/drinking favorite items, and you're unlikely to be able to satisfy more than a small percentage of the population given the complete randomness of their favorites. Cooking quality doesn't have any practical use any more (apart from buying out caravans).
- Away from friends/family: Largely broken, as they're incapable of seeking out friend and family, socializing with whoever they happen to end up next to instead. Friend group burrowing might help.

Cheers Patrik. So, hmm, favourite foods are probably doable but I'd have to think about it a bit. There's hundreds of trinkets in the fort, so I don't know why dorfs don't pick them up. Some do, there's folks turn up with crowns and rings and stuff quite regularly, so again just too busy to get around to it I guess.

I think buddy burrows might be a good idea. My temples tend to be mid fort anyway, and I mostly turn on related activity skill groups anyway, but I do definitely have some professions that make friends easily and they are the guys whose work is seasonal in nature, enough friends and they don't suffer from not finding one. Married people might benefit from being micro-burrowed now and then, with the kids. Hmm. Melting's a bit of a problem for burrows, though I guess the furnace operators can be an exception.

--

Yeah, as to it being stress inducing on these things, it does seem to be, my unhappy dwarfs had a lot of long term unmet needs, and some of them don't really have many unhappy experiences or memories up the top. Now most of them are dead, but that's another matter. Will see how the sad feelings about half the fort murdering the other half turn up in a day or two I guess. :D
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 02, 2018, 01:42:34 pm
My understanding of trinket grabbing is that the main method by which dorfs claim trinkets is by hauling them, in which case the ones wearing trinkets should mainly be the ones with trinket hauling enabled (whatever hauler category that is). I haven't investigated that claim personally, though.
When grabbing trinkets was introduced, there was a bug that cause dorfs to grab other items they liked, like pots made of particular materials they liked, and other heavy things. One of the amusing side effects of introducing a new system.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 02, 2018, 02:29:48 pm
My fortress is now on year 9 , i have 40 dwarves left in it (it's been years no migrant came for some reason, my fortress was 80 dwarves strong in its earlier years) but none of the dwarves are under "great deal of stresses" anymore and none got into depression for this year.

I think the main reason is that i have been sending away (to a hillock affiliated to my fort) any depressed dwarves instead of throwing them to their death in dark fortress raze mission.
With no depressed dwarves around, it means they're not going to randomly tantrum/punching people/toppling buildings , leading to less people hurt (and so less stressed due to trauma) dwarves and no more dead (from an oblivious one or from a tantrum going worse leading to another huge spike of stress).

It looks like it's the solution so far to avoid the stress contamination. And the lack of "great deal of stress" confirm that in the correct condition (no depressed dwarves tantruming/hurting/dying around adding piles of new stresses to everyone) , this status can be recovered.

Now if only i could get migrants to get more canon fodders adults dwarves, as the kids aren't growing up fast enough.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 02, 2018, 10:26:38 pm
Happy to report that some of my happy zone dwarves have recovered from 'a great deal of stress'. There's a pair who are taking more time about it, but they're not getting worse, so that's ok. Besides, they're kind of interesting to observe.

These two stressed dorfs, despite picking up long lists of 'acquaintances' during their time in my pleasure complex (sprawling tavern with several cozy dining rooms, museums, statue gardens and tons of visiting bards who can't escape because we're under siege), are spending most of their time with each other. Might they one day take the next step from 'acquaintance' to 'friend' without having to lock them in a box together? Each of them has the other at the top of their list of acquaintances (didn't start like that, guess it's in order of preference) and they seek each other out in various different parts of the complex after sleeping or wandering off in search of a goblet.

- I was rained on a couple of years ago.
- Yeah, I hear ya. Once I was caught in a snowstorm.
- See that dead bard in the corridor? Makes me uneasy.
- Yeah, me too. How are you feeling?
- Unfettered from spending time with people!
- Hey, me too! Let's go look at statues.
- Yeah!
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 03, 2018, 03:45:54 am
:
Each of them has the other at the top of their list of acquaintances (didn't start like that, guess it's in order of preference) and they seek each other out in various different parts of the complex after sleeping or wandering off in search of a goblet.
:
Yes, as far as I've determined the relations list is ordered based on relation strength, and I've used that as a progress meter for maritial encouragement facility treatments.

Interesting that you've seen them seeking each other out, since that's not what I've seen. However, with tons of bards around to spend the relations points on, there won't be much progress between the dorfs if the points are spread evenly, but if they actually do seek each other out they should increase their relations a bit faster. It's possible to measure their progress with scripts, and it would be possible to compare that to visitor relation progress.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 03, 2018, 03:55:06 am
:
Each of them has the other at the top of their list of acquaintances (didn't start like that, guess it's in order of preference) and they seek each other out in various different parts of the complex after sleeping or wandering off in search of a goblet.
:
Yes, as far as I've determined the relations list is ordered based on relation strength, and I've used that as a progress meter for maritial encouragement facility treatments.

Interesting that you've seen them seeking each other out, since that's not what I've seen. However, with tons of bards around to spend the relations points on, there won't be much progress between the dorfs if the points are spread evenly, but if they actually do seek each other out they should increase their relations a bit faster. It's possible to measure their progress with scripts, and it would be possible to compare that to visitor relation progress.
Yes, I was surprised. There's more going on than just them being in the same tavern zone longer than anyone else and accidentally ruining into each other (although that's probably part of it).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on July 03, 2018, 04:25:56 am
On the other hand, as shown in my previous fortress (though it was in 44.10), they die (alcohol poisoning i guess) on a regular basis,

If the population is big enough, there is no alcohol poisoning even with performers assigned (though I'm not sure about actual tavernkeeps, since I don't assign them). I have never had alcohol poisoning, despite half of population spending entire time in the tavern.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 03, 2018, 04:46:55 am
On the other hand, as shown in my previous fortress (though it was in 44.10), they die (alcohol poisoning i guess) on a regular basis,

If the population is big enough, there is no alcohol poisoning even with performers assigned (though I'm not sure about actual tavernkeeps, since I don't assign them). I have never had alcohol poisoning, despite half of population spending entire time in the tavern.
Current fortress fatality by alcohol rate is 0.
This despite stressed dorfs drinking and enjoying themselves. One tavern keeper, big tavern, lots of visitors.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 06:08:58 am
So far in my 44.11 it's 0 too despite we're on year 10 and the tavern has been running for a long long time ( 1 tavern keeper and 1 performer working there), i'm rather surprised considering how many dwarves dropped dead in the tavern of my previous 44.10 fortress.
Maybe Toady did some adjustement there too ?

Got my bookkeeper becoming haggard, the first dwarves in the last 2 years. I guess near 10 years in counting the stocks may not help, though the description had him happy in his work, so i'm unsure what did the problem, anyways, a recently conquered dark pit has now a new bookkeeper coming their way.

Still puzzled on how to have dwarves making friends or even even marrying in current version to solve their "lonely" "far from family" bad thoughts/stress, despite they're all close to each other in several meeting locations since those 10 years ....
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 03, 2018, 06:30:26 am
Oh, and someone asked me if unmet needs cause stress instead of just losing focus, from what I can find ...

Unfocused dorfs take longer, possibly much longer, to do their work and thus have less free time to get around everything, and meeting a need always gives some degree of happy thought to reduce stress. So if you're not meeting each need regularly, you're missing all those stress reducers. Each unmet need may or may not give a particular bad thought up top depending on personality, but each is certainly missing out on regular good thoughts, because it only shows the ones they get good thoughts from. Plus, the time thing is killing their social life.

And empirically, all my sad dorfs are unfocused and have a lot of unmet needs. Or did until that civil war happened, now it's just who saw how many of the 130 dead dorfs, and who's had family get slaughtered in the main stairwell. :D
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 03, 2018, 07:45:19 am
My understanding of trinket grabbing is that the main method by which dorfs claim trinkets is by hauling them, in which case the ones wearing trinkets should mainly be the ones with trinket hauling enabled (whatever hauler category that is). I haven't investigated that claim personally, though.
When grabbing trinkets was introduced, there was a bug that cause dorfs to grab other items they liked, like pots made of particular materials they liked, and other heavy things. One of the amusing side effects of introducing a new system.
Was just watching my stressed dwarf in the tavern. She has no labours enabled, but she just suddenly generated a pickup equipment job. Wandering off to the clothes pile she grabbed an elven cloak went off to her room and got changed. Now she's real happy about trying on a superior item.

Shouldn't be too hard to get trinket lovers to do that too.

A bit worried about my dorf though. Almost everything she's wearing is sized for elves. Probably coincidence. Last bunch of clothes came in as part of an elf ambush.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 03, 2018, 09:14:32 am
Quote
Yes, unfortunately it looks like captain of the guard position is oddly hyper stressful for no obvious reason for any dwarves after a couple of years.

And most of those don't seem to be linked to any "gob dying" memory, the most negative are "feeling lonely" (it looks like those meeting hall aren't really working, dwarves don't seem to gain much friendship anymore) and there are a lot of positive source of thoughts, so i have no idea what is really going on for those.
Something i am noticing is that the dwarves don't seem to make friends like they used to in the past, i'm not sure if it's because i've been having some bad luck and all my dwarves are probably generated as complete loners, but on my previous long lived 44.10 depression fort , i noticed too that making friend was actually happening only rarely.

With of course the fortresses having meeting areas that dwarves get into regularly.
Maybe there's also a problem there, as despite i see dwarves going to the meeting halls and sculpture garden, most of them still have the lonely/no family unhappy thought regularly coming.

From my testing, while my reports aren't exactly recognised i can confirm that meeting halls and statue gardens are insufficient because dwarves will be constantly admiring the furniture (x5 times), and they need cramped small rooms out of sight of all furniture within burrows to get the nessecary space away from everything to socialise with only each other around.

This is caused because of a fatal oversight of the needs system to never cap off when full or (overflow) their satedness to starve off the need again, causing dwarves to aggressively and sporadically follow up on strong needs whever they are close to the source of one instead of fill up the need, stop and do something else. DFhack reveals this and two gods and/or double ardent workship makes worshipping a pernament activity (while it is still very exhilarating for them to do so maybe there is a small plus to mentally immune religious dwarves)

> As a important note, managers & nobles with [MEET_WORKERS] DO work to conduct meetings and de-stress dwarves a bit from red (yelled at) and yellow arrows (crying on) needs but all dwarves without migrated & embark assigned social skills (or newly born children) will not develop enough to replace experts posessing CONSOLER & PACIFIER skills.

Children are categorically the lonliest having no recognisation of even other children, but Toady can't test this because of how long they take to grow up (given that many of his tests are on the starting 7 with already developed skills), many users i've read about have lonely children because the problems are fortress home-grown.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Maul_Junior on July 03, 2018, 10:06:54 am
My understanding of trinket grabbing is that the main method by which dorfs claim trinkets is by hauling them, in which case the ones wearing trinkets should mainly be the ones with trinket hauling enabled (whatever hauler category that is). I haven't investigated that claim personally, though.
When grabbing trinkets was introduced, there was a bug that cause dorfs to grab other items they liked, like pots made of particular materials they liked, and other heavy things. One of the amusing side effects of introducing a new system.
Was just watching my stressed dwarf in the tavern. She has no labours enabled, but she just suddenly generated a pickup equipment job. Wandering off to the clothes pile she grabbed an elven cloak went off to her room and got changed. Now she's real happy about trying on a superior item.

Shouldn't be too hard to get trinket lovers to do that too.

A bit worried about my dorf though. Almost everything she's wearing is sized for elves. Probably coincidence. Last bunch of clothes came in as part of an elf ambush.

Sounds like you better kill the spai, just in case.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: mikekchar on July 03, 2018, 10:29:11 am
For acquiring items needs, I have a trinket stockpile (without bins) and periodically dump it and then reclaim it after it has been dumped.  I have a manager task to make new trinkets when my stockpile isn't full (but just one a day so that I don't end up scheduling 50 new trinkets every time I dump them).  Slightly micro managey but not too bad as long as I remember to do it a few times a season.  It helps if the trinket stockpile is near the dump.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 03, 2018, 12:10:27 pm
For acquiring items needs, I have a trinket stockpile (without bins) and periodically dump it and then reclaim it after it has been dumped.  I have a manager task to make new trinkets when my stockpile isn't full (but just one a day so that I don't end up scheduling 50 new trinkets every time I dump them).  Slightly micro managey but not too bad as long as I remember to do it a few times a season.  It helps if the trinket stockpile is near the dump.
What about having two trinket stockpiles and disable one while enabling the other rather than dumping, or even link them to give one way and then the other? Obviously that won't use refuse hauling, but whatever category trinkets fall into. I tend to have the single dumping target being used for prisoner stripping...
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 12:21:25 pm
From my testing, while my reports aren't exactly recognised i can confirm that meeting halls and statue gardens are insufficient because dwarves will be constantly admiring the furniture (x5 times), and they need cramped small rooms out of sight of all furniture within burrows to get the nessecary space away from everything to socialise with only each other around.

This is caused because of a fatal oversight of the needs system to never cap off when full or (overflow) their satedness to starve off the need again, causing dwarves to aggressively and sporadically follow up on strong needs whever they are close to the source of one instead of fill up the need, stop and do something else. DFhack reveals this and two gods and/or double ardent workship makes worshipping a pernament activity (while it is still very exhilarating for them to do so maybe there is a small plus to mentally immune religious dwarves)

Interesting point and it makes sense as it could explain why the "socializing" action is happening so rarely in my taverns despite the dwarves are often going there to drink, there's enough high quality statues, tables and chairs in there so they are maybe focusing only on them instead of the other dwarves.

I'll have to design a completely empty meeting hall zone and see if the lack of anything in it can lead to have those dwarves finally interacting like they were doing in older versions of DF, because it's rather disapointing on a 10+ years old fortress with lots of places designed to make the dwarves socializing with each other and see after all those years the heavy majority are still "passing acquintances", no friendship , no grudge seems to generate out of the starting ones they had when they came to your fortresses.


edit : works great for ... the animals that are all gathering to meet&greet at the meeting designated zone in the empty room i just ordered mined.
Unfortunately none of the dwarves is putting a foot in there, temple/tavern/library are too attractive in comparison :/ (the off duty soldiers are even prefering to spare by themselves on their free time than actually going to a meeting zone :D )
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Sver on July 03, 2018, 01:13:11 pm
edit : works great for ... the animals that are all gathering to meet&greet at the meeting designated zone in the empty room i just ordered mined.
Unfortunately none of the dwarves is putting a foot in there, temple/tavern/library are too attractive in comparison :/ (the off duty soldiers are even prefering to spare by themselves on their free time than actually going to a meeting zone :D )

Perhaps, try out designating a meeting area from a statue placed behind an internal door (to hide it from the dwarven eyes) and making that area a part of the tavern?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: anewaname on July 03, 2018, 01:21:29 pm
If dwarfs only claim trinkets due to hauling them, what about a set of 3 or more stockpiles, linked into a circle? If there are enough stockpile tiles combined, and the "make more" job order is not large enough to accidentally fill all the stockpile tiles, there will always be some hauling jobs there to expose dwarfs to trinkets.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 02:00:54 pm
edit : works great for ... the animals that are all gathering to meet&greet at the meeting designated zone in the empty room i just ordered mined.
Unfortunately none of the dwarves is putting a foot in there, temple/tavern/library are too attractive in comparison :/ (the off duty soldiers are even prefering to spare by themselves on their free time than actually going to a meeting zone :D )

Perhaps, try out designating a meeting area from a statue placed behind an internal door (to hide it from the dwarven eyes) and making that area a part of the tavern?
But it's going then back to square 0 , the dwarves will have their eyes on the quality items around and not on the other dwarves.
So far it looks the only socializing i see dwarves doing is in the tavern, but still friendship, grudges and marriage happen very rarely, not really something you can count on to help with the "lonely" and "far from family" stresses.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8584
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Sver on July 03, 2018, 02:18:48 pm
But it's going then back to square 0 , the dwarves will have their eyes on the quality items around and not on the other dwarves.
So far it looks the only socializing i see dwarves doing is in the tavern, but still friendship, grudges and marriage happen very rarely, not really something you can count on to help with the "lonely" and "far from family" stresses.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8584

No, I mean, in that empty room you carved out. Make a 1x2 tile niche with a statue blocked off by a door. Set the door to internal and forbid it, designate a meeting area from the statue, covering the room you prepared. Assign location to the room. The dwarves should treat that room as a tavern and won't be able to see the statue. Not sure about the door, however - it might be a problem. May try to designate the room first and then block the statue off with something else... not sure what, though. Alternatively, you can try to place the statue niche with a door behind a corner of a single-tile corridor. The dwarves will occasionally see the door, but only the ones who walk around the corner.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 03, 2018, 04:22:21 pm
But it's going then back to square 0 , the dwarves will have their eyes on the quality items around and not on the other dwarves.
So far it looks the only socializing i see dwarves doing is in the tavern, but still friendship, grudges and marriage happen very rarely, not really something you can count on to help with the "lonely" and "far from family" stresses.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8584

No, I mean, in that empty room you carved out. Make a 1x2 tile niche with a statue blocked off by a door. Set the door to internal and forbid it, designate a meeting area from the statue, covering the room you prepared. Assign location to the room. The dwarves should treat that room as a tavern and won't be able to see the statue. Not sure about the door, however - it might be a problem. May try to designate the room first and then block the statue off with something else... not sure what, though. Alternatively, you can try to place the statue niche with a door behind a corner of a single-tile corridor. The dwarves will occasionally see the door, but only the ones who walk around the corner.

I probably should have mentioned, but location zones are a issue of their own.

Taverns do work very slowly because every interaction of performing & reacting to it interrupts, long periods of doing nothing is often more beneficial but that impossible to regulate. Temples completely distract through meditation and libraries often cause dwarves to hog books.

Just burrow people inside the plain room set with a activity zone (with some food & ale + mugs for a while) and then in a long corridor leading up to the empty room lock them behind doors outside of sight range. People burrowed with their pets will play with them a bit seperate examples and fortress designs i've tried have showed me with these explicitly 'blank' areas with only maybe natural wall dividers to break up the blank space a bit.

> The idler conversation game logic has always remained the same, but now dwarves have considerably busy lives (running after needs) where they very rarely stand around doing absolutely nothing in null space.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 04:48:22 pm
Will have to experience with burrows then, as it looks like the only way to keep dwarves in locations.
Hopefully once everyone is in the same small room, socialization can happen faster , as i guess there's then more chance of dwarves  compatible for friendship/grudging/marriage being in the same place.

Ok everyone,
(https://i.imgur.com/kGFEbeR.png)

Now socialize ... or else !
:D
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 03, 2018, 05:00:23 pm
I would have put the door further away two or three tiles down a  hallway from the main area, but yeah, that's essentially what im saying in concept and after a bit (providing they havent all dehydrated to death in a freak accident or a were-beast emerges in the middle of the group) they should slowly get a bit more progress towards social skills & personal relationships.

Its absurd really we have to micromanage every aspect of our dwarves, lets hope Toady finds a solution to address this at some point.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 05:14:32 pm
I let them all in the room for a whole month, i avoided using a statue in a niche in order to avoid any possible distraction.
Checked then the descriptions after the month went off and it seems none did a conversation (either happy or unhappy), so it looks like dwarves are now so hyperactive with all their new needs that they have a hard time to actually focus on getting a conversation with another dwarf, even locked with throngs of them for a whole month.

The pets that can't be caged anymore with the dozens more that are in cage (due to being too attached to their dwarves) were also not helping as i noticed in the description a couple of dwarves interacting with their pets.

I'll have to make a try with experimenting getting rid of the pets first (easy with a bridge to atom smash them as they are the only creatures gathering in that meeting room if i don't force the dwarves through burrows) and adding the booze/wine stockpile in that room so i can lock all the dwarves for more than a single month without worrying about them being so thirsty they only try to path and fail to next barrels or well breaking then the possibility of them doing any other activity.

Oh joy of experimenting more, good i have backup saved :)
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 03, 2018, 05:25:13 pm
I've had more success with getting socializing going in tavern zones than in no activity ones. Tavern zones are for maritial encouragement suites, while no zones are for baby making in my fortresses (assuming only two citizens are locked into the room, although dorfs aren't shy [in that sense], so baby making will probably happen in a crowded no activity room of couples as well).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Robsoie on July 03, 2018, 05:38:12 pm
Looks like this socializing setup works

first i got rid of the pets that couldn't be caged due to close attachement to their owners, sorry to little buggers but that's ok i have a backup save ;)

made a room , set a food stockpile in it allowing only plant drink (in my fortress case it's only alcohol barrels)
lowered a lot the similar stockpile max barrels that is already in my tavern.

design a zone set to Meeting Area in that whole room, then pressed l and set that room as a location using the same name as my already existing tavern, making this room basically an annex to my actual tavern.

Setup the room (excepted of the 3 tiles that touch the door) as a burrow and setup a new alert so all the dwarves go only into this burrow.

(https://i.imgur.com/qRux8aS.png)

once everyone was in, locked the door
Waited a bit and checked  :
(https://i.imgur.com/ZQtVLi3.png)

Looks like it's working this way, could have used the actual tavern but there are too many items in it distracting things.

Hopefully the other tavern activities (story telling, dancing ...) are going to help instead of breaking the friend/grudge/love/hate gathering.

edit : and the far from family stress seems to get dealt with too.
(https://i.imgur.com/9CHMDk3.png)
Oh and looks like the AI is understanding what i am trying to do :
 "Don't bother trying to play on my emotions" :D

edit 2 : redid the experience but with another stockpile filled with only barrel of plump helmet so food and drink needs were met allowed to spend more time in the closed room, socializing was still happening, even got a few new friendships
(https://i.imgur.com/16kl2KX.png)
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 03, 2018, 06:10:33 pm
Stressed woodcutter with no labours enabled just followed my working woodcutter down to the caverns to watch him cut wood. Odd. I'd take the hint and give him some work to do, but he's already uneasy at discovering the cave-fish man genocide programme going on beneath his feet.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 03, 2018, 06:40:36 pm
Looks like this socializing setup works

first i got rid of the pets that couldn't be caged due to close attachement to their owners, sorry to little buggers but that's ok i have a backup save ;)

You can assign pets to meeting zones combined with pastures to make them stay still & stick there so that when the dwarves come by they can say hello to their pets when they come out, but im pleased to see it worked out for you, even if the whole thing is a little bit forced upon the dwarves to fit them into a compact space probably atleast once a year between doing other things for a big community get together.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: mikekchar on July 03, 2018, 06:50:49 pm
That's literally how make all my taverns -- narrow strips.  The key is to force dwarfs to stand next to each other.  I haven't experimented on this since Toady claims to have fixed it, though.  Previously, it appeared that as more dwarfs entered the fortress, friendships became more rare.  So if the starting 7 were not initially friends (it happens sometimes), then within a year they are all friends, or have grudges or whatever.  If I take 7 migrants from the first couple of waves and burrow them, one or two of them will become friends.  If I take the next 7 migrants and burrow them, then none of them will become friends.

Like I said, I haven't tested it since, but given what people are saying (and given that Toady seems to indicate that he has only tested on the starting 7), I bet that it is still broken in exactly the same way.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 04, 2018, 07:45:46 am
So I tried the meeting area activity zone that's part of an inn, uh.

I didn't have to put anyone in it. One soldier walk up, entered socialise mode, and suddenly everyone in the pub is in socialise mode.

And yes, everyone need that, purple Socialise! popping up all over for people to join in. Easy as that, need a meeting area as part of a pub somewhere. Mine is upstairs, nothing in it at all, other than the stairs back down.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 05, 2018, 09:30:25 am
(http://puu.sh/ARl5V/6bdcb84fd5.png)
(https://puu.sh/ARl99/ccfb11460f.png)
I've found one genuine crutch to the socialisation process, and another hypothetical one i've jumped upon in a issue report.

Quote
  • Dwarves with the 'Feels uncomfortable around others different to themselves' have more negative reactions to opposing or different beliefs & require more likeminded dwarves (in such a hot pot of dwarves though cliques emerge), and this is just set by dwarven culture, which the desires of the players for dwarves to be social contradicts partially, as does alcohol
  • Secondly #0010812 leans towards the possibility that in a connection to the over-fixation on furniture and activities distracting from talking, we've talked about, that emotional priorities sideline the multiple possible emotions to choose 1 relevant one as the state.

Quote
> In other interesting need fufillment news, dwarves in a squad and off schedule (clear order for a season or a few months) will run individual drills & training in their squads room in order to fufill their own needs for learning, fighting & martial prowess which makes them feel more well-rounded without depriving them of fortress activities like visiting the inn and praying.

Edit- whoops, sorry i didn't read your previous comments Robsoie on the topic, yeah the passive training/rest is nice isnt it?
[/list]
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Immortal-D on July 05, 2018, 10:13:35 am
Lots of good !SCIENCE! here :)  The insight about various interests overwhelming any conversations is fascinating.  I might have to ugly-down my Tavern & Meeting Hall a bit, see how that turns out.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Rowanas on July 05, 2018, 10:52:46 am
This is why we can't have nice things!
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Dragonborn on July 06, 2018, 08:24:23 am
So if furniture impacts socialization, how should we setup places for dwarves to eat?  Should we have one narrow, furniture-less room for socializing and a separate dining hall for eating?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 06, 2018, 08:52:40 am
The small undressed rooms give them a bad thought for not having a chair to eat at, may not be worth it in troubled times, perhaps better in short bursts with booze and mugs present and time off for work and eating at proper legendary dining rooms.

You can't really lose that strong good thought just to chase another good thought, the aim is to get more of them.

--

Legendary weapon skill seems to be a massive menace for needs, my surviving old soldiers are all unfocused, which can't help their soldiering, nor taking out the odd berserk miner. Why are there still bronze picks in my fort? Copper, and no quality! Gah, poor swordsmaster, hope he can crutch walk ....

Turning off their squad training areas, stationing them to kick them out of individual training mode (which they will do until they need to drink or sleep usually, and I have them with food and water, so until sleep :D ), they will eventually drop stuff and go socialise, but they still can't work or bring water or anything so there's a lot of needs they can't have met and average focus at best with a bit of micromanagement involved at that.

Come to think of it, carrying food is pretty great for training them up, with all the right stockpiled stuff in the barracks so they arm up quick and just train all day, but once they're good enough, got to turn it off so they get those dining room thoughts again. Drinking from a flask seems as good as drinking from a mug, no negative thought there, so carrying booze is fine.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 06, 2018, 09:13:05 am
Use meeting halls with conjoined chairs like this i suppose? My dwarves leave the tavern 'hole' (actually with some overspill dwarves dont visit the zone if there's absolutely NO floorspace to socialise) to go eat and run jobs in the adjacent meeting hall table canteen to the left.

(https://puu.sh/ARSeH/9914d507eb.png)
Quote
Image attached: My meeting hall for eating prepared meals stored in the 'community hall' in the previous screenshot is just across the hall, everything is centered on the same layer with some deluxe 3x3 size abodes and some 1x3's homes out of shot.

So far everythings going ok for my fortress, and im building a public tavern aboveground with strict 10x10 dance arena to see if i can get some needs filled (it might destroy the population of the community hall though) & deal with overflow. My 100 dwarf population manages with shrines and if its a success ill transfer the above ground tavern template into religious festival pits.

Since the aboveground tavern is not going to be used for socialisation (least not implicatively) and mainly to hire/use poets & performer, then using furniture there (especially roads to mark out the boundaries of where the 'dance pit' starts') isn't a issue.

> Long and short of the issue, once you get a critical mass of dwarves the single dressed down space needs to be expanded, else you build more holes or move into a larger space with dwarf bodies to fill the void. Lots of player issues pertain to very stressful compact conditions with few dwarves vaguely socialising perhaps.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Saiko Kila on July 07, 2018, 03:19:17 am
I just wanted to say, that free time with standard tavern setup is enough. But free time is something that most dwarves lack. For this reason only my monster slayers(*) have tons of friends (some even ~30), because they are effectively on one lifelong vacation.

*)and starting seven, but they all started as friends.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Showbiz on July 07, 2018, 05:13:05 am
:
That one had an unfortunate accident, but her widower does nothing but sit around crying all day now. So that didn't really help. The other one is the baron consort, so, yeah. Maybe I have to figure out an underground fishery after all.
Or convert the above ground fishing spots to dwarf friendly environments with access tunnels and roofs.
slightly offtopic:
how about safety against raids? Is it somehow possible to fish indoors i.e. let fish through but no goblins or elves?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Sver on July 07, 2018, 06:05:52 am
slightly offtopic:
how about safety against raids? Is it somehow possible to fish indoors i.e. let fish through but no goblins or elves?

If you have a brook, you can easily wall it off on the surface - the dwarves will be able to fish in it, but the invaders cannot pierce its "shell" to swim through.

Not sure how to go about it if you have a large river instead, though. I guess you can go through the effort and cover it all with drawbridges, only leaving it open in the secure areas where the fisherdwarves are.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 07, 2018, 07:23:01 am
The two options availible if you want to bring a river underground/closer to you is to either have a canal of running water or to translocate fish into a resovoir (like real fishermen do, releasing & breeding bass for sport fishing in lakes)

> For the first, i recommend you by a liberal use of bridges divert the flow of a river into a pre-planned path to the first stone layer where a channel spanning roughly 3/4 of your embark from length to length horizontally or vertically will be waiting, if you really want you can put some waterwheels ontop of it for axel power since its free.

> Control the bridges with levers and ensure the bit inbetween doesn't overflow with pressure and you have some emergency doors to close if you do. If it works correctly the water and your self-made canal will take the water (and fish in the water) through and out of fortifications dug into the stone on the opposite side.[/center]



Vermin breed by contact like animals do to sustain their numbers and keep a map presence even after they should have died, blinking in and out and continually spawning in a enclosed area they're released in. Though its experimental you CAN apply this to fish in order to get more of the desired type for food or just for decoration/aquarium's.

A 3x3 2 deep pool (or a 2x2 whichever is appropriate for how many/few fish will be wriggling in it) with pond released vermin fish will fill up but fishing this directly with very effective & highly skilled fisherdwarves dwarves will deplete all the resources quickly, so trap & transport from this 'fish-farm' for fishery workers to collect from to release into the main fishing pond where all your fish you're not using otherwise or trying to preserve will end up. You could try other things like mass loading a aquarium and releasing it with a mechanism underwater to release the fish into it at a deeper relative depth.

> Just some tips i learnt from experiements mass breeding hamsters for pets to sell to elves (out of contempt) & cave spiders (for controlled web collection)
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 07, 2018, 02:30:45 pm
@FantasticDorf: Are you sure this applies to vermin "fish"? It contradicts what I've heard so far that vermin fish presence is tied to 16 * 16 tiles (plus water, of course), and that they don't replenish. I don't have much first hand experience, though.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 07, 2018, 03:27:08 pm
@FantasticDorf: Are you sure this applies to vermin "fish"? It contradicts what I've heard so far that vermin fish presence is tied to 16 * 16 tiles (plus water, of course), and that they don't replenish. I don't have much first hand experience, though.

I've yet to try the practical methods myself (after a year back i was doing some skullduggery trying to tame large creature fish at much time and effort expended making pens), but i am quite sure that lots of vermin together retain presence wherever they spawn and move to if in numbers, they simply spawn in river tiles from world populations the same way cave spiders spawn in the caverns, but can be took out of that enviroment and pernamently settled if ground vermin reliably proves by plenty of cave spider guides on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Silk_farming) and my anecdotal testing by trapping female hamsters inside a fixed cage that multiplied rapidly from males entering breeding range.

> The industrial cave spider use section here is wrong (http://dwarffortresswiki.org/index.php/DF2014:Cave_spider) within the scope of my experience, and the spiders can be controlled by use of a Kennel & a weaver (for collection) in a area while cats are kept out, if the writer was true, all the spiders would be dead simultaneously or within a short space of each other by yearly checks but while unidentifable they persist. Mayflies for example expire naturally almost as soon as they appear.

That is unless the code for vermin fish is intangibly different to other vermin, pond turtles don't count but amphibious mog-hoppers (for production purposes of mog juice) are a ideal candidate from fishery caught sources this way or the more traditional (throw them in a hole). Egg layers only reproduce in worldgen and hence wouldnt appear outside of their existance within the appropriate biome.

> The fish also have to be opposing male & female genders additionally for practical reasons so moon snails and clams will not work (see:Hamsters).

> Theoretical fish breeder

WW&&
XWXXAWXF
XWXXXWX
XWXXXWX


Screw pump pulls away water from the aquarium tile with female fish inside so they can manage & add and relative to the rest of the pool 2 tiles of water are left remaining for male fish to live in, water is sent to a channel to resupply (little difficult to try and show diagonals so i left it to imagination) or the user simply lets dwarves refill the pond with buckets.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Fleeting Frames on July 07, 2018, 10:55:16 pm
slightly offtopic:
how about safety against raids? Is it somehow possible to fish indoors i.e. let fish through but no goblins or elves?

If you have a brook, you can easily wall it off on the surface - the dwarves will be able to fish in it, but the invaders cannot pierce its "shell" to swim through.

Not sure how to go about it if you have a large river instead, though. I guess you can go through the effort and cover it all with drawbridges, only leaving it open in the secure areas where the fisherdwarves are.

You can fish through a grate.

Alternatively, you could isolate 1 tile of river with 5 carts of magma or 5 built walls. Less if your river isn't 100% straight. Probably less work than bridging it over.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Bumber on July 07, 2018, 10:56:48 pm
Off-topic:
Is it possible to depopulate vermin from an area? My last fort's bedrooms ended up being built in the caverns, and there were cave spiders popping up every now and then. If one were to assign a bunch of trappers, would it be feasible to remove all the cave spiders from the area? Would I have to make sure the area was completely inaccessible from the rest of the caverns, or would doors and a detour through several z-levels and back be sufficient?
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: PatrikLundell on July 08, 2018, 04:05:49 am
Off-topic:
Is it possible to depopulate vermin from an area? My last fort's bedrooms ended up being built in the caverns, and there were cave spiders popping up every now and then. If one were to assign a bunch of trappers, would it be feasible to remove all the cave spiders from the area? Would I have to make sure the area was completely inaccessible from the rest of the caverns, or would doors and a detour through several z-levels and back be sufficient?
I'd say no, since vermin are innumerable (excluding "fish", apparently).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 08, 2018, 05:04:52 am
I can say, while the stress issues regarding dead bodies seem to be resolved, my dwarves aren't making friends. Like, at all. Not a single one in the entire fort of 50 has made a new friend over the entire 3 years of this fortress's existence. The only ones who have friends are the starting 7.

XXXXX XXXXX
XXXXX XXXXX
 XXXXXXXXX
  XXXXXXX

The 35 tiles of empty down-dressed tavern like this (see above diagram & previous pictures) can service 70 dwarves in close contact because they will double stack in cramped conditions. Every dwarf visiting and lingering will be aware of other dwarves but only those with compatible facets will make friends because dwarves are intolerant of ideas different to their own individually more viciously than normal.

> this appears to be deliberate but maybe how interpersonally it affects dwarven social lives probably isn't, a oversight of the cultural model Toady gave default dwarves maybe.

But every dwarf citizen will have a different idea of a topic and clash until they find someone to stick to. I've had migrants other than the starting 7 form 1-2 friends irregularly and rolling up into 100 population, every 5 or so dwarves at least has 1 friend with each other. Nobody's married in 5 years but i guess it has to be a roll of fate for a dwarf to find a opposing mate they share the same ideals with.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Shonai_Dweller on July 08, 2018, 05:31:57 am
I can say, while the stress issues regarding dead bodies seem to be resolved, my dwarves aren't making friends. Like, at all. Not a single one in the entire fort of 50 has made a new friend over the entire 3 years of this fortress's existence. The only ones who have friends are the starting 7.

XXXXX XXXXX
XXXXX XXXXX
 XXXXXXXXX
  XXXXXXX

The 35 tiles of empty down-dressed tavern like this (see above diagram & previous pictures) can service 70 dwarves in close contact because they will double stack in cramped conditions. Every dwarf visiting and lingering will be aware of other dwarves but only those with compatible facets will make friends because dwarves are intolerant of ideas different to their own individually more viciously than normal.

> this appears to be deliberate but maybe how interpersonally it affects dwarven social lives probably isn't, a oversight of the cultural model Toady gave default dwarves maybe.

But every dwarf citizen will have a different idea of a topic and clash until they find someone to stick to. I've had migrants other than the starting 7 form 1-2 friends irregularly and rolling up into 100 population, every 5 or so dwarves at least has 1 friend with each other. Nobody's married in 5 years but i guess it has to be a roll of fate for a dwarf to find a opposing mate they share the same ideals with.
There's a fix strategy for friendship being formulated right now. Due out before the Big Wait. Rejoice.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: tussock on July 08, 2018, 08:59:49 am
I have noticed in my young and small world that some dorfs have massive families at the fort too. If you're testing in a pocket world, especially a young one, all your migrant dwarfs may be related into a couple of big families, and if you're in as a cousin you can't also be a friend.

Which is just another condition required to make friends, can't be part of the extended family, and I guess they're also looking at half the rest as a love interest instead of friendship until they get married, which if no one's getting married won't be helping.

Did the fort burrowing each migrant wave separately check for pre-existing family links? I wonder if they also preferentially spend time with family instead of trying to make friends? That could seriously hinder friendship making.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: FantasticDorf on July 08, 2018, 10:06:10 am
I have noticed in my young and small world that some dorfs have massive families at the fort too. If you're testing in a pocket world, especially a young one, all your migrant dwarfs may be related into a couple of big families, and if you're in as a cousin you can't also be a friend.

Which is just another condition required to make friends, can't be part of the extended family, and I guess they're also looking at half the rest as a love interest instead of friendship until they get married, which if no one's getting married won't be helping.

Did the fort burrowing each migrant wave separately check for pre-existing family links? I wonder if they also preferentially spend time with family instead of trying to make friends? That could seriously hinder friendship making.

Dwarven lifespans produce a lot of children, while goblin and elven infinity tends to mean that progenitor parents churn out pages of children like horrible broodkings and queens. Humans tend to have a few children but self-regulate.
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: Immortal-D on July 09, 2018, 01:58:12 pm
For those of you using Dwarf Therapist- I just got my first tantrum at 20.9k Stress (haggard & drawn).  Oddly, he doesn't have a large number of memories in general, and the ones he does have appear pretty balanced;

(https://i.imgur.com/SJjAStl.jpg)

Literally every other Dorf in my Fortress is fine, between like -5k & 40 stress level, even the Founders.  The Dwarf shown here actually is a Founder, and has a relatively benign job (Carpenter, minimal hauling).  As best I can figure, this guy has a naturally weak personality, and what pushed him over the edge is my lack of a formal meeting area for several years (I skipped an initial dining hall in favor of a tavern, which takes significantly longer to build).
Title: Re: Can anyone confirm or otherwise report on the stress fixes in 44.11?
Post by: anewaname on July 09, 2018, 02:32:17 pm
For those of you using Dwarf Therapist- I just got my first tantrum at 20.9k Stress (haggard & drawn).  Oddly, he doesn't have a large number of memories in general, and the ones he does have appear pretty balanced...
In dwarftherapist, you can see strength values for the emotions on the Emotions side panel. Some dwarfs are effected much more by certain things. I do not know how to bring up the list of emotions and strengths of just one dwarf, but you could click on each emotion of the Emotions list and with some guesswork, determine which where he is being effected the most. He might have some -100's for all those "lonely" thoughts. The Dwarf Details sidepage needs an Emotions tab for each dwarf...
Title: Re: Stress & Pysche: 44.11
Post by: Fleeting Frames on July 10, 2018, 06:37:10 am
You can hover over their name.
Title: Re: Stress & Pysche: 44.11
Post by: anewaname on July 10, 2018, 08:12:28 am
Right... I now recall being able to see the strengths there before, but cannot now. I did upgrade to 40.1 and set the options about a month ago, but didn't notice the missing info, not enough upset dwarfs. I'll figure it out or post to the DT thread.
(https://i.imgur.com/fKUndZ8.png)
Title: Re: Stress & Pysche: 44.11
Post by: weiserthanyou on July 17, 2018, 12:02:39 am
Even with the new updates all that seems to be happening is that the tantrum spiral is slowing down. Half the fort is still on the verge of insanity and many of the rest still react negatively to everyone around them.
Or the the corpses that they have somehow not hauled despite being given coffins and a corpse stockpile 10 years ago. That are still in the dining hall and bedrooms. That they still refuse to clean up. These dorfs would literally rather hunt trolls of their own accord than haul the goblin skeletons out of their beds and chairs.
Title: Re: Stress & Pysche: 44.11
Post by: PatrikLundell on July 17, 2018, 03:04:51 am
Even with the new updates all that seems to be happening is that the tantrum spiral is slowing down. Half the fort is still on the verge of insanity and many of the rest still react negatively to everyone around them.
Or the the corpses that they have somehow not hauled despite being given coffins and a corpse stockpile 10 years ago. That are still in the dining hall and bedrooms. That they still refuse to clean up. These dorfs would literally rather hunt trolls of their own accord than haul the goblin skeletons out of their beds and chairs.
Have you checked that the skeletons that aren't hauled aren't 'f'orbidden or 'd'umped with no dump zone active? Have you verified the stockpile is a 'y' corpse stockpile rather than an 'r' refuse/corpse sub stockpile? Also note that coffins are used for citizens, pets, and some random selection of visitors, but most visitors and all invaders are exempt from burial.
Title: Re: Stress & Pysche: 44.11
Post by: Shonai_Dweller on July 17, 2018, 03:50:51 am
Even with the new updates all that seems to be happening is that the tantrum spiral is slowing down. Half the fort is still on the verge of insanity and many of the rest still react negatively to everyone around them.
Or the the corpses that they have somehow not hauled despite being given coffins and a corpse stockpile 10 years ago. That are still in the dining hall and bedrooms. That they still refuse to clean up. These dorfs would literally rather hunt trolls of their own accord than haul the goblin skeletons out of their beds and chairs.
I found that the moment my militia commander who feels nothing at seeing bodies, was left alone with the corpse mound (everyone else being safely in an evacuation burrow) he began hauling them quickly out of sight. That corpse mound had been ignored for the past couple of months despite it taking up most of our front porch. I suspect you've got a lot of stressed haulers who are getting jobs to haul bodies away, then canceling due to horror (or extreme 'unease').

Or even worse a bunch of haulers who actually have an internal prioritization process in which they think corpses= No way in hell. Not sure if that's actually a thing though.
Title: Re: Stress & Pysche: 44.11
Post by: Dragonborn on July 17, 2018, 09:27:52 am
Corpse hauling is a thing I've been wondering about with these stress changes.  It seems to me the best thing to do is to disable corpse hauling for everyone except military dwarves.  If you let the general population do it, you get a bunch of "canceled haul: horrifed" messages.  I saw this even just from cleaning up after a small goblin siege.
Title: Re: Stress & Pysche: 44.11
Post by: Shonai_Dweller on July 18, 2018, 04:13:09 am
Corpse hauling is a thing I've been wondering about with these stress changes.  It seems to me the best thing to do is to disable corpse hauling for everyone except military dwarves.  If you let the general population do it, you get a bunch of "canceled haul: horrifed" messages.  I saw this even just from cleaning up after a small goblin siege.
They only get horrified if there's a bunch of your own dorf's body parts mixed in there. Dead strangers, even dead friendly visitors, only give unease in 44.12. More likely they're recalling the slaughter of their buddies.

But yeah, veteran military haulers seems to be the way to go (and any who don't like it probably shouldn't be in your military).
Title: Re: Stress & Pysche: 44.11
Post by: tussock on July 19, 2018, 12:16:17 am
Careful placement of corpse piles helps too. The dorf carrying the corpse can drop it anywhere along the way if a bad memory hits, and will forbid it when doing so, which if it's a dorf corpse going to the corpse pile before heading to a free coffin, may result in it being placed in a high traffic area for some time. Pump training builds willpower outside the military, so you may be able to make dedicated non-military corpse haulers with some fiddling.

Ideally a separate dorf corpse pile that drags corpses away from high traffic areas, perhaps with it's own dedicated stairwell, out of sight, and in line with all the coffins so they don't cross back. Note that dorf corpse piles may fill up with individual parts from dorfs who will never make it to a coffin for whatever reason, so do need to be quite large.

Dorf can also be quite upset by their own pet corpses, and will almost certainly be horrified by a spouse or child corpse, so there's probably room for dedicated corpse collectors, or just general willpower training in the fort. The latter for everything else that goes wrong, really.
Title: Re: Stress & Pysche: 44.11
Post by: Immortal-D on July 19, 2018, 12:32:27 am
Careful placement of corpse piles helps too. The dorf carrying the corpse can drop it anywhere along the way if a bad memory hits, and will forbid it when doing so, which if it's a dorf corpse going to the corpse pile before heading to a free coffin, may result in it being placed in a high traffic area for some time. Pump training builds willpower outside the military, so you may be able to make dedicated non-military corpse haulers with some fiddling.

Ideally a separate dorf corpse pile that drags corpses away from high traffic areas, perhaps with it's own dedicated stairwell, out of sight, and in line with all the coffins so they don't cross back. Note that dorf corpse piles may fill up with individual parts from dorfs who will never make it to a coffin for whatever reason, so do need to be quite large.

Dorf can also be quite upset by their own pet corpses, and will almost certainly be horrified by a spouse or child corpse, so there's probably room for dedicated corpse collectors, or just general willpower training in the fort. The latter for everything else that goes wrong, really.
Very good point, I hadn't even considered the potential chaos of a random body part being left en route to the stockpile.  Assuming that the majority of Dwarf corpses will be in either the front lawn or cavern entrance, you could make a separate stockpile nearby, with the path unlocked only as needed.  From inside the stockpile, a tunnel can be dug directly to the graveyard, thus minimizing exposure for the rest of the populace.
Title: Re: Stress & Pysche: 44.11
Post by: DakkaDakka on July 20, 2018, 10:09:02 am
If I could ask:

How severe are the negative thoughts of not fulfilling a need, and becoming distracted?
Is it worth putting all dwarves in squads with a month of combat training a year, to fulfill these needs?

Title: Re: Stress & Pysche: 44.11
Post by: forgotten_idiot on July 21, 2018, 06:43:22 pm
More than half of my fort is going crazy and depressed for no apparent reason. Based on their emotions description, they should be happy as shit. Instead they are all haggard and suicidal. The worst emotions they have are "lack of decent meals" or "being away from loved one". This is ridiculous.
Title: Re: Stress & Pysche: 44.11
Post by: Shonai_Dweller on July 21, 2018, 06:52:38 pm
More than half of my fort is going crazy and depressed for no apparent reason. Based on their emotions description, they should be happy as shit. Instead they are all haggard and suicidal. The worst emotions they have are "lack of decent meals" or "being away from loved one". This is ridiculous.
Interesting. How long has the fortress been going?
What are you doing to try to counter bad stress?
Title: Re: Stress & Pysche: 44.11
Post by: forgotten_idiot on July 21, 2018, 07:24:25 pm
More than half of my fort is going crazy and depressed for no apparent reason. Based on their emotions description, they should be happy as shit. Instead they are all haggard and suicidal. The worst emotions they have are "lack of decent meals" or "being away from loved one". This is ridiculous.
Interesting. How long has the fortress been going?
What are you doing to try to counter bad stress?

The fortress is 5 years old. They've got lots of booze, temples, books, tavern, goblets & mugs, all that stuff. And still they are whining about stress. I think I will build a special chill out room for stressed dwarves. With grizzly bears.
Title: Re: Stress & Pysche: 44.11
Post by: Shonai_Dweller on July 21, 2018, 07:37:15 pm
More than half of my fort is going crazy and depressed for no apparent reason. Based on their emotions description, they should be happy as shit. Instead they are all haggard and suicidal. The worst emotions they have are "lack of decent meals" or "being away from loved one". This is ridiculous.
Interesting. How long has the fortress been going?
What are you doing to try to counter bad stress?

The fortress is 5 years old. They've got lots of booze, temples, books, tavern, goblets & mugs, all that stuff. And still they are whining about stress. I think I will build a special chill out room for stressed dwarves. With grizzly bears.
Do they get enough time to spend at the temple? That usually produces the best thoughts possible. Maybe set up a temple for each God worshipped in the fortress?

Work breaks don't seem to happen properly right now, so for now you have to micromanage them somewhat to make sure they get enough free time.
Title: Re: Stress & Pysche: 44.11
Post by: anewaname on July 21, 2018, 10:10:48 pm
...The worst emotions they have are "lack of decent meals" or "being away from loved one"...
Are these the most common negative emotions, or the strongest ones? Usually the sum of the "lack of decent meals" and "away from loved ones" emotions is less than the effect of one "horrified from seeing a dead goblin" emotion.
Title: Re: Stress & Pysche: 44.11
Post by: Robsoie on July 22, 2018, 01:40:10 pm
About body parts and their impact on putting more stress to the dwarves.
There's this very annoying bug that has been around for a while that make it so sometime items (or even individuals) being thrown/dodging/falling can sometime go through a wall or a floor and land where they should not.

This bug can make it difficult to isolate your fortress from piles of dead gobs and trolls when sometime a head, a hand a leg or whatever gob part go through a floor and land into a corridor/room in the level below the surface where your burrowed dwarves will all see it and be become hopelessly horrified until they get over it or become depressed.

So make sure your underground levels are far (or deeper) enough from your surface battles , as it's one thing when it's arrows and bolts being affected by the bug and landing magically (well buggily) through a level of ground into your dwarven nice underground burrows during a battle, but when it's body part it's much more annoying for your attempt to keep a fortress not becoming a depressed dwarven asylum.

Title: Re: Stress & Pysche: 44.11
Post by: Rafatio on July 22, 2018, 03:48:52 pm
I'm super impressed how hardy merchants have become. Some troublemaker chose to go berserk right at the depot where the merchants waited, the military was at hand to put him down, messily, and the elves didn't bat an eye. Wish my dwarves were as unimpressed.
Title: Re: Stress & Pysche: 44.11
Post by: billw on July 23, 2018, 07:12:19 am
...The worst emotions they have are "lack of decent meals" or "being away from loved one"...
Are these the most common negative emotions, or the strongest ones? Usually the sum of the "lack of decent meals" and "away from loved ones" emotions is less than the effect of one "horrified from seeing a dead goblin" emotion.

How can you tell this? Is there some way to see the numeric values for each currently active emotion?
Title: Re: Stress & Pysche: 44.11
Post by: anewaname on July 23, 2018, 12:30:44 pm
...The worst emotions they have are "lack of decent meals" or "being away from loved one"...
Are these the most common negative emotions, or the strongest ones? Usually the sum of the "lack of decent meals" and "away from loved ones" emotions is less than the effect of one "horrified from seeing a dead goblin" emotion.

How can you tell this? Is there some way to see the numeric values for each currently active emotion?
DwarfTherapist shows the number in the tooltip for each dwarf (see about 6 posts back in this thread, there is an image of the emotion info without the numbers. That is where the numbers will show, unless you changed the settings in the manner as I did). The numbers are likely available through DFHack but I don't know how to get them there.
Title: Re: Stress & Pysche: 44.11
Post by: Immortal-D on July 25, 2018, 10:06:57 am
In my current Fortress, I have relatively careful management of corpses.  There is a stockpile near the front entrance with a 1-tile pathway & airlock.  I have also limited Refuse/Corpse Hauling to just the peasants.  What seems to be slowly but surely stressing my Dwarves, is literally everything else.  Seeing a corpse for most is just 'feeling uneasy'.  The bad thoughts which are really stacking up are being away from friends/family, plus lack of abstract thinking, merry making, decent meals, & practicing a craft.

I have a legendary dining hall (soon to be Tavern), and a temple that is literally just a zone overlapping the Soap Maker's workshop.  I started pumping out crafts so my Dorfs could acquire stuff, and adding statues at major intersections.  Planning to start engraving the main traffic areas as well.  I like to mix in the occasional low & medium quality meals for the lulz (because biscuits & stew), but have no shortage of ☼roasts☼

I have had major projects going on since the Fort's founding, no idlers in nearly 5 years (5 year anniversary, woo! :D).  All of this leads me to believe that idle time is an unfortunate necessity now.  The lack of merry making, praying, and abstract thought; despite having all of those amenities, makes me think that Dwarves require free time now.  I have paused mining operations (there is already several floors of stuff waiting to be sent to the Forges & Jewelry Crafter), and should be finishing the next phase of my walls in short order.  After that, I plan to sit back and watch.  Hopefully some downtime will improve their moods.
Title: Re: Stress & Pysche: 44.11
Post by: PatrikLundell on July 25, 2018, 12:31:09 pm
I run my fortress on a season schedule, starting around year 3 or so (working flat out before that). As I run low pop fortresses, there's always work to be done unless I stop it...
My schedule is:
- Spring: Elven traders, surface boozable plants, shearing, all workshops at full speed.
- Summer: Human traders, underground plants that can't be grown in spring, boozable fruit harvesting, all workshops at full speed.
- Autumn: No trade (dead civ, so no caravan), most workshops disabled (smelter and strands extractor kept going, when goblinite/candy is available, quire making). Hauling of the hauling backlog.
- Winter: R&R. One month of martial arts training for most dorfs when I've gotten up on my feet. Nuptial encouragement/baby production encouragement. Only maintenance work (butchering of killed critters, trapped creature hauling, etc.). It's intended that there should be about two months of free time.

Obviously, the schedule gets interrupted by sieges, when cage hauling, prisoner stripping, and prisoner elimination override much of the "real" work.

Note that I haven't run my fortress since 0.44.05, and have to start a new one shortly, so I can't guarantee the schedule above still is useful.
Title: Re: Stress & Pysche: 44.11
Post by: FantasticDorf on July 26, 2018, 07:43:52 am
Dwarves are just "alarmed" at seeing the stacked goblin corpses lately, maybe those early animals dying and the occasionally put-down of a crazed impossible mood dwarf has toughened them up a bit, most of them have the minimum level of discipline with no training.

I use double doors to just block a line of sight between my sentient corpses stockpile collected in wheelbarrows (which is 2x4 because large stockpiles of bodies causes MORE horror) to quickly escort them nearby the trash compactor opposite my corpse & animal refuse (cartilage etc) pile which is seeing a lot of use because a lot of unusable teeth were knocked loose, in which 44.12 for not having horror per teeth part is very nice.

> I actually wonder if it was teeth being very commonly knocked loose that elevated the horror if the amount of corpses = stress was true being counted seperately as body parts for exaggerating the problem rather than actually being knee high in corpses.
Title: Re: Stress & Pysche: 44.11
Post by: Robsoie on July 27, 2018, 06:35:35 am
As i started a new fort in 44.12 , i immediately decided to go with the small tavern trick (http://www.bay12forums.com/smf/index.php?topic=171185.msg7799648#msg7799648) i was testing before with a tile line reserved for a booze-only stockpile, one reserved for food-only stockpile and one empty so the dwarves would accumulate there but without dancing space.
And no furniture to avoid them getting distracted by chairs, tables and etc...

As i did no temple and no library on purpose, i decided to not force burrow/ lock doors the dwarves inside for a month regularly as they would then only gather there.

(https://i.imgur.com/AERxFi0.png)

And it has worked greatly, after 2 years on that fortress i have more than 50 dwarves and all of them have multiple friends.
Looks like making very early in your fortress those kind of small tavern setup is really a must .

Though the real test will be once gobs invasions will start, and gob body parts start to be seen and horrify dwarves before being atom smashed, and see if those friends will help them recover faster than before.
Title: Re: Stress & Pysche: 44.11
Post by: Sver on July 27, 2018, 08:50:48 am
So, the tavern works, if done properly? Or is it just a meeting area, with no locations assigned?
Title: Re: Stress & Pysche: 44.11
Post by: forgotten_idiot on July 27, 2018, 09:06:28 am
And it has worked greatly, after 2 years on that fortress i have more than 50 dwarves and all of them have multiple friends.
Looks like making very early in your fortress those kind of small tavern setup is really a must .

Actually, dwarves seem to make friends even without tricks now, although not as quick as before. In my forts it usually takes ~3 years for each dwarf to make at least 2 friends. Most social ones sometimes make as many as 10.

Also, I am really getting in love with the new stress system. One of my starting 7 got ripped apart by a giant cave spider, then was left to decompose in front of his buddies, and what followed was:

Urist 1 - Horrified, then depressed, never recovered, eventually died of stress.
Urist 2 - Horrified, depressed, then started "accepting" his friend's demise and now on the way to full recovery.
Urist 3 - Became impervious  to the effects of stress
and Urist 4 - became not just immune to stress, but got the trait  "never fails to seek out the most stressful and dangerous situations".

You've got to be badass to live under the mountain. Weak ones do not survive.
Title: Re: Stress & Pysche: 44.11
Post by: Robsoie on July 27, 2018, 12:23:07 pm
Hmm, there's then something that must have been improved/fixed between .11 and .12 as without doing tricky taverns and instead having regular tavern with enough dance space and tables+chairs, my dwarves were too much distracted by looking at their chair, their table, or were unable to stay in place for long enough (must go to the temple, oh no i must go to the library now, enough book reading let's go to tavern, oh nice table but wait there's the temple let's go there) idling in order to socialize.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on July 27, 2018, 02:02:04 pm
Since this thread has become quite the resource, I have amended the OP with all of the observations made here.  Any changes or suggestions are welcome.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 27, 2018, 03:56:50 pm
I haven't reread the whole thread, but have a few comments or actually a lot.

Quote
- 'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Supposedly thoughts are categorized now, is there any positive weather thought? Sun and rain are bad, never seen a snow related thougth... mist? Can mist counteract rain by occupying that slot? Edit: or mist+miasma as their own thing?
Quote
- It is possible to have a Dwarf with 'doesn't really care about anything anymore' without being completely insane, though often stress for that Dwarf is still quite high.
Still mostly a military thing, probably linked to discipline. Edit: my no carers are generally unstressed
Quote
- Lack of decent meals now means not eating/drinking favorite items, and you're unlikely to be able to satisfy more than a small percentage of the population given the complete randomness of their favorites. Cooking quality doesn't have any practical use any more (apart from buying out caravans).
There is important SCIENCE (http://www.bay12forums.com/smf/index.php?topic=171322.0) hidden in the utilities forum. Cooking seems to be the difference between a pretty decent and a legendary meal, and booze cooking lets your dwarf get a happy food thought from eating something he likes to drink. Helps a lot since drink preferences are not quite as vast as foodstuffs.
Quote
> As a important note, managers & nobles with [MEET_WORKERS] DO work to conduct meetings and de-stress dwarves a bit from red (yelled at) and yellow arrows (crying on) needs but all dwarves without migrated & embark assigned social skills (or newly born children) will not develop enough to replace experts posessing CONSOLER & PACIFIER skills.
I go trough mayors at an alarming pace in unhappy forts, getting yelled at is an unhappy thought for a newbie consoler, maybe a good one would be satisfied that they could help?
Quote
Children are categorically the lonliest having no recognisation of even other children, but Toady can't test this because of how long they take to grow up (given that many of his tests are on the starting 7 with already developed skills), many users i've read about have lonely children because the problems are fortress home-grown.
But playing seems to provide both needs reduction and happiness that can counteract all but the strongest problems. Until a parent dies or they grow up.

Also tattered clothing, get rid of loinclothes or arrange to have enough delivered. And then there's the small problem of dorfs not changing their x-accumulatin stuff in a timely manner despite complaining.


I think there are two seperate issues in general, most of the post deals with unfulfilled needs. I can't remember ever seeing a personality change from those. And you get ample warning in the needs section before something makes it up to thoughts. Micromanagment hell but possible.

The others are immediate experiences like seeing corpses, weather, conflicts, tattered clothing, family additions. These lead to personality changes so I think they are generally stronger, or maybe simply a different type of thought.

 
As a general impression I don't like how strong the changes are, the differences in personality between dwarves who haven't met the player yet are so tiny compared to the extreme opinions of long term residents. Would much prefer a gentler nudge from these changes, maybe more than one to the same trait over time, if another change-worthy experience happens. But thats just me griping about dwarves constantly turning their supposed career paths upside down.

Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on July 27, 2018, 08:13:57 pm
Battlefield clean up are still a big problem for the dwarves fragile psyche.
After raiding gob pits enough to finally have them attacking me in retaliation (as i wasn't at 80 pop for a regular invasion from them), there was a massive amount of gob, beak dogs and trolls corpses and body parts everywhere.

The cleaning took a long long time (playing without dfhack) , and during it 5 dwarves fell into depression.
Still fortunately it's only a small amount in my fort and there's near 70 dwarves holding up so far, but considering everyone was kept roughly happy until that point, it looks like those cleanings are still a heavy hit on the stress level.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 28, 2018, 03:03:05 am
I'm not sure I like playing a realistic depression simulator either. Takes the fun out of invasions if you have to decide between losing fps from clutter or a number of dwarves to cleanup, every time. Maybe I'm still playing it wrong, some people seem to manage.

Are there any good theories around what focus actually does? A focussed dwarf being less likely to react to the corpses they haul because they're just so focussed on doing it well would be the best incentive to fulfill all needs I can. This is pure speculation, vaguely based on my kids who are always focussed from playing and do so even inside corpse piles with barely any effect.
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on July 28, 2018, 04:47:01 am
The only theory I heard of is that positive focus greatly increases movement and action speed (including jobs), while negative focus does the exact opposite. It was based off the observation that unfocused dwarves were seemingly slow workers, and a focused adventurer gained a noticeable boost in combat.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on July 28, 2018, 05:05:07 am
Focus boosts skill rolls, accuracy, speed, etc. 150% at max, 50% at min, iirc (though internal accuracy values and such seem to be actually far more apart.)

There's a comment by Toady in the previous FotF thread somewhere.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 28, 2018, 06:47:23 am
Focus boosts skill rolls, accuracy, speed, etc. 150% at max, 50% at min, iirc (though internal accuracy values and such seem to be actually far more apart.)

There's a comment by Toady in the previous FotF thread somewhere.
Thank you, I really should read FotF more. There goes my theory, not that the boost isn't nice.
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on July 28, 2018, 06:56:03 am
Just some quick observations from my last fort (44.12), especially regarding intellectual value changing thoughts and their impact on stress:

-The impact of cave adaptation symptoms seems to be huge. Thoughts caused by them frequently led to personality changes. The most common of this changes are related to decorum and stoicism and don't seem to have an impact on stress levels, but others clearly do. Being forced to drink vomit seems to be the worst of the cave adaptation related thoughts potentially leading to high insanity propensity values (in fact, I had about half a dozen of tantruming dwarves over a period of ten years, with most of them being "in a constant state of internal rage" because they were forced to drink vomit). However, some dwarves seem to "harden" trough this kind of thoughts becoming less vulnerable to stress, valuing sacrifice more etc.

-Miasma seems to affect dwarves in a similar way to cave adaptation symptoms, but since my dwarves have been much less exposed to it I can't really tell if there are any significative diferences besides the changes that can occur to the nature value with the "nauseated by the sun" and the like thoughts.

-Another huge personality changer is clothing. Old, tattered and rotting clothes are making my dwarves despise decorum, gripping them with crippling shyness and making some of them find the humor in most situation (among other effects), but this does not seem to have too much of an impact despite the ocassional mortified dwarf cancelling a job. I have a legendary clothesmaker with a monthly schedule for producing clothes, so I guess this could be much worse. Also, my fort is about 220 dwarves so probably just one clothesmaker isn't enough and with more of them it's possible that this kind of thoughts were much less prevalent.

-Justice seems to work in an exemplary way. The family members and friends of a dwarf can take note of a conviction or a expelling and start valuing more things like self control, power or become more nervous etc. Beatings also seem to have a potential effect on the convicted dwarf through the "experienced trauma" thought.

I'm really excited about what others have found about this new link between thoughts and personality values and their impact in our dwarves lifes  :D
Title: Re: Stress & Pysche: 44.11+
Post by: Gigaz on July 28, 2018, 01:55:35 pm
Is anyone else having problems with the happyness of mercenaries in particular? They apparently get unhappy thoughts from not crafting, lack of romance and witnessing death and there's not much I can do about that. I also think they do not pray, which makes things only worse.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on July 28, 2018, 05:07:53 pm
Is anyone else having problems with the happyness of mercenaries in particular? They apparently get unhappy thoughts from not crafting, lack of romance and witnessing death and there's not much I can do about that. I also think they do not pray, which makes things only worse.
I've seen mercenaries pray. Is your temple open to visitors?
Fairly notifiable in my fortresses as the main race I play don't need to.
Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on July 28, 2018, 06:39:16 pm
Battlefield clean up are still a big problem for the dwarves fragile psyche.
After raiding gob pits enough to finally have them attacking me in retaliation (as i wasn't at 80 pop for a regular invasion from them), there was a massive amount of gob, beak dogs and trolls corpses and body parts everywhere.

The cleaning took a long long time (playing without dfhack) , and during it 5 dwarves fell into depression.
Still fortunately it's only a small amount in my fort and there's near 70 dwarves holding up so far, but considering everyone was kept roughly happy until that point, it looks like those cleanings are still a heavy hit on the stress level.

Just got a second big invasion, managed to destroy it and the clean up lead to 6 dwarves getting haggard/oblivious due to depression of the cleanup.

That's starting to get really annoying to lose dwarves this way considering there was absolutely no problem for any dwarves between those 2 battle cleanups (and all the dwarves are in military since day 1 so i guess they all have some discipline level). It looks like those cleanup skyrocket whatever stress/depression level dwaves are going through.
Or it could be because those clean takes damn too long to get finished that dwarves may then skip everything that could make them happy or "normal" and so the stress level rise without anything that can be done about it if you want to really clean up the fields.

Anyways, it's really broken.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on July 28, 2018, 07:05:13 pm
Gave the dorfs a month off to enjoy the tavern, make friends, reduce stress and such. Small tavern, lots of mugs, one frustrated tavern keeper, you can imagine how well that went.

The tavern keeper quickly went about his work of killing off the weakest. One monster slayer and our expedition leader. That's fine, murder is a personal choice in our society.

And murder it surely was. His thoughts state that he feels nothing at seeing at seeing his friend, the expedition leader, die but horror at the death of the human monster slayer. Let's see how long the guilt of collateral damage takes to drive him insane.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on July 28, 2018, 09:21:01 pm
Battlefield clean up are still a big problem for the dwarves fragile psyche.
After raiding gob pits enough to finally have them attacking me in retaliation (as i wasn't at 80 pop for a regular invasion from them), there was a massive amount of gob, beak dogs and trolls corpses and body parts everywhere.

The cleaning took a long long time (playing without dfhack) , and during it 5 dwarves fell into depression.
Still fortunately it's only a small amount in my fort and there's near 70 dwarves holding up so far, but considering everyone was kept roughly happy until that point, it looks like those cleanings are still a heavy hit on the stress level.



Just got a second big invasion, managed to destroy it and the clean up lead to 6 dwarves getting haggard/oblivious due to depression of the cleanup.

That's starting to get really annoying to lose dwarves this way considering there was absolutely no problem for any dwarves between those 2 battle cleanups (and all the dwarves are in military since day 1 so i guess they all have some discipline level). It looks like those cleanup skyrocket whatever stress/depression level dwaves are going through.
Or it could be because those clean takes damn too long to get finished that dwarves may then skip everything that could make them happy or "normal" and so the stress level rise without anything that can be done about it if you want to really clean up the fields.

Anyways, it's really broken.

I agree, it isn't really a fun system at the moment. There needs to at least be some systems in place to help us manage stress with less micromanagement. I really don't want to spend all my time constantly checking stress levels and toggling labors on and off.
Title: Re: Stress & Pysche: 44.11+
Post by: tussock on July 28, 2018, 10:38:16 pm
I would strongly suggest people triggering and cleaning up regular invasions get themselves a flood or magma cleaner. Or both for more *FUN*.

Like, contain most of the death to a place you can wash the bodies onto a bridge and then drop them onto a sealed corpse pile and extract the iron with a small controlled magma bath.

That's what's really upsetting your dwarfs, you know, the lack of dwarfiness in the cleanup options.

Ahem. But also, lots of the cleaners end up feeling nothing from seeing bodies by the third sight and you can just use those ones and turn it off for the more delicate dorfs. Maybe, @Robsie, if you could science up what personality traits are making the difference there, could even sort them in advance through the therapist ....
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on July 29, 2018, 02:58:41 am
Ahem. But also, lots of the cleaners end up feeling nothing from seeing bodies by the third sight and you can just use those ones and turn it off for the more delicate dorfs. Maybe, @Robsie, if you could science up what personality traits are making the difference there, could even sort them in advance through the therapist ....

Trying other races it seems to be universal, but the prior obliviousness to fear was instigated by constant alcohol consumption/state which altered their base bravery. Im trying a new setup for the mini tavern to strech out a drinking room in a seperate zone connected to the same location because barkeeps will often try walking between the two areas that don't have to touch providing they're not too far away.

+ SC
 XXS
+XXX
++ +
+SSSSSSS
+SSSSSSS
+XXX XXX

Normal mini tavern with meeting zones (X) and a small drinking room seperated by a meager entrace (walls(+) with stockpiles (S) and a single chest set to cups only (C) in the top with room for 2 barrels for a bar-keeper, by having 1 or so barrels it will allow me to get dwarves drunk in emotional emergencies in safe quantities depending on how quickly the barrel empties & restocks which can be controlled by Q-dumping to a closed stockpile of alcohol barrels/pots for it to draw.
Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on July 29, 2018, 05:53:17 am
I believe what's doing the worst impact is not the horror at seeing dead gobs because indeed most dwarves after a while and military training aren't shocked anymore.

It's that the battlefield clean up take forever because the dwarves are only able to carry one item at a time on each of their "take 1 body part/useless torn clothes/item" -> dump whole loop.

And when you have a battlefield clean up that takes months (because the invaders were numerous), during that time dwarves will not do any of the "positive" activities you had already prepared in your fortress, meaning there's all their needs that they are unable to fullfill during the cleanup that will all pile up in stress and lead into depression for your most borderline dwarves.

And those amongst your dwarves that were only kept at +/- the limit of the stress threshold (due to their needs not really part of your fortress planning) will be unable to be kept in check anymore and their stress will move into the red.

I guess if i had small invasion i could test this theory, as the cleanup would be much faster and maybe end before those borderline dwarves stress themselves for too long but so far i only had big ones that takes forever to clean.

It's just very annoying, looks like i'll have to try another dwarven trick to cut the clean up time
Quote
Dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:

    Place a small bin stockpile and a general purpose stockpile near the battlefield.
    When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.
    When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.

As the magma flooding to cleanup may take a long time on my location, but still it's a fun idea i'll probably work on soon.
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on July 29, 2018, 09:39:02 am
Hm. Maybe it would be nice to have some sort of corpse and trash disposal workshop. Historically, when people needed to get rid of a ton of bodies in a short period of time, they'd gather them in several piles/mounds and burn. Having a workshop that functions similarly to the Butcher's, e.g. takes nearby corpses (and clothing?) and erases them from existance, would be pretty handy: after a battle, one could just build a bunch of those right next to the densest corpse piles, then order the disposal of corpses first and the disposal of clothing later.
Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on July 29, 2018, 09:44:21 am
Lots of things could be useful to help there, but those are problems that are in DF since several years and made even worse by the new stress/emotion needs features.

I got another large invasion and ... crap, dwarves don't put corpses and those stupid thousands of body parts into bin, so the bin stockpile trick i quoted before and hoped to try is then completly useless, the dwarves will still have to carry all those thousand piece of gobs, trolls and beak dogs to the atom smasher manually one stupid piece at a time.

Another massive waste of time during which the dwarves are unable to do anything to relax their increasing stress and several borderline dwarves will then not being able to be kept under control and will fall to depression again.

Oh well time for me to take a break out of the game for a while, it's just not fun anymore like this.
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on July 29, 2018, 09:59:23 am
Maybe using blunt weapons instead of edged weapons helps reducing the mess? Unless something changes in the next release I'll probably try that in my next fort.

It's a little weird to find dismembered limbs in the branches of the trees several z leves above were a battle happened. I even found a head stucked in the fortifications of my archery tower  ::)
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 29, 2018, 10:05:18 am
What annoys me most about this right now is my dorf's insistance on hauling dump marked corpses and bits to the corpse pile first before dumping them much later when stockpile jobs are fewer. Corpse hauling is bad enough without doing it twice you idiots!

On a positive note, therapist with needs support, finally! Will make the monthly job merry-go-round so much easier, hopefully resulting in happier dwarves.
Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on July 29, 2018, 10:10:11 am
Quote
Maybe using blunt weapons instead of edged weapons helps reducing the mess?
I didn't thought in focusing my military in warhammers, this should indeed "cut" on the insane amount of body parts flying around.
But aren't free use of warhammer increase the amount of tooths flying all over the map ?
As if so it should very likely balance out with the sword cutting limbs unfortunately when it comes to dwarves focusing all their time in hauling one tooth by one tooth and so not taking any to balance their needs with your fortress facilities.

Hopefully this is going to improve before Toady go through the dark time of the next "big wait".
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on July 29, 2018, 10:32:05 am
What annoys me most about this right now is my dorf's insistance on hauling dump marked corpses and bits to the corpse pile first before dumping them much later when stockpile jobs are fewer. Corpse hauling is bad enough without doing it twice you idiots!

It happens with burials too.

Quote
Maybe using blunt weapons instead of edged weapons helps reducing the mess?
I didn't thought in focusing my military in warhammers, this should indeed "cut" on the insane amount of body parts flying around.
But aren't free use of warhammer increase the amount of tooths flying all over the map ?
As if so it should very likely balance out with the sword cutting limbs unfortunately when it comes to dwarves focusing all their time in hauling one tooth by one tooth and so not taking any to balance their needs with your fortress facilities.

Hopefully this is going to improve before Toady go through the dark time of the next "big wait".


Teeth might be a problem, yeah. But I'm setting my mind on testing it, I don't think the issues of hauling corpses will be adressed anytime soon since I think I read in a FotF post that hauling and containers have a revamp being held back because of game save compatibility or somenthing like that.

But I wish we had the ability to burn corpses in a pire or something like that to at least avoid miasma, and maybe making corpses something less recognizable as a sentient being and not so traumatizing to handle for the average dwarf.

Title: Re: Stress & Pysche: 44.11+
Post by: Sver on July 29, 2018, 05:37:28 pm
Quote
Maybe using blunt weapons instead of edged weapons helps reducing the mess?
I didn't thought in focusing my military in warhammers, this should indeed "cut" on the insane amount of body parts flying around.
But aren't free use of warhammer increase the amount of tooths flying all over the map ?
As if so it should very likely balance out with the sword cutting limbs unfortunately when it comes to dwarves focusing all their time in hauling one tooth by one tooth and so not taking any to balance their needs with your fortress facilities.

I suggest you try spears. They leave less mess than swords/axes, but kill faster than hammers, so the chance of striking at teeth should be lower.
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on July 29, 2018, 06:04:40 pm
But I wish we had the ability to burn corpses in a pire or something like that to at least avoid miasma, and maybe making corpses something less recognizable as a sentient being and not so traumatizing to handle for the average dwarf.
Minecart dump into magma. You'll have to manually dump anything that won't fit in a minecart, e.g. FBs.
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on July 30, 2018, 06:07:10 am
But I wish we had the ability to burn corpses in a pire or something like that to at least avoid miasma, and maybe making corpses something less recognizable as a sentient being and not so traumatizing to handle for the average dwarf.
Minecart dump into magma. You'll have to manually dump anything that won't fit in a minecart, e.g. FBs.

I had in mind something without that much setup. Unless you rush to the magma sea or have a volcano embark, magma should be avaible long before the fortress starts being sieged. Also, I don't see the advantages of minecart dumping over atom smashing.

I'm thinking right now in the possibility of just channeling a big pit where the battle was fought, designate it as a dumping zone and just dump there whatever is not already in the pit and then just build a floor over it. You can't collect the spoils this way, but if you have most corpses already lying together it should avoid most hauling which seems to be the biggest problem right now.

Edit: I tried it. Less helpful than I thought it would be since dwarves refuse to dump corpses which are not properly stockpiled, and if you do design a stockpile over the corpses and body parts that remain stacked outside the pit they will first un-stack them before dumping. So, I think this is only worthy if you desgin a pit wherever there are stacked bodies/parts.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 30, 2018, 10:28:59 am
Don't have corpse stockpiles, then they dump. Eventually, after all other stockpile generated jobs are taken. Turning off all nonessential hauling for a bit I could get the last bunch of elves under the bridge almost quickly, next time I'll remember to turn off mechanics too so they don't wade through minced elf to reload the traps first, oops.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on July 30, 2018, 10:50:30 am
Maybe lock military out of the fort, then inactivate them so that mechanics won't come and military's only job option is dumping?
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on July 30, 2018, 11:21:49 am
Nah, two clicks in therapist is way easier, we're down to 31 folks from ~70 mostly due to psych stuff, so everyone does these unskilled things. Simple overseer error (that probably sent another 2-3 over the edge).
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on July 30, 2018, 11:38:20 pm
I had in mind something without that much setup. Unless you rush to the magma sea or have a volcano embark, magma should be avaible long before the fortress starts being sieged. Also, I don't see the advantages of minecart dumping over atom smashing.

I'm thinking right now in the possibility of just channeling a big pit where the battle was fought, designate it as a dumping zone and just dump there whatever is not already in the pit and then just build a floor over it. You can't collect the spoils this way, but if you have most corpses already lying together it should avoid most hauling which seems to be the biggest problem right now.

Edit: I tried it. Less helpful than I thought it would be since dwarves refuse to dump corpses which are not properly stockpiled, and if you do design a stockpile over the corpses and body parts that remain stacked outside the pit they will first un-stack them before dumping. So, I think this is only worthy if you desgin a pit wherever there are stacked bodies/parts.
Magma's more dwarvenly, though. You could always drop them in a deep pit at first and then apply magma later. Benefit of minecart is that you can automatically sort out just the refuse.

Refusing to dump corpses could be an issue with your standing orders.
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on July 31, 2018, 06:57:42 am
Also, my fort is about 220 dwarves so probably just one clothesmaker isn't enough and with more of them it's possible that this kind of thoughts were much less prevalent.

One legendary tailor should be enough for 220 dwarves, unless he's extra lazy or has one hand missing.

I should put that in a facepalm thread - recently I discovered that instead of 2 tailors and 2 weavers I have 1 tailor and 3 weavers, all legendary (misclick in DT I suppose). And this is the 10th year of this fortress. I have 250 people, and the tailor still has time to perform other duties.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on July 31, 2018, 07:50:49 am
Found a very handy trait for a fortress dwelling dwarf these days, "She personally believes it is important to conceal emotions and refrain from complaining". Conventional wisdom would tell us that internalising stress can only end badly, but in this case...

"I want to spend some time with family. I'm not lonely"

She doesn't feel anything after being away from family for too long. She doesn't feel anything after being away from friends for too long. She doesn't feel anything after being unable to fight for too long. She doesn't feel anything after being unable to practice a martial art for too long...

She freaks out every so often recalling a stupid human monster slayer drinking himself to death, but apart from that she's fine. Hopefully the horror of the human liver at work will fade away as it develops into a personality adjustment once it hits the long term memory.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 05, 2018, 06:09:49 pm
Here's a new one;
(https://i.redd.it/k8pbw2nad9d11.png)

I don't know how literally we should take this, but it's definitely interesting.  I have updated the OP with new findings.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 05, 2018, 08:21:07 pm
Hm, I notice OP says "Unable to aquire something. <- oops, don't turn on the economy."

While I'm amused at the idea, in the middle of truthful statements probably should say "they need to obtain a craft; try having them haul some". You noted it later down, but I'm assuming newbies might read the thread.

Extravagant is the clothes one, iirc (easy to fulfil with military).

On a similar note, "Lack of decent meals. <- cooking seeds is something I need to stop." - should probably say "they need to eat their favourite food/booze, positioning matters (http://www.bay12forums.com/smf/index.php?topic=171322.0)"

Iirc reading either unable to fight need was filled by merely seeing a wild non-benign animal, but haven't tested myself.

Ditto with "Being away from friends. <- the downside of making friends, they still need time off." should have "dwarves need to see friends and family, even if they don't have any".


@"Unknown if merry making requires a tavern, or if a regular dining hall will suffice.": Regular meeting zones will fulfil most, but not all related needs; some will be only fulfilled by proper group activities. I don't recall off the top of my head which were which (no longer few months into DF, can start forgetting things now).
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 06, 2018, 03:58:44 am
Extravagant is the clothes one, iirc (easy to fulfil with military)
What does the military comment mean? Something with uniforms or just aquisition of fresh goblin rags? This need seems to work just right with my playstyle, bit of a boost from the stuff they grab anyway without any jumping through micromanagement hoops.

The big thing I read these days is that dwarves stop dwelling on something once it changes their personality. Makes sense but I needed it spelled out.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 06, 2018, 04:26:26 am
Extravagant is the clothes one, iirc (easy to fulfil with military)
What does the military comment mean? Something with uniforms or just aquisition of fresh goblin rags? This need seems to work just right with my playstyle, bit of a boost from the stuff they grab anyway without any jumping through micromanagement hoops.

The big thing I read these days is that dwarves stop dwelling on something once it changes their personality. Makes sense but I needed it spelled out.
Needs more Science. Takes a year or so sometimes for the horror to manifest itself as a love of revelry, and from what I've observed, it seems to reduce stress, or at least stop the bad thoughts building more stress. But I don't have a huge amount of data there due to the time it takes (and because I play kind of recklessly).

For extravagance, I've witnessed dwarves with no labors enabled solving that for themselves so no micro needed there. Acquiring still seems to require hauling though.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 06, 2018, 04:43:26 am
For extravagance, I've witnessed dwarves with no labors enabled solving that for themselves so no micro needed there. Acquiring still seems to require hauling though.
ALL my dwarves are bright green for best extravagace unless jailed, no matter how busy. I have no clue how the replace-clothing soldiers even manage that. Put something in their cabinet maybe?
Title: Re: Stress & Pysche: 44.11+
Post by: Pancakes on August 06, 2018, 10:33:45 am
I have a hunch that military dwarves equipping armor/weapons counts towards the extravagant need, for some reason. My military dwarves also have this need met, but have no extra owned objects, which points to the fortress-provided armor satisfying the need. I think that the game might include any worn/equipped item for this need, regardless of whether or not it is actually owned by the dwarf.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 06, 2018, 06:00:36 pm
Yeah, that. If you observe dwarves, you can notice them having happy thought at putting on excellent item as well.
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on August 06, 2018, 08:23:08 pm
I have a hunch that military dwarves equipping armor/weapons counts towards the extravagant need, for some reason. My military dwarves also have this need met, but have no extra owned objects, which points to the fortress-provided armor satisfying the need. I think that the game might include any worn/equipped item for this need, regardless of whether or not it is actually owned by the dwarf.
Do your military uniforms include wearable Finished Goods like leather cloaks? In 43.05, those would fulfill needs, but the wearable Armor items did not. Trousers under greaves are also good.
Title: Re: Stress & Pysche: 44.11+
Post by: Olith McHuman on August 06, 2018, 09:15:53 pm
I noticed that some of my dwarfs have "acquire item" in red, despite my overflowing craft bins. Turns out, they have literally every single equipment slot filled. Some of the weaker ones are walking half speed or less. I did have a dwarf punch a titan to death with a gem bracelet, so that's a plus I guess.

It would be nice if dwarfs didn't try to equip all possible types of clothing. I typically only produce shoes, trousers, and shirts, but if invaders/merchants drop other clothing types my dwarfs will pick these up and wear them until they rot away (with all the mental scarring that results).
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on August 07, 2018, 02:57:47 am
It would be nice if dwarfs didn't try to equip all possible types of clothing. I typically only produce shoes, trousers, and shirts, but if invaders/merchants drop other clothing types my dwarfs will pick these up and wear them until they rot away (with all the mental scarring that results).

It's true (there should be some basic civilian armour definable, like in RimWorld), but why are you unforbidding these items in the first place? I intentionally unforbid large items sometimes, so my mercs and human residents can pick them up, but generally control what is allowed by making only chosen stuff. The garbage the merchants bring is good only as an offering to the gods (i.e. atom smasher).

Still, there's no easy way around the rotten thing from time to time, I think, because most dwarves (except some dancers) start clothed, and this has to wear off. Making all types of replacement clothing would be just insane.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 07, 2018, 05:59:57 am
I've never noticed this problem, dwarven clothes rot off and as far as i can see they will just replace them at will according to their entity allowed clothes. Everything indexed as civilian clothing like cloaks also applicable even if uncommon they'll happily take.

Military dwarves should get time off duty (in schedule, clear a DF month like opal or a entire season) to refill needs and get new clothes in order to keep them happy, so you can ONLY focus upon partial assigned armors in military equipment mode as a double layer underneath a comprehensive civilian uniform. I buy plenty of leathers to have my legendary leatherworker producing masterworks 24/7 and split it between producing mittens, socks & the occasional dress & vests with my highly skilled clothier so i can just order queue X amount to be made at once and sort of ignore the need entirely as it helps get rid of stress.

Give them good weapons & armor and they visibly enjoy it, the malus for having weapons took away from them seems to be lessened/sidelined though, that feature doesn't seem to be working properly for being upset at being seperated from it.
Title: Re: Stress & Pysche: 44.11+
Post by: SpeardwarfErith on August 07, 2018, 10:01:45 am
I've noticed that military dwarves tend to keep doing individual combat drills on their days off unless you hnassign the barrack. You could have a dwarf who desperately needs to socialize, but he will keep doing individual combat drills instead of going to the tavern. Not sure if this is a bug or not.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 07, 2018, 10:35:02 am
Adding clothing to a military uniform is a good insight on fulfilling acquisition needs, since military Dorfs won't equip trinkets at all.

I've noticed that military dwarves tend to keep doing individual combat drills on their days off unless you hnassign the barrack. You could have a dwarf who desperately needs to socialize, but he will keep doing individual combat drills instead of going to the tavern. Not sure if this is a bug or not.
In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.
Title: Re: Stress & Pysche: 44.11+
Post by: SpeardwarfErith on August 07, 2018, 06:42:25 pm
In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.

Huh, didn't know that. Regardless it seems like unintended behaviour given the new system, keeping your military sane is a vary micromanagy task
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on August 07, 2018, 09:38:10 pm
Both on-duty and off-duty military can do Individual Combat Drills. The on-duty dwarfs (who have a barracks to train at and are scheduled to Train that month) will not stop to socialize or craft/haul/etc (they would spar or demonstrate, but noob recruits need to get in shape before they can crosstrain). Off-duty dwarfs who are doing ICDs will stop to craft/haul/etc. If you have 40 dwarfs doing ICDs but who are not on active duty, you will see most or all of them respond immediately when you bulk dump 100 stone. An off-duty ICD will not stop a Socialize! or a Pray! but an on-duty ICD will.
Title: Re: Stress & Pysche: 44.11+
Post by: tussock on August 08, 2018, 06:54:36 am
Hm, I notice OP says "Unable to aquire something. <- oops, don't turn on the economy."

While I'm amused at the idea, in the middle of truthful statements probably should say "they need to obtain a craft; try having them haul some". You noted it later down, but I'm assuming newbies might read the thread.

Extravagant is the clothes one, iirc (easy to fulfil with military).

On a similar note, "Lack of decent meals. <- cooking seeds is something I need to stop." - should probably say "they need to eat their favourite food/booze, positioning matters (http://www.bay12forums.com/smf/index.php?topic=171322.0)"

Iirc reading either unable to fight need was filled by merely seeing a wild non-benign animal, but haven't tested myself.

Ditto with "Being away from friends. <- the downside of making friends, they still need time off." should have "dwarves need to see friends and family, even if they don't have any".


@"Unknown if merry making requires a tavern, or if a regular dining hall will suffice.": Regular meeting zones will fulfil most, but not all related needs; some will be only fulfilled by proper group activities. I don't recall off the top of my head which were which (no longer few months into DF, can start forgetting things now).
Excellent, yes, those were mine and I have learned much since. :D

Away from people. <- dwarfs need company, tavern works, military will sort this eventually with Socialise! if off duty.
Unoccupied. <- dorfs need work, or a barracks for training, or probably anything to do.
Unexciting life. <- many dorfs like trouble, get them in the military.
Unable to aquire something. <- stockpiling goods lets them do this, either monthly production or some dump/reclaims.
Kept from alcohol. <- obviously, dorfs like booze, there's a lot of happy thoughts for booze and mugs.
Lack of decent meals. <- ARGH! Dorfs need specific body part from specific liked creature, will seek out if available, very hard to fill.
Unable to fight. <- angry dorfs get happy thoughts from starting fights, but military action should work too.
Lack of trouble-making. <- seriously, this guy, exporting determined criminals can help ...
Unable to argue. <- that's another possible happy thought for a couple angry dorfs.
Not learning anything. <- LIBRARIES! And scholars to produce new things to learn in the long term.
Unable to help anybody. <- everyone bringing him water and food avoids this one, most dorfs don't care.
Unable to make merry. <- any time spent at a meeting place or tavern, maybe with a group activity.
Unable to admire art. <- come on, it's a lovely cage. Engrave stuff, just beware hated creatures.
Unable to practice a craft. <- lots of dorfs need a craft job, over a few years this one gets bad.
Being away from friends. <- they need this even if they have no friends with which to satisfy it! Making friends needs close contact at least.
Unable to practice a martial art. <- lots and lots of dorfs want to be in the military, others hate the draft.
Unable to practice a skill. <- skill rust, they all hate rust.
Unable to take it easy. <- no time off, dorfs must have time off, busy industries must have an excess in workers.
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

The friends one, I'm still finding it difficult. It's like that acquaintance step, and the one above it, they're just decaying a bit quicker than they grow for most dorfs. And military seem doomed for so many needs once they hit legend and stop doing anything but training. Can't haul for acquire, won't spend time with friends and family unless I kick the squad out of the barracks, they never practice a craft again but still need to.

But outside military legends (who hold up OK with the willpower pumped up) and long term prisoners (who are doomed, they will get angry and go straight back inside  :( ) they're all pretty happy these days. The survivors, that is. Oh, right, survivor bias. Yes, the dead ones aren't alright, are they.  ;)
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 08, 2018, 07:27:16 am
Unexciting life. <- many dorfs like trouble, get them in the military.
Watching a fight/brawl might work too, I'm often surprised at dwarves who recently had excitement where I didn't notice any.
Quote
Unable to aquire something. <- stockpiling goods lets them do this, either monthly production or some dump/reclaims.
Circular stockpiles are my thing, one of them really small like 2 tiles to limit the number of pointless hauling jobs. (and occassional cleanowned all, since having stuff doesn't seem to matter, just getting it)
Quote
Not learning anything. <- LIBRARIES! And scholars to produce new things to learn in the long term.
Hands-on learning counts too, give the jobs where skill doesn't matter to everyone who needs to learn and they get happy thoughts from becoming novice spinner. Not all books seem to provide learning, someone's letter to mum is just as useless as it sounds, science books seem most beneficial.
Quote
Unable to help anybody. <- everyone bringing him water and food avoids this one, most dorfs don't care.
Most of mine do, but it decays slowly. If you need more such jobs, pump gyms are nice as they work until thirsty and hungry, often triggering water service.

And wtf is "being away from traditions"? Not a common one but I have no idea what she even wants. Are there greater df traditions than socks, cats and enraged badgers?

I'm not picking on you, tussock, just used your handy list to add to.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 08, 2018, 07:46:30 am
I think letters to mom still satisfy the need for introspection, though.
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on August 08, 2018, 12:04:07 pm
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

Probably he most annoying to me. The game loves duplicating names of gods, so I don't know which "Kikrost" the particular dwarf has on his mind, and the game loves making dozens of obscure gods, with one or two worshippers most of them. It seems so pointless. It's almost like parody of DnD.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 08, 2018, 03:06:47 pm
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

Probably he most annoying to me. The game loves duplicating names of gods, so I don't know which "Kikrost" the particular dwarf has on his mind, and the game loves making dozens of obscure gods, with one or two worshippers most of them. It seems so pointless. It's almost like parody of DnD.

Then just make an omni temple and be done with it. Currently the only "benefit" of dedicated temples seems to be their ability to attract rabble in the form of monks, peddlers, and pilgrims, none of which have any use in the fortress (and also take up visitor slots from kinds you DO want). Oh, and "real" visitors that come for a real reason plus to visit a dedicated temple, where they'll go on a prayer bender to catch up of a life's worth of missed praying before getting to their actual reason for visiting.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 08, 2018, 08:27:41 pm
@Rafatio: Tradition needs can be fulfilled by a tavern (though some needs can only be fulfilled by actively reciting, etc.). I have resident bards who has the need persistently unfettered (caused by their civs valuing tradition). Though given one is not, I suspect this one needs active participation, not just listening in.

In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.

Huh, didn't know that. Regardless it seems like unintended behaviour given the new system, keeping your military sane is a vary micromanagy task

Simplest somewhat-workable workaround I've noticed has been placing barracks in the desired location zones; I've briefly that they tend to switch from active training to zone tasks (especially for library Research!); though they may still go do drills instead of praying if they go in with that in mind while it is inactive.

Haven't extensively tested, though - that last bit is why I plan on removing the barracks (http://www.bay12forums.com/smf/index.php?topic=15096.52815) instead. Though that's slightly behind on Q of ideal barracks size (got curious when I noticed my non-sparrers (along with different sparrer pair training in same barracks) gain disporpotionate (to teacher skill) amount of dodging, but found no preexisting research).
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on August 09, 2018, 01:44:44 am
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

Probably he most annoying to me. The game loves duplicating names of gods, so I don't know which "Kikrost" the particular dwarf has on his mind, and the game loves making dozens of obscure gods, with one or two worshippers most of them. It seems so pointless. It's almost like parody of DnD.

Then just make an omni temple and be done with it. Currently the only "benefit" of dedicated temples seems to be their ability to attract rabble in the form of monks, peddlers, and pilgrims, none of which have any use in the fortress (and also take up visitor slots from kinds you DO want). Oh, and "real" visitors that come for a real reason plus to visit a dedicated temple, where they'll go on a prayer bender to catch up of a life's worth of missed praying before getting to their actual reason for visiting.

Oh, I do have it from the beginning. I started adding dedicated temples only when I realised that many dwarves don't pray in the universal temple, for some reason. But the dedicated temples take like ~5% of religious traffic, despite taking 93% of space. Now I have universal temple, temples for several "Kikrosts", and the dwarves still want to pray to god so named (and others).

Hm. Maybe the uni-temple is just overcrowded? Also the only way to the temple complex goes through the middle of the biggest tavern (to test resolve of the dwarves). Maybe the route is too convoluted for some of more feeble-minded dwarves.
Title: Re: Stress & Pysche: 44.11+
Post by: Radipon on August 09, 2018, 02:56:12 am
Total floor area makes a noticeable difference in temple usage. The same goes for inn/tavern areas that can overcrowd very quickly if you don't expand them with every migration wave. Stored goblets and instruments should also be adjusted with time, and a designated tavern keepers eventually have more pros than cons since they consolidate food and drink retrieval (in turn reducing crowding thoughts).
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 09, 2018, 03:35:13 am
@Rafatio: Tradition needs can be fulfilled by a tavern (though some needs can only be fulfilled by actively reciting, etc.). I have resident bards who has the need persistently unfettered (caused by their civs valuing tradition). Though given one is not, I suspect this one needs active participation, not just listening in.
Thanks. I had a tavern of course, but a small 3xn one that only had a one tile strip as "dance floor", resulting in no dances. Not sure about music performances, storytelling worked. This dwarf was the only one who needed tradition and never fulfilled her need. And since the tiny tavern did nothing for the promised friend making anyway, my new fort has a big one again to accomodate all shows (but no tradition fans so far).
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 09, 2018, 07:13:00 am
You could theoretically overlay the dedicated temples on general temples if you're worried about traffic differences (dwarves will use the lowermost location).

Personally, I'm slightly leery of them in case of multiple religious preferences, since dwarves prefer to stick to same zone even after fulfilling the need rather than head to new one for Activity! - at least until they're forced to step out by other tasks.

@Radipon: I think you mean just drinks? Taverns don't have anything to do with food.

Haven't noticed much with floor area other than having dances, but I haven't tested for it before beyond ensuring they're big enough to not kill fps.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 09, 2018, 07:19:32 am
New custom zone name is pretty useful for sorting out relgious worship areas.

You can see a dwarf's dieties also in the relationship page as well as a description, a shrine (4x5 room) is more than enough since they dont talk to anybody in there anyway and just use it for a practical function.
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 09, 2018, 07:30:56 am
A general temple over the jail is pretty useful to keep inmates a little happier. Has anyone noticed dwarves prefering temples with pretty furniture/high room value? The 5x5 jail temple saw a lot of use by free dwarves too, the big old 11x11 temple without anything in there was less frequented despite being more central. Both were for no particular god. They might simply have come for the food/drinks stored there and stayed to pray.

Edit: Just a little new thing, helping somebody is also satisfied by the annoying "joined an existing conflict". Saw a big tavern uhm disagreement that sent several dwarves fleeing in all directions, no injuries though, and everyone thought they had helped afterwards while also having mostly bad thoughts about the conflict joining.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 19, 2018, 07:53:35 am
So, just going to necro-bump this thread as, while it seems to be the most comprehensive collection of stress related information, some people here and at Reddit are adamant that the whole system is still broken. But that doesn't really come across in the OP. Are those people wrong, and just need more info on how to handle stress, or are there big issues that need to be addressed before the end of this arc?

From what I can gather, the major problems (one's which if addressed will make the game a bit more tolerable are):

- Dorfs don't make friends without serious manipulation
  (seems that Toady's aware of this one).
Fixing this would reduce lonely thoughts, increase happy friend-time thoughts and possibly lead to love, romance and super high-levels of happy.

- Dorfs don't take breaks to meet needs
Fixing this would allow periodic ultra-happy temple thoughts and add to the above spending time with friends happiness and stuff like library time and statue admiration for those who need it.
Or should this be a deliberate action taken by the player? Maybe we don't want dorfs taking breaks sometimes?

- Rain is harsh.
Difficult to fix if the intention is to push the player towards underground play. Tweaking seems to work though. I have a modded race of dorfs who are happy to work outside and don't get effected at all by this despite having much weaker stress tolerance than regular dwarves.

- Dorfs miss family.
  Fixed with above social fixes. but not for absent family members. Personally I say send terminally homesick dorfs home, so all that's needed is to fix the 'cannot exile, child not present' bug. There's not much that can be done for this in the current state of the game.

- Some dorfs just aren't cut out for fortress life.
WAD as far as I'm concerned. Some dorfs are vampires, some are spies, some will break the moment they see a goblin tooth. Treat with exile/magma.

- Corpse removal is still tough?
  Honestly not sure about this. I hide my enemy's corpses in a deep pit, and 'uneasy' seems to go away pretty quickly. Someone monitoring stats with dfhack/therapist notice anything wrong?

I'm sure I've missed some important issues, otherwise forums wouldn't be full of 'game is broken. fix now' posts. What's broken right now that should be fixed soon?
Title: Re: Stress & Pysche: 44.11+
Post by: Rafatio on August 19, 2018, 08:48:50 am
I'm sure I've missed some important issues, otherwise forums wouldn't be full of 'game is broken. fix now' posts. What's broken right now that should be fixed soon?
Looks completeish, I would add "Dorfs don't take breaks *from* meeting needs either", bug 10676. I think the combination of these two breaks/needs things adds a lot to the annoyance of having to hold their hands through everything.

Food preference is another very broken one, with family and friends that makes three every-dwarf needs that require a lot of special attention. The knock on effect makes fulfilling the other needs more important to keep the overall level up.

What feels most broken to me (but I don't consider the system broken in general) is the extremeness of personality changes after situations that boil down to wrong time, wrong place. A bit of miasma, some rain, old loincloth and a well adjusted fortress member turns into a nutcase, sometimes in a positive way but still. Changing these traits by a level or two instead of jumping to the most extreme would keep their personalities more varied and interesting.
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on August 19, 2018, 09:14:35 am
I have a modded race of dorfs who are happy to work outside and don't get effected at all by this despite having much weaker stress tolerance than regular dwarves.

Which personality trait is this exactly? Or is it just the entity value of nature?
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 19, 2018, 12:28:45 pm
My issues are roughly the same Shonai_Dweller mentioned.
- Family & Friends (and sometimes "make romance") needed, but the have no drive to get either.
- Food badly broken due massive unavailability further compounded by extremely specialized requirements in many cases. Either the system would need to revamped so a sealed fortress can still get a reasonable match, possibly requiring some standard embark purchases, or the negative impacts should be reduced such that they'd basically get happy when they get their things, but won't be massively unhappy if they can't (unless the personality is extreme, of course).
- When given time off, they still won't satisfy badly distracting needs (often praying), but rather keep returning to satisfied ones, such as Socializing (with irrelevant people, of course), and I've seen the same with people who just won't go to the library where they're assigned a scholar position to fulfill badly distracting needs, but, again, keep Socializing or praying to gods they've already fulfilled their needs with. You could, of course, say that it reflects real humans, who keep doing things that they know are bad for them and avoid ones that are good, but this isn't The Sims where you need to babysit one critter...
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 19, 2018, 03:53:03 pm
I have a modded race of dorfs who are happy to work outside and don't get effected at all by this despite having much weaker stress tolerance than regular dwarves.

Which personality trait is this exactly? Or is it just the entity value of nature?
It's been a while since I made them, I'll check the raws and see what I did. Most of them get 'happy to work outside, only grumbles mildly at bad weather'. Possibly the nature value, yes.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 19, 2018, 05:27:43 pm
Honestly the problem with all of the stressors mentioned is that they can easily go into an area where they give accelerating returns. A dwarf has a very long time to think about those flying body parts, and each stressful event no matter how small will make the dwarf slightly more vulnerable in the future.
The whole system works great on paper, but it's emergent in a bad way. There's a lot of grey areas where one or more things are off by an order of magnitude. Work, socializing, food and quality of life don't impact stress levels in a meaningful way. Also dwarves that are under the influence of insanity immediately stop eating and drinking, long enough to realistically die or get sick due to dehydration.
It also indirectly makes a lot of embarks harder or marginally (in)habitable. Whenever things are falling outside the normal morale constrains, like small or overworked populations, evil or savage embarks, lack of caravans or resources or simply war, you're going to get a run for your money.
Each momentary lapse of sanity will slowly but insidiously reduce the amount of resources and working hours available for improving the settlement or providing useful services. The task will instead have to be done by a peasant or, more likely, by no one.

Don't get me wrong, I like the idea of making a detailed sanity system and using it to simulate an entire village of 200+ individuals. I can't think of any other game that does this to this extent. It's just that stress is it is now turns DF 44.12 into a classic lovecraftian story where time and death will always get to laugh in your face.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 19, 2018, 05:49:55 pm
I could drive some more vulnerable dwarves to tantrum over long term by cutting out locations in 43.03 tests even without any combat that would become happier over time once (re)instating them, so they are meaningful.

...Over years, back then - they'll be dwarfed by something that induces insanity in a season. Since happy thoughts are relived, there might be bit faster effects, but a dwarf doesn't get a happy thought for every statue they walk by.


Here, there is also the question of how bad evil weather is intended to be to split the line between bug and feature. If it is meant to horrify, like the line says, well, it's doing that pretty well even if it is just blood.

Of course, weather could be displayed better.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 19, 2018, 08:45:39 pm
I have edited the OP to be more easily readable now, and begun to categorize stuff.

On topic: I have seen some discussion about the feasibility of having a small number of dedicated corpse/body part haulers who do that and nothing else.  I would think that the potential for a large number of body parts in any given fight makes this untenable, but I have not tested it, opting instead to build a short/direct route from major conflict areas to my rubbish stockpile.  Also in small population forts, a shortage of labor may be an issue as well.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 19, 2018, 11:21:41 pm
Quote
Most Dwarves react to sentient corpses with 'feeling uneasy' (but some are straight up 'horrified').  The relative effect of this feeling is variable.  However, the effect does stack (see next point)
There seems to be a definite difference now between sapient corpses of enemies (now 'uneasy' at worst) and civ members / visitors.
I've had people feel uneasy about witnessing a visitor get beaten to death. But also horror at seeing another visitor drink themselves to death, so there's still a range of reactions there.
Toady mentioned that it was a split between 'stranger's bodies and others' which seems reasonable to assume is what's happening.

Also witnessing death by old age (either in real-time or the aftermath) doesn't seem to cause bad thoughts at all any more (I believe I saw someone mention that it used to). Just don't let them lie around for too long stinking the place up or people will freak out.
Title: Re: Stress & Pysche: 44.11+
Post by: Vorox on August 20, 2018, 05:07:47 am
>'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Do dwarves that love nature still get this?
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 20, 2018, 05:14:07 am
>'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Do dwarves that love nature still get this?
I think maybe not. It may be coincidence but I haven't noticed any despair over being rained on at all and I'm mostly playing modded dorfs who on average enjoy being outside.
Title: Re: Stress & Pysche: 44.11+
Post by: Dragonborn on August 20, 2018, 08:28:45 am
In my last couple of forts, most if not all of the starting seven had the "loves outdoors, doesn't mind inclement weather" trait.  I didn't notice any personality changes within a few years, and I was doing above ground forts at the time.  Maybe it only happens to dwarves who hate the outdoors. I guess that makes sense.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 20, 2018, 12:36:15 pm
>'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Do dwarves that love nature still get this?
I think maybe not. It may be coincidence but I haven't noticed any despair over being rained on at all and I'm mostly playing modded dorfs who on average enjoy being outside.

Yeah I agree. I am seeing miasma as the most common cause of personality changes, probably just due to it's common occurrence. Only once have I seen rained on, even though I do have outdoor meeting area and training. Also injury is another big one.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 22, 2018, 02:38:43 am
Some issues I have with the stress system for residents:
- Residents are subject to the same needs as citizens, but are unable to satisfy the ones that involve work, which means a fair bit of the limited interventions you're actually able to do can't be applied to them. I don't use mercs, but it ought to be even worse with them?
- My Gremlin is going bonkers. She keeps getting mortified reliving being naked (Yes, in order to get clothes she needs to be a citizen so she can make Gremlin sized clothes in a workshop, as nobody else can make that size clothes, and that requires using DT, as vanilla doesn't allow allocating work to sapient "pets"). The weird thing is that recent thought say she felt nothing having various body parts uncovered. I suspect there was a personality change somewhere along the line, but the old memory apparently isn't reevaluated (the thoughts were viewed with a DFHack script, as vanilla doesn't display them).
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 22, 2018, 03:46:11 am
Some issues I have with the stress system for residents:
- Residents are subject to the same needs as citizens, but are unable to satisfy the ones that involve work, which means a fair bit of the limited interventions you're actually able to do can't be applied to them. I don't use mercs, but it ought to be even worse with them?
If a merc is bored of military life and dreams of being a lumberjack they need to be banished. You're paying them to fight for you, remember? (Abstracted right now of course). No problem as they don't usually have relatives to take with them.

"Cannot exile. Spouse not present"
Doh, f*ck, bollocks.

Well. No problem once the bugs are fixed anyway...
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 23, 2018, 03:19:17 pm
>'Caught in the rain' is currently the single strongest personality changer, sometimes causing multiple core values to be rewritten.
Do dwarves that love nature still get this?
I think maybe not. It may be coincidence but I haven't noticed any despair over being rained on at all and I'm mostly playing modded dorfs who on average enjoy being outside.

Yeah I agree. I am seeing miasma as the most common cause of personality changes, probably just due to it's common occurrence. Only once have I seen rained on, even though I do have outdoor meeting area and training. Also injury is another big one.
Funny you should mention, I was just testing both of these in my Jungle Fort, which has a lot of outdoors projects.  I can confirm that a nature-loving personality is highly effective against outdoors stress, including rain.  Dorfs who vomit due to cave adaptation are still cranky though, no matter how much they love trees.  OP has been updated.
Title: Re: Stress & Pysche: 44.11+
Post by: Vorox on August 23, 2018, 04:41:00 pm
Thanks for confirming this. I make aboveground forts 90% of the time so that's a relief.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 23, 2018, 04:46:49 pm
Thanks for confirming this. I make aboveground forts 90% of the time so that's a relief.
Mind you, a Dorf's personality is random as random gets, so the odds of having a large number of nature-lovers is quite low.  The few who do enjoy it should probably be assigned as wood cutters & herbalists.  Building above ground still requires a significant amount of Dwarf power; best solution there is probably to limit your building time.  Do it in bursts so that Dwarves have time to de-stress.
Title: Re: Stress & Pysche: 44.11+
Post by: a52 on August 24, 2018, 06:36:29 pm
A lot of my dwarves have had personality changes from seeing a certain kobold die (probably because his body is still just sitting outside where everybody can see it), and while a lot of the personality changes make sense (increases in sadism, becoming quick to anger, etc.) but some don't necessarily -- I saw one whose positive outlook was due to repeated horrified memories of death.

I'm not saying that's a bad thing, in fact, I almost prefer it this way -- people will have very different responses to the same event. However, we should try to do some research (or just get the info directly from Toady) on what experiences can change what traits and in what directions, if possible.


Can also confirm that getting caught in the rain and drinking water without a well are some of the greatest personality changers in the game, simply because they are so common to every dwarf and happen so often. Again, not necessarily a bad thing, as repeated experiences of something different than what you're used to will change your outlook on life. The issue is when these two behaviors collide, and you get multiple, strange, and powerful personality changes just from drinking stagnant water too many times.

Like other people have reported, little thoughts like these also tend to be the greatest (and most difficult to satisfy) contributors to unhappiness and distraction. In my current fort, an engraver who constantly relives her husband's death is considerably happier than a fisherdwarf who mopes about not having enough to do, getting caught in the rain, being away from family, and being away from friends.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 24, 2018, 06:43:25 pm
I think getting caught in the rain should almost never have any effect on personality. Having to constantly sleep outside in the rain is a different matter, but being rained on is pretty much a fact of life. Maybe we should be able to make umbrellas or water proofs from waxed pig tail cloth or something?
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 24, 2018, 08:50:05 pm
I think getting caught in the rain should almost never have any effect on personality. Having to constantly sleep outside in the rain is a different matter, but being rained on is pretty much a fact of life. Maybe we should be able to make umbrellas or water proofs from waxed pig tail cloth or something?
100% agree.  You'd think that Dwarves would already be impervious to rain, due to the sheer number of layers they tend to wear (hood, cloak, gloves, dress, dress, boots, dress).
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on August 24, 2018, 10:25:48 pm
This doesn't appear to be correct.
Quote
- Cooking a favorite booze counts as drinking it

Eating a meal that contains a preferred drink ("minced dwarven ale") will result in a thought related to eating a good meal ("eating a fine dish") and satisfaction of the decent meals need ("unfettered after a good meal"), but no thoughts or need satisfaction related to drinks.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 25, 2018, 01:15:27 am
I had some migrants who had a long walk in the rain to get in the fortress.  By the time they got there, half of them had personality changes :-P  I'm RPing it as their long journey changing them, but I have to agree that rain is a bit OP in terms of freaking out dwarfs.  On the other hand, as someone said higher up in the thread, it makes some sense from the perspective of explaining why dwarfs live underground and why they generally don't like nature.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on August 25, 2018, 10:52:50 am
This doesn't appear to be correct.
Quote
- Cooking a favorite booze counts as drinking it

Eating a meal that contains a preferred drink ("minced dwarven ale") will result in a thought related to eating a good meal ("eating a fine dish") and satisfaction of the decent meals need ("unfettered after a good meal"), but no thoughts or need satisfaction related to drinks.
Oh derp.  That's what I meant to say, eating a cooked booze counts towards favorite meals.  Good catch!
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 25, 2018, 11:30:08 am
I made a support DFHack script to attempt to buy liked stuff from caravans today, and I've seen some dorfs actually eat various kinds of cheese they like after the human caravan provided stuff (including lots of fish). It's tested on exactly one caravan, so there are probably bugs (no animals bought for slaughter, for instance).
Spoiler (click to show/hide)

The script is run from while you're on the trade screen, and it simply goes through the list of items for sale and match them against preferred food of citizens, marking each match for purchase. There is no check against what you have in stock or whether you can afford it, though, so it will happily select everything it finds matching. It might be useful to handle at least some food preference issues, as the dorfs I'm losing essentially are lost to the combination of no friends, no family, and no decent meals.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 25, 2018, 12:00:16 pm
Huh, neat idea; though I was contemplating marking all desired prefs as requested goods (also gets around "want to eat giant lovebird heart in particular"). Should be relatively easy adaptation.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 25, 2018, 03:43:56 pm
Huh, neat idea; though I was contemplating marking all desired prefs as requested goods (also gets around "want to eat giant lovebird heart in particular"). Should be relatively easy adaptation.
I won't try requested goods as I can't test it (dead civ), but yes, that's definitely a good complement, but I think it will have to be a separate script, as it targets a different screen. Also, it probably needs a brake, or you can end up with ordering and buying quite a lot more of those hearts than you actually need.
Another variation in a similar vein would be to auto assign farming of desired crops, although I won't do that either (I've got a system for booze, and it would probably interfere).
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on August 26, 2018, 05:03:53 am
This is my personal observations regarding some stuff on the OP. Note, I haven't read the whole thread, and these observations are from 44.12.

Equipping shiny new suits of armor count as being extravagant/maybe acquisition -unsure which putting on a [quality] item falls under - but they seem to need quality above standard or be of a more  valuable material or of higher quality than the armor they already have on.

Also, soldiers will wear trinkets, assuming you don't have them replace thier clothing. If set to replace clothing, then anything wearable they've accrued will be stored in thier room's chest(s,) assuming they have one, or otherwise litter thier bedroom floor. They also continue to collect stuff when off duty and likewise wear or store it, depending on equipment settings and what the item is. I've had some soldiers even use figurines and scepters in combat because I forgot to assign them thier weapons (uniform was not set to replace clothing.) Sandstone figurines are terrible weapons, gold scepters however...

Additionally, the need to help someone seems to be filled by jumping in on existing combat - I've seen civilians who rush into fights in progress get that need filled, though the good thought is likely negated by the fear, terror, or what have you stressors. Trouble-making might also be sated by arguments, (which can happen when they talk to the mayor, in libraries, or while generally milling about,) though I haven't kept close enough tabs in any fort to know for sure.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 26, 2018, 07:30:47 am
As expected, the first version of my buy_food_needs script didn't work properly. When the elves came with a caged critter whose liver someone wants it wasn't matched. This updated version gets the critter and some fruit.
Spoiler (click to show/hide)

Edit: Corrected a number of additional bugs in the script.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on August 26, 2018, 02:42:32 pm
So I've read this whole thread, and it's a fascinating and helpful read.

And I have to say that stress is (IMHO) definitely broken still in 44.12.

I have a fortress that I started in 44.09. It's the first time I've started in a (nearly) dead civ, and it's the first time I've gotten serious about a steel industry (outside of goblinite). And I have my fortress trucking along for a few years, and the fort is well-established. I've been playing off-and-on since 34.something, and it's in my DF DNA to prevent bad thoughts. So there's a temple with individual sub-temples, tavern, library, 3x3 individual rooms that have been smoothed, lavish meals being churned out, plenty of booze. And of course it's 44.09 so everyone is happy as a clam.

But then memories and emotions! I was excited about that. I wanted to peek in on the internal lives of my dwarves as they each live out their own little stories. Fortunately, I decided to wait on 44.10 to see how it would go. Passed on that. So when the LNP came out for 44.12, I went ahead and upgraded my fortress...

And now it's a slow slide into depression. A large chunk of my dwarves have turned into milllennials. They seem to have no place in their heads for the vaguest idea that the world they have born into is capable of dark capricious randomly dished out violence and horror, and instead they have to take a personal mental health self-care day because the smoothie stand was out of wheatgrass. Literally, there isn't a single civilized site in my world except for my fortress (oops, set the number of mega-beasts too high in world gen) , but none of these migrants coming in seem to comprehend how lucky they are to just have a raised bridge between themselves and the rest of the savagery.

I think it's natural (even inevitable) that fortress created in 44.09 is going to fail in 44.12. There was just no way to foresee the need for this much stress micro. Barring any great change between now and the Myth/Magic update, pre-44.10, I think, will be seen as the golden age of DF mega-projects. Does anyone really think Archcrystal would have been possible in 44.12? In that sense, 44.10+ is save breaking if you don't have an emotional support infrastructure built into your fortress.


A fair comparison to make here is 34.xx when I started playing. I lost a lot of fortresses to tantrum spirals. Was that better or worse than 44.12? Well, in some sense, you could tick the boxes of basic dwarf care and you were mostly good. Game-wise, it acted as a pretty good motivator to provide for your dwarves, to give them a proper dwarfy life. And it inspired dwarfy strategies for dealing with it (dwarven daycare FTW!). And there was a beautiful awful epicness to a proper tantrum spiral. It was decent way to lose.

Compare that to 44.12. Do any of the strategies oulined in this thread feel dwarfy? Does anyone think it likely that a player will invent a crazy magma-powered cat repeater that keeps dwarves from getting rained on? As it stands, it feels like this issue is decreasing player creativity instead of encouraging it.


And my biggest worry is that this won't get resolved before the Big Wait. Ideally, all the new content Toady is adding to the game would slowly increase the player base as we create more and more cool stories to share while we have a single stable version of DF to play with. But if the Big Wait leaves us with a DF that has a steeper learning curve, with more restrictions on play style, then the player base could hemorrage instead of building, and that would suck. In fact, it could end up looking like a 44.12 fortress with a bunch of depressed players losing the will to play :(
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 26, 2018, 07:12:53 pm
My two cents (bear in mind that I don't have *that* many depressed dwarfs at the moment in my fortress):  I definitely prefer having an in game reason to pay attention to my dwarfs.  I tend to play slowly (*very* slowly compared to some people) and I like to pay attention to details.  I only started to play post tantrum spiral and one of my problems with the game was that apart from RP, there was no point to playing the way I play.  There were no consequences to any of my actions.  I often compare DF to a doll house because there is basically no "game" in it.  You just build your house and play with your dolls.

One of the things I've seen more and more is that players with a lot more experience than me at the game often get frustrated with the new features.  For them, the game is moving *away* from what attracted them in the first place: whether that's a big fantasy combat simulator, or whether it's a sandbox for building extremely clever engineering.  For me, it's moving *towards* what I enjoy: simulating a fantasy role play environment.

While dwarfy achievements interest me intellectually, I actually never get around to building them (although, I still intend to build my onsen one day).  Certainly the fact that I need to pay attention to the needs of the dwarfs individually is welcoming to me and even if they worked, I would never build some kind of dwarfy solution to rid me of that need.  And while I completely understand the frustration of players who enjoy other aspects of the game, I think it's pretty clear that Toady is steering the ship towards *more* of this RP dynamic, not less.

As for whether or not Archcrystal could be built in 44.12... I don't know.  Keep in mind that (if I remember correctly) the fortress had a very low population level for most of its history (I think it was capped around 50???  Can't remember).  So from that perspective where you have someone paying a lot of attention to their dwarfs, I think the game is going in that direction.  But can you actually sustain a fortress for mutliple decades without them all going suicidal?  I don't know.  Can your dwarfs put up with the tedium of building a structure that goes from the bottom of the clown car to the top of the sky without starting a revolt?  I don't know.  However, from my perspective I think the first is desirable and the second is less so.  Or at least maybe we need a "slave labour" arc ;-)
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on August 26, 2018, 07:15:29 pm
I think something like archcrystal would be doable with a touch of modding, mainly a corpse incinerator. One or two of those and the soldiers can clean up thier own mess, sparing everyone else from the worst of it (bodies and rain seem to be the biggest stress causers.)

EDIT: Rereading that a bit, I can see where it's coming from. It's just many of the new things make certain playstyles difficult or impossible (want to be hyper aggressive? You need a large clean up crew to mitigate the results, for example.) For me the violence and building is what brought me in, and overall I like the changes, I just don't like the drastic effects certain things has on our units - nobody should care about seeing a dead invader beyond having to clean up the mess, because it means the militia did it's job well, nor should anyone get so flipping angry over lack of cups and rain that they tantrum after two weeks from arrival.
Title: Re: Stress & Pysche: 44.11+
Post by: a52 on August 26, 2018, 07:19:33 pm
A fair comparison to make here is 34.xx when I started playing. I lost a lot of fortresses to tantrum spirals. Was that better or worse than 44.12? Well, in some sense, you could tick the boxes of basic dwarf care and you were mostly good. Game-wise, it acted as a pretty good motivator to provide for your dwarves, to give them a proper dwarfy life. And it inspired dwarfy strategies for dealing with it (dwarven daycare FTW!). And there was a beautiful awful epicness to a proper tantrum spiral. It was decent way to lose.

Compare that to 44.12. Do any of the strategies oulined in this thread feel dwarfy? Does anyone think it likely that a player will invent a crazy magma-powered cat repeater that keeps dwarves from getting rained on? As it stands, it feels like this issue is decreasing player creativity instead of encouraging it.

I think you've really hit the nail on the here wrt to the biggest problem. Stress/insanity/depression/whatever certainly aren't bad, in fact they're probably desirable -- they're realistic, they provide a challenge, and they result in interesting fortresses and interesting events. The issue right now is where the stress is coming from, and how the player can (or cannot) deal with it.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 26, 2018, 08:11:44 pm
...

I think it is very cool to have this deep simulation of the private lives of dwarves, even though I personally love the engineering and organisational aspects of the game. I can get into some dwarf psychology and "daycare" game play as well. However what I can't stand is tedious micromanagement of things that don't require any decision making. If tailoring the environment is required to meet the dwarves needs, then the tools need to be there for the player to make this a non tedious and non repetitive task when you have 200 dwarves to take care of. Crafting/creative needs is one example where the solution is obviously you need to give them a crafting/whatever job. Okay fine that requires no thought or decision, you just queue some random crafting job, enable the labor and they full fill their need. Unfortunately doing that 200 times is way too tedious, and leaving everyone with crafting enabled and a perpetual crafting job on repeat will bury you in useless craft junk and drain all your fortress resources and labor.
Title: Re: Stress & Pysche: 44.11+
Post by: a52 on August 26, 2018, 08:15:40 pm
List of most of the personality/value changes in my fort, and their potential causes:

Spoiler (click to show/hide)
Note that this data is not controlled for frequency of either the cause or the result, only how they're related! While drinking water without a well might seem to be the most common thought-changer, it might simply be because it can change a large range of different personality aspects. Other causes might be narrow in their effect but actually more common!


With that said, it looks like each thought has a list of values or personality aspects that they are capable of changing, and they randomly push it towards one end (but probably not the middle). The same thought will affect the same things in each dwarf, but likely in wildly different directions. Some thoughts likely only push towards one end, or are more likely to affect a dwarf in one way than the other. (For example, having a child probably doesn't make the parent hate families)

I might write a DFHack script to automatically pull all personality changes and their causes in tag form, and then organize that into a spreadsheet where you can sort by either change or cause. That would probably also include frequency data. But I'm not doing it tonight.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on August 26, 2018, 10:51:11 pm
A fair comparison to make here is 34.xx when I started playing. I lost a lot of fortresses to tantrum spirals. Was that better or worse than 44.12? Well, in some sense, you could tick the boxes of basic dwarf care and you were mostly good. Game-wise, it acted as a pretty good motivator to provide for your dwarves, to give them a proper dwarfy life. And it inspired dwarfy strategies for dealing with it (dwarven daycare FTW!). And there was a beautiful awful epicness to a proper tantrum spiral. It was decent way to lose.

Compare that to 44.12. Do any of the strategies oulined in this thread feel dwarfy? Does anyone think it likely that a player will invent a crazy magma-powered cat repeater that keeps dwarves from getting rained on? As it stands, it feels like this issue is decreasing player creativity instead of encouraging it.

I think you've really hit the nail on the here wrt to the biggest problem. Stress/insanity/depression/whatever certainly aren't bad, in fact they're probably desirable -- they're realistic, they provide a challenge, and they result in interesting fortresses and interesting events. The issue right now is where the stress is coming from, and how the player can (or cannot) deal with it.

My biggest frustration at the moment is feeling like I need to spreadsheet the personal preferences of 150 individual dwarves just to achieve baseline satisfaction in a fortress where nothing is happening. Literally, I have a boring fortress. There are no other civs to attack me. I've had two wandering monsters stop by in five years. My caverns are closed off. My tavern gets no visitors. We get one caravan a year from a nearly dead civ with no sites, and I buy out all their clothes with the mass of rock crafts I make all year. Much of the population rotates through military service. I have a nice dining hall, a tavern... etc.

I would really like the population to be mostly self-maintaining when the majority of needs are met and there are no external triggers. I don't mind the isolated nutcase now and then that needs dealing with -- that's a proper dwarfy situation. And we had those pre-44.10. And they made for good stories. But seeing the cancer of red arrows slowly growing through the population is completely different.

For an experienced players, this is frustrating. But for new players? You've just gotten the basics down -- say you've turtled in behind some drawbridges and you just want the win of a moderately successful fort -- and then the slow burn of depression starts to take over. And they come to the forums or to the reddit sub and ask "What's happening, what do I do?" And you tell them about dwarf's social and emotional needs. And then tell them that there is no effective interface to manage that in vanilla. And maybe by then someone will have coded an interface into DFHack or DT, but the poor newbie is likely going to feel overwhlemed and give up at that point.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 26, 2018, 11:00:06 pm
A fair comparison to make here is 34.xx when I started playing. I lost a lot of fortresses to tantrum spirals. Was that better or worse than 44.12? Well, in some sense, you could tick the boxes of basic dwarf care and you were mostly good. Game-wise, it acted as a pretty good motivator to provide for your dwarves, to give them a proper dwarfy life. And it inspired dwarfy strategies for dealing with it (dwarven daycare FTW!). And there was a beautiful awful epicness to a proper tantrum spiral. It was decent way to lose.

Compare that to 44.12. Do any of the strategies oulined in this thread feel dwarfy? Does anyone think it likely that a player will invent a crazy magma-powered cat repeater that keeps dwarves from getting rained on? As it stands, it feels like this issue is decreasing player creativity instead of encouraging it.

I think you've really hit the nail on the here wrt to the biggest problem. Stress/insanity/depression/whatever certainly aren't bad, in fact they're probably desirable -- they're realistic, they provide a challenge, and they result in interesting fortresses and interesting events. The issue right now is where the stress is coming from, and how the player can (or cannot) deal with it.

My biggest frustration at the moment is feeling like I need to spreadsheet the personal preferences of 150 individual dwarves just to achieve baseline satisfaction in a fortress where nothing is happening. Literally, I have a boring fortress. There are no other civs to attack me. I've had two wandering monsters stop by in five years. My caverns are closed off. My tavern gets no visitors. We get one caravan a year from a nearly dead civ with no sites, and I buy out all their clothes with the mass of rock crafts I make all year. Much of the population rotates through military service. I have a nice dining hall, a tavern... etc.

I would really like the population to be mostly self-maintaining when the majority of needs are met and there are no external triggers. I don't mind the isolated nutcase now and then that needs dealing with -- that's a proper dwarfy situation. And we had those pre-44.10. And they made for good stories. But seeing the cancer of red arrows slowly growing through the population is completely different.

For an experienced players, this is frustrating. But for new players? You've just gotten the basics down -- say you've turtled in behind some drawbridges and you just want the win of a moderately successful fort -- and then the slow burn of depression starts to take over. And they come to the forums or to the reddit sub and ask "What's happening, what do I do?" And you tell them about dwarf's social and emotional needs. And then tell them that there is no effective interface to manage that in vanilla. And maybe by then someone will have coded an interface into DFHack or DT, but the poor newbie is likely going to feel overwhlemed and give up at that point.
Yes. The issues with dwarves not meeting needs properly is in the op. That's why this thread exists. So that they can be fixed. It's currently not working as intended.

Half-way through a release arc has never been a good time for new people to join. Most advice needs to be discarded a month or so after giving it when the next update hits.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 26, 2018, 11:09:22 pm
And back on topic (sorry for double-post), can something be done for the children? We don't get much specific control over them and we can't exile them if their parents have been eaten by a dragon. And it's the kids whose parents were eaten who are the most problematic. In my fortresses, no kid experiencing horror will ever survive to adulthood, it's very sad.

Now, I'm not a child psychologist, and maybe seeing mum get eaten is a one-way ticket to insanity in real life, but I feel they need to be more robust. Especially the younger ones. Specifically, maybe they could file away short-term memories into long-term memories quicker than adults. That way, kids go through plenty of traumatic personality changes but might actually survive to adulthood.

I guess this is kind of planned when 'life stages' are addressed, but there's no indication when that will be.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on August 27, 2018, 01:48:35 am
I jumped from .09 to .12 excited about personality changes and pretty sure I could manage my fort stress, I'm an experienced player and I RP a lot, taking care for my citizens' needs.

Well, I was wrong. I've got ±80 red arrows in a 120dwarves fort. Many of them depressed and melancholic and destructive when tamtruming.

Of course, I'll do better next time... Will I? I don't really know. Many stressed dwarves only show happy thoughts or rememberings. They're happy remembering praying, happy finishing work, extatic after this thing or that one... And yet, they appear as stressed. So I don't really know if any of the thing I'm doing to ease off stress is helping at all.

Also, it's quite annoying when some people are furious about not eating some impossibly exotic food or drink (I've got peasants born in my fortress who yearn for some strange beer they can't even know about). Or when they're lonely being away from the family they didn't bring with in the first place.

So, yeah, as interesting as is the stress and memories is, the game lacks transparency about what makes dwarves happy or unhappy the most, and probably also needs some rebalancing of the effects, good and bad.

Right now I can't play diplomacy or military expeditions, just dealing with tamtrums and putting people into jail for murdering other people is sucking my time and energies.

I'll take a dive on the stress modding tools.
Or I'll assign every unhappy dwarf to the "Atom Smashed Lads" and proceed to disintegration whenever fresh ones migrate in. But I don't like that idea at all.

Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on August 27, 2018, 02:00:41 am
I play this game off and on, usually with long breaks so I come back and a few things have actually changed in it.

At the moment I feel like creating a water source at the top of the stairwell and watching them all drown.

Cannot keep the stress under control for whatever reason, it used to be socks. Socks were the big thing, we all know, we've all been there.

Now.... now what? I'm a fucking psychologist?
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 27, 2018, 02:41:16 am
I play this game off and on, usually with long breaks so I come back and a few things have actually changed in it.

At the moment I feel like creating a water source at the top of the stairwell and watching them all drown.

Cannot keep the stress under control for whatever reason, it used to be socks. Socks were the big thing, we all know, we've all been there.

Now.... now what? I'm a fucking psychologist?
Now it's not working properly. That's why we have this thread. To pinpoint exactly what's not working and why.

There are workarounds mentioned in the thread, but if it's currently unplayable for you, don't play. Wait until this release arc is finished when the game should (hopefully, maybe....) be in a more fun state (at least when it comes to stress, anyway).
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 27, 2018, 03:09:48 am
On topic of helping meet needs, I have a few tips:

- The crafting need can be met by making a craft workshop for any dwarf that doesn't have a main job that is a craft.  You then assign the workshop to only that dwarf and add a manager job for a craft that repeats once a month (or probably once a season is enough).  After that you never need to think about it.  Like a lot of DF, it's a PITA to set up.  Yes, it means you need 10s of workshops that are idle most of the time.  I kind of find it funny that world gen fortresses have ten times more workshops than you would ever need... coincidence?  Of course, but it's funny ;-)

- I'm pretty sure you can satisfy the "helping someone" need by caging or restraining a grazer and assigning the dwarfs who need the boost with "Animal Care".  They will feed the grazers with either a plant or a prepared meal and receive the positive thought as well as satisfy the need (or at least that's what I remember the last time I tried it -- haven't done it yet in my current game).

- The food preference is a lot easier to take care of than I realised before.  The key is to make prepared meals.  This allows you to extend your ingredients with fillers.  Make a stockpile with at least 2 tiles that can hold drinks next to your kitchen (because 1 will get filled with an empty barrel -- stupid thing).  Put your other ingredients further away (mine are about 4 tiles away).  Make biscuits (easy meal).  They only take 2 ingredients.  Give to the booze stockpile near the kitchen from the main booze stockpile.

What will happen is that your dwarf will pick some random solid ingredient when starting the job and then when they are choosing the next ingredient, they will be standing next to the booze.  They will always select the booze in this case.  If you have good growers (and especially if you are using fertiliser), you can make really large stacks of plants, which will make ridiculous stacks of booze.  This will make similarly ridiculous stacks of biscuits -- one ingredient of which is guaranteed to be favoured by some of your dwarfs because it is a booze they like.  There are a *lot* less boozes than there are ingredients so more chance to satisfy dwarfs.  The solid ingredient also ends up getting multiplied, effectively.  So if you have 5 giant tiger meat and 40 plum wine, then you end up with 45 giant tiger meat biscuits with minced plum wine.  Your dwarfs who like giant tiger meat *or* plum wine will search out these biscuits if they are in the required radius (and I've tested this myself as well).

I've noticed that most of my dwarfs either have a liked food that I can get or a liked booze that I can produce.  Since I can easily make stacks of 40-50 (or even higher) for each, it means that there is a good chance for each dwarf to find a food that they like within the month or so when they eat.  Thinking about it now, it might be worth buying lots of small stacks of rare food that you can't produce yourself.  This will allow you to get the maximum extension later.

There are probably better configurations for food production than I've outlined, but I've tested that configuration and it works really, really well.  PatrikLundell's script for buying liked food would probably complement this extremely well.  I was thinking that lavish meals might work out better (more variety), but I think that practically guaranteeing each solid ingredient is used with a large booze stack is better.  Getting the dwarfs to randomise the drink production is a bit more challenging, though ;-)
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 27, 2018, 04:11:08 am
You then assign the workshop to only that dwarf and add a manager job for a craft that repeats once a month (or probably once a season is enough). 

If you want your actual useful crafting done by someone competent rather than a random dwarf remember to make your main workshops limited to higher skill dwarfs.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 27, 2018, 04:39:43 am
I got a save where a dwarf occasionally gets horrified and stops working because of seeing a goblin corpse I atomized two years ago. They're not reliving it either, it's a new memory every time. There are no loose teeth lying around either, when a dwarf approaches the refuse stockpile square where the goblin used to be, it has a chance to flip out.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 27, 2018, 05:26:42 am
I got a save where a dwarf occasionally gets horrified and stops working because of seeing a goblin corpse I atomized two years ago. They're not reliving it either, it's a new memory every time. There are no loose teeth lying around either, when a dwarf approaches the refuse stockpile square where the goblin used to be, it has a chance to flip out.
Do you have a save? That's an outright stress bug rather than any balance issue. Should be looked at asap.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 27, 2018, 06:24:13 am
I got a save where a dwarf occasionally gets horrified and stops working because of seeing a goblin corpse I atomized two years ago. They're not reliving it either, it's a new memory every time. There are no loose teeth lying around either, when a dwarf approaches the refuse stockpile square where the goblin used to be, it has a chance to flip out.
Do you have a save? That's an outright stress bug rather than any balance issue. Should be looked at asap.

https://ufile.io/4agt1

Here you go. There might be a loose finger I'm not aware of, but it might also be an undocumented bug.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 27, 2018, 06:41:56 am
Note about extravagance and injured (military): Hospital treatement may also triggers it, however it is dependent on base quality:

|(https://i.imgur.com/Gdw1G3X.png)|

|(https://i.imgur.com/OsI9tFN.png)|

|(https://i.imgur.com/ih5xAyl.png)|

(Note that the +<-splint->+ is Well-crafted (only -item- they have on). )

E: Possibly nvm on decoration, they were given a single silk cloth dressing on lower arm, that they no longer have on, and there is -silk cloth- in their tile.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 27, 2018, 09:49:31 am
The 15 minutes cleaning up after a battle where a couple of dwarfs died (previous to this stress was uniform below 1000 for all dwarfs).
Spoiler (click to show/hide)
I only have dwarves with low stress vulnerability enabled for burial duty but it doesn't help a huge amount it seems.

/edit Actually it looks like the main contributing factor here was a flock of vultures who were causing interrupted/"felt vengeful after joining conflict (-25)" over and over as the dwarves milled around (each person with high stress that I checked had multiple instances of it). Even once the area was clear of body parts the stress kept skyrocketing until I burrowed everyone indoors. Once the vultures left I let them back outside and stress leveled off and is just starting to fall again. This might be a major contributor. Don't let dwarves be interrupted!
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on August 27, 2018, 11:20:03 am
This might be a major contributor. Don't let dwarves be interrupted!

I hadn't put that together before, but I think this may have been a major contributor to stress in my fortress. I have a lumber-driven steel industry. The last spike in stress levels where I saw a lot of new red arrows pop up, half the fortress had run out to refill the wood stockpile behind the woodcutters, and I got a whole bunch of job cancellation spam from dwarves being interrupted by redwing blackbird men.

I don't have the numbers and spiffy chart to back it up, but anecdotally I would corroborate that.
Title: Re: Stress & Pysche: 44.11+
Post by: NTJedi on August 27, 2018, 11:27:58 am
Not sure if it's been mentioned, but there seems to be a stress bug when placing a poet or speaker as a performer for a temple.  I have dwarves reporting they were embarrassed after witnessing a performance. Now the performer has a skill level of 11 for both poet and speaker so there's no reason dwarves witnessing the performance should be receiving a negative thought.  And yes the performer has all its clothes.  I see no choice except for removing the performer.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 27, 2018, 11:49:04 am
Now the performer has a skill level of 11 for both poet and speaker so there's no reason dwarves witnessing the performance should be receiving a negative thought.

Some people/dwarves are philistines? Did you check into the dwarves preferences/beliefs? I haven't had an issue with performers that I have noticed.
Title: Re: Stress & Pysche: 44.11+
Post by: Dozebôm Lolumzalìs on August 27, 2018, 12:22:42 pm
I play this game off and on, usually with long breaks so I come back and a few things have actually changed in it.

At the moment I feel like creating a water source at the top of the stairwell and watching them all drown.

Cannot keep the stress under control for whatever reason, it used to be socks. Socks were the big thing, we all know, we've all been there.

Now.... now what? I'm a fucking psychologist?
Now it's not working properly. That's why we have this thread. To pinpoint exactly what's not working and why.

There are workarounds mentioned in the thread, but if it's currently unplayable for you, don't play. Wait until this release arc is finished when the game should (hopefully, maybe....) be in a more fun state (at least when it comes to stress, anyway).
If you want to completely ignore stress, just have DFHack run remove-stress (I think that's the right name but maybe no hyphen) every season or so. It can be automated, or you can just manually type it in. This lets you have a version without tantrum spirals without giving up missions etc.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 27, 2018, 01:45:52 pm
The 15 minutes cleaning up after a battle where a couple of dwarfs died (previous to this stress was uniform below 1000 for all dwarfs).
Spoiler (click to show/hide)

I had no idea it could rise exponentially. Having it rise linearly up to a foregone, unavoidable conclusion is bad enough.

Also this is how a tailor's brain looked like after an outpost liason hammered a wild parrot in the surface and a chained owl in the tavern. The non existent goblin body is referenced amongst the dead parrot tears.
Spoiler (click to show/hide)
Never mind why there was an owl in the tavern.

Dfhack it is.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 27, 2018, 03:12:32 pm
I caught another vulture interruption incident confirming what I thought, got screen shot of the thoughts (the dwarves, not mine) this time. The dwarves with the 3 extreme increases on the graph have one thing I noticed in common: >90 Hate Propensity. I guess it makes sense, they really hating on the vultures...

Spoiler (click to show/hide)

The time interval is one minute real time here and I am running 75 fps or so, so this is a fast spike.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on August 27, 2018, 04:51:46 pm
The 15 minutes cleaning up after a battle where a couple of dwarfs died (previous to this stress was uniform below 1000 for all dwarfs).
Spoiler (click to show/hide)

I had no idea it could rise exponentially. Having it rise linearly up to a foregone, unavoidable conclusion is bad enough.

Also this is how a tailor's brain looked like after an outpost liason hammered a wild parrot in the surface and a chained owl in the tavern. The non existent goblin body is referenced amongst the dead parrot tears.
Spoiler (click to show/hide)
Never mind why there was an owl in the tavern.

Dfhack it is.

Was just coming to this conclusion as well... as the very nice person suggested above - use DFHACK - however, I have watched my dwarves getting back to haggard from max-unstressed-ale-for-everyone in a single year. I really hope it's not going to go faster, otherwise you can't even automate with DFHACK because they will spiral way too quickly for the automation to catch - unless there's a DAILY time interval - I will look that up next.

sigh.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 27, 2018, 05:16:17 pm
The 15 minutes cleaning up after a battle where a couple of dwarfs died (previous to this stress was uniform below 1000 for all dwarfs).
Spoiler (click to show/hide)

I had no idea it could rise exponentially. Having it rise linearly up to a foregone, unavoidable conclusion is bad enough.

Also this is how a tailor's brain looked like after an outpost liason hammered a wild parrot in the surface and a chained owl in the tavern. The non existent goblin body is referenced amongst the dead parrot tears.
Spoiler (click to show/hide)
Never mind why there was an owl in the tavern.

Dfhack it is.

Was just coming to this conclusion as well... as the very nice person suggested above - use DFHACK - however, I have watched my dwarves getting back to haggard from max-unstressed-ale-for-everyone in a single year. I really hope it's not going to go faster, otherwise you can't even automate with DFHACK because they will spiral way too quickly for the automation to catch - unless there's a DAILY time interval - I will look that up next.

sigh.

It's kind of counter-intuitive, but as long as we are talking about accelerating returns and geometric progression, speed doesn't really matter. The end result is always inf or approaches inf, and the process will always achieve the end result no matter what. Speed only determines the point in the graph where it goes straight up.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 27, 2018, 05:29:47 pm
Was just coming to this conclusion as well... as the very nice person suggested above - use DFHACK - however, I have watched my dwarves getting back to haggard from max-unstressed-ale-for-everyone in a single year. I really hope it's not going to go faster, otherwise you can't even automate with DFHACK because they will spiral way too quickly for the automation to catch - unless there's a DAILY time interval - I will look that up next.
sigh.
The repeat command in dfhack can run daily or even every tick (https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#repeat (https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#repeat)).

It's kind of counter-intuitive, but as long as we are talking about accelerating returns and geometric progression, speed doesn't really matter. The end result is always inf or approaches inf, and the process will always achieve the end result no matter what. Speed only determines the point in the graph where it goes straight up.
I can't see any exponential trends, just extreme trends. I altered my graph as I realised I was using a square root y scale giving an inaccurate impression of the changes. With a linear scale my last 4 hours of play look like this:
Spoiler (click to show/hide)

Those three having the extreme reactions all the time are the ones with the high hate propensity who keep running into vultures. The difference the hate propensity causes in the reaction is more obvious on the linear scale. They might actually have some sort of vulture phobia.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 27, 2018, 06:37:27 pm
Quote from: billw date=1535408987
They might actually have some sort of vulture phobia.

He is filled with fury, for he knows his time is short.
Title: Re: Stress & Pysche: 44.11+
Post by: NTJedi on August 27, 2018, 11:29:13 pm
Now the performer has a skill level of 11 for both poet and speaker so there's no reason dwarves witnessing the performance should be receiving a negative thought.

Some people/dwarves are philistines? Did you check into the dwarves preferences/beliefs? I haven't had an issue with performers that I have noticed.
Obviously the poet or speaker dwarves can cause bad thoughts to dwarves when performing in a temple... so I will just switch to a different performer.  This definitely seems like a bug.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 27, 2018, 11:39:17 pm
Alternatively, it might be due those dwarves individual values. Given most performances don't do this, this definitely seems like a feature.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 28, 2018, 03:14:39 am
My dwarves until i give them some discipline training recount deaths as virtually (aka-literally) recent.

This shows that memories (aren't actually psuedo-real like real memories) but memories recurring related to beings & people are actually artificially simulated strings of code from the existing unit ID that hasn't dispelled more than once and output a emotional reaction, because after passing the morale check, what was horrifying eventually just moulds into not caring about animals and third party beings whilst being both drunk & competent discipline, and alarmed or uneasy at anything more on more serious subjects.

Which is a teeny bit more useful than the effects of madness that i told you about regarding my screaming farmer who did so interrupting their actions for years for them to blunt their memories like this and remain positively sozzled on alcohol (which doesn't quite deliver memories as Toady originally pined for).

> Occasionally remembering a activity like remembering a particularly nice table they noticed will spike the need to view art it's related to, im sure that remembering reading a book would also starve off going to the library.

Important facts like this help us work with our dwarves during particularly difficult memories by knowing how they work and how to best replace their head-space with fluffy bunnies. Though the stimulus of having horribly horribly stressful memories triggering tantrums is relatively funny, but the fortress guards are too eager to kill over beatings.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 28, 2018, 03:56:08 am
My dwarves until i give them some discipline training recount deaths as virtually (aka-literally) recent.
Hmm maybe that is why I am having more luck with my current fort. Even given the vulture issues, my average stress is -3000 or so, and the majority are around 0 most of the time. Things I have done differently this time: weather is off (probably a big one given the next item), all dwarves are in squads and they train outside two months a year (to keep cave adaptation low). I did notice that discipline was above 0 for a lot of my dwarves, I guess the training is the cause.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 28, 2018, 04:04:39 am
They will level discipline off a single corpse remembering it, so it isn't hard to push a few of them into eventually becoming dull & numb to it due to just the way memory works which is kind of hacky.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 28, 2018, 06:10:06 am
In previous versions (43.05 probably), I've noticed my companions getting embarrassed from hearing ribald poetry, so it's possible that they can have those kinds of reactions.
Title: Re: Stress & Pysche: 44.11+
Post by: a52 on August 28, 2018, 01:56:34 pm
A silver lining of the current stress system is that stress and idleness tend to be pretty heavily correlated, so if you sort Dwarf Therapist by happiness when assigning new jobs you can easily increase efficiency and reduce unhappiness in one fell swoop.
Title: Re: Stress & Pysche: 44.11+
Post by: billw on August 28, 2018, 02:19:23 pm
A silver lining of the current stress system is that stress and idleness tend to be pretty heavily correlated, so if you sort Dwarf Therapist by happiness when assigning new jobs you can easily increase efficiency and reduce unhappiness in one fell swoop.

Correlated in which direction? I've assumed overwork induces stress due to reduced time to meet needs, but certain dwarves have the need to keep busy.
Title: Re: Stress & Pysche: 44.11+
Post by: a52 on August 28, 2018, 03:21:13 pm
A silver lining of the current stress system is that stress and idleness tend to be pretty heavily correlated, so if you sort Dwarf Therapist by happiness when assigning new jobs you can easily increase efficiency and reduce unhappiness in one fell swoop.

Correlated in which direction? I've assumed overwork induces stress due to reduced time to meet needs, but certain dwarves have the need to keep busy.

I've found (at least in my fort), unmet needs are fairly constant, so idle dwarves tend to be more unhappy.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 28, 2018, 04:47:55 pm
See attached 0010874: Having conversations does not train Conversationalist skill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10874), i wonder if the post-partying changes to social stat change affected this.

Many such needs for dwarves are social, if they aren't good at maintaining current relationships and forming new ones, as we are well aware they will get lonely and upset at different rates depending on the temperament of the dwarf.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 28, 2018, 09:27:14 pm
Is there any *vanilla* way to monitor monitor the reduction in stress?  Do happy thoughts reduce stress?  Does having needs fulfilled reduce stress?  Does being idle (as observed above) reduce stress?   Or is it simply that avoiding stress allows it to time out eventually?

The introduction of stress seems to be fairly obvious (unhappy thoughts, and maybe working too much??), but the reverse is really hard to understand.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on August 29, 2018, 12:26:16 am
It looks to me like there are really two main issues at play in the current stress system:

1. Dwarves have sensitivites to different stressors, based on personality traits. Some of them seem to end up "stacking" or even interacting synergistically with each other, so that in some dwarves a given stressor has a stress effect that is dramatically disproportionate to the severity of the event (such as getting rained on). The reaction of these extreme dwarves on the bottom of the bell curve then has ripple effects on the rest of the population.

2. The majority of dwarves are not able, without at least a great deal of micromanagement, to meet all their needs. In some cases this incurs stress. But mostly it means dwarves are unable to offset all the stress incurred by by daily fortress living with happy experiences, slowly pulling the bulk of the fortress population into depression and insanity.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on August 29, 2018, 02:17:27 am
It seems like there are multiple components to the stress system: stress caused by actions resulting in bad thoughts (getting rained on), stress caused by unmet needs (badly distracted by), probably some others. The stress from bad thoughts can spike suddenly (see billw's charts) based on what happened to the dwarf, but it seems like the stress from unmet needs seems to accumulate over time. Met needs seem to provide a minor stress relief (negative stress growth) for about a month, but don't automatically result in a massive stress reduction when met (for long term needs that are suddenly fixed). The system also automatically meets a number of needs (had a drink, slept in a room, saw some art, etc) and whatever labors a dwarf has can satisfy others (crafting, staying occupied, etc).  There are a couple that require specific player action, and the best way to satisfy those is still up in the air.

From my own tests on needs metrics, it looks drinking and crafting are the biggest consistent potential stress makers. Keeping Drinking satisfied isn't really a problem, but keeping any number of dwarves making things long term seems problematic. Devout dwarves also generate stress if they don't pray, but can be solved by giving them plenty of idle time to do their prayer thing. My suggestion for satisfying social needs is to use small meeting zones (5x5 or smaller) for temples, libraries, and taverns. Afaik, dwarves still require other dwarves to be within 1 square (for some period of time) in order to interact with them. Note that if/when dwarves do make friends/family, you're right back at the tantrum spiral.

The only vanilla way to get a feel for stress before it becomes an issue is to check each dwarf for good/bad thoughts and met/unmet needs, afaik.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 29, 2018, 02:56:07 am
At least making babies satisfies the need for being with family (felt love talking with the spouse, with a corresponding fulfilled need). Encouraged baby making involves burrowing the couple in their room with nothing to do, so there's no Socializing involved.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 29, 2018, 04:54:38 am
At least making babies satisfies the need for being with family (felt love talking with the spouse, with a corresponding fulfilled need). Encouraged baby making involves burrowing the couple in their room with nothing to do, so there's no Socializing involved.

This is old vs new, how its always been really. I mean making dwarves actually go 'talk' as a activity and seek out a person to path to would help theoretically. As given the pre-party removal setup just 'worked' and was sort of taken for granted that X amount of dwarves left in a room would do stuff, anything really.
Title: Re: Stress & Pysche: 44.11+
Post by: Death Dragon on August 29, 2018, 10:51:43 am
Do we know how much consoler and pacifier reduce stress? Could it be worth it to embark with one dwarf who has very high consoler and pacifier skills and who hopefully gets elected mayor? Actual dwarf therapist.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 29, 2018, 01:50:37 pm
Do we know how much consoler and pacifier reduce stress? Could it be worth it to embark with one dwarf who has very high consoler and pacifier skills and who hopefully gets elected mayor? Actual dwarf therapist.
You don't need any "hopefully" there, as you can replace mayors, although you have to do it after every election, which take place in the middle of the summer.
Title: Re: Stress & Pysche: 44.11+
Post by: NTJedi on August 29, 2018, 02:17:30 pm
1. Dwarves have sensitivites to different stressors, based on personality traits. Some of them seem to end up "stacking" or even interacting synergistically with each other, so that in some dwarves a given stressor has a stress effect that is dramatically disproportionate to the severity of the event (such as getting rained on).

My current embark location is 80% sand and desert yet my location has non_stop rain about 85% of the time.  The sand and desert should not be here with how much it rains since only one dry biome was shown. The stacking negative stress of weather and unrealistic weather durations has left me no choice but to disable weather when playing the game.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on August 29, 2018, 05:01:38 pm
A quick test shows there's no (visible to me) difference in stress reduction based on raw skill level of the consoler. I used dfhack to toggle the skill level of consoler and pacifier between 0(dabbling) and 15(legendary) for the mayor, no major change in the stress metric from one day to the next for the dwarves that attended meetings. I didn't see anything in either dwarves' personalities that seemed like it would have blocked the affect: mayor had 'empathy' thoughts, stressed dwarf had 'satisfied' thoughts for crying or yelling at somebody in charge. There might be personality configurations that make it more effective, but imo, not really a fix.
Title: Re: Stress & Pysche: 44.11+
Post by: RWARO_GNARL on August 29, 2018, 10:06:01 pm
Having the whole fortress on vacation month once or twice a year help a lot. Burrow everyone in temple/bar/bed for a month.

Though this doesn't fix the problem as I still have to expell some dwarf, but the number of dwarf needed to be expel reduced a lot since I adopted the policy.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 30, 2018, 12:09:34 am
@NTJedi: At least with evil rain, it is shown that rain is dependent for per-biome (including differently in the air), even if the message doesn't show where it rains. 80% desert is still going to have rain messages near nonstop if 20% if tropical forest.

(internal weather struct is 5x5 array for both 1x1 and 3x2 embarks, so not sure about elsewhere - you'd have to watch whether the raindrops appear in desert during the rain)
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 30, 2018, 04:13:05 am
Having the whole fortress on vacation month once or twice a year help a lot. Burrow everyone in temple/bar/bed for a month.

Though this doesn't fix the problem as I still have to expell some dwarf, but the number of dwarf needed to be expel reduced a lot since I adopted the policy.
I've started doing this. Just be sure to relieve your tavern keeper of duties if your tavern is still small (if you're playing with tavern keeper Fun on). I sometimes forget that more people aren't dead because my tavern keeper/manager is usually too busy to focus on killing them all...
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 30, 2018, 04:01:08 pm
Having the whole fortress on vacation month once or twice a year help a lot. Burrow everyone in temple/bar/bed for a month.

Though this doesn't fix the problem as I still have to expell some dwarf, but the number of dwarf needed to be expel reduced a lot since I adopted the policy.
I've started doing this. Just be sure to relieve your tavern keeper of duties if your tavern is still small (if you're playing with tavern keeper Fun on). I sometimes forget that more people aren't dead because my tavern keeper/manager is usually too busy to focus on killing them all...

Same, they've now got a new alert and burrow for dwarf history month.

Also I am now in possession of a goblin nose and it's going to be the first thing goblins and dark dwarves see when they try to attack me, on a silver pedestal.
Title: Re: Stress & Pysche: 44.11+
Post by: Dorsidwarf on August 30, 2018, 06:58:15 pm
For the crafting issue, you can probbably get around the immense material requirements by using metal and melting them down in a magma workshop linked to the output stockpiles for the workshops
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 30, 2018, 11:26:27 pm
I'm fond of green glass blocks, when I have sand, because those can be potentially useful later.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 03, 2018, 10:25:41 am
Anyone noticed that there's hardly any children being made?

Most I've had is 2... they got to 11 and 9 and still no other babies. I guess this is related to being depressed at not seeing family or friends in a long time bug?
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 03, 2018, 10:38:56 am
You need to force childmaking - that is, being adjacent with No Job for a bit, generally speaking (Looking at it now, my Moonhome later-burrows did have active tavern zone covering nearly the entire small room - I'm not sure but I don't think I turned it off expect maybe on luring in - and I did get sporadic pregnancies (some years yes, some years no) with months-long stays inside). My first fort that kept over two years in 42.06 seemed to have far more luck as I didn't make my meeting zone a tavern; the happiness issues nowadays would prevent that however, and managed a human pregnancy earlier today by luring hard to control resident pair into same zone then deleting the zone.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on September 03, 2018, 01:07:23 pm
Yes, arranged baby making works fine for me. I also get spontaneous babies in my fortress occasionally (3 couples, and a spontaneous baby every 3-4 years or so, I think). Of course, I've encouraged the couples to get to know each other and marry, or there wouldn't be any babies. I try to give the fortress a season off every year (but haven't been too successful, as gobbo invasions generate a huge pile of work), and I suspect that might help.
I think I've had 20 kids made in my fortress in less than 20 years (I've encouraged a new set every 2-3 years, but won't do any more of that [for dorfs: I've still to collect 3 human, elven, and goblin couples to get an sustainable local population of those] as I've more or less reached a suitable size).
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on September 03, 2018, 02:16:50 pm
In my fortress I have a reasonable number of pregnant females - even the queen consort is usually pregnant. The reason I've got no babies is the pop cap. However, I cannot say how many of the parents are new pairs, and how many of them are historical one, because I don't pay too much attention.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 03, 2018, 04:09:34 pm
*cough* between migrants with pre-made links there's no issues in that department.

We can safely determine that dwarven reproduction doesnt require talking. *cough*

In tangental news, anybody got any ideas on how to meaningfully resolve 0010874: Having conversations does not train Conversationalist skill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10874) , ill find a bit of time to poke at it eventually myself but just to poke some people who mod the Raws who might have touched the conversationalist value.

I remember a while back in attempts to unstuck something like this, leveling up conversationalist skill traction simply made migrants arrive as legendary, but it'd be worth testing whether the skills are levelling up. If its proven that conversationalist skill is broken for attempting growth (which means imports of dwarves are restricted to their set or embark level speaking ability) then setting a baseline of speaking ability with hard-coded language skills can get around it.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 03, 2018, 05:22:14 pm
Ok so reading the replies regarding babies - is all of this stuff working as intended?

I certainly hope not.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 03, 2018, 05:25:34 pm
Ok so reading the replies regarding babies - is all of this stuff working as intended?

I certainly hope not.
Stress is currently not working as intended, no. Relationship forming without extreme micromanagment being one of the things that needs fixing.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 03, 2018, 05:26:39 pm
Ok so reading the replies regarding babies - is all of this stuff working as intended?

I certainly hope not.
Stress is currently not working as intended, no. Relationship forming without extreme micromanagment being one of the things that needs fixing.

Glad to hear it - I am kind of split over this version - 1) It's literally the most unenjoyable version of the game I've ever played. 2) I've gotten more done and learned more than any other version I've played in the past lol
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 03, 2018, 05:44:12 pm
Just a thought.

The 2 babies my people DID produce were at the start of the game.
This is the part of the game where you're just using a dormitory.

Might experiment with some shared bedrooms....
Title: Re: Stress & Pysche: 44.11+
Post by: RWARO_GNARL on September 03, 2018, 07:46:46 pm
My fortress has dwarves pumping out children at reasonable rate (one every a year or two). Though I did do the 'matchmaking' to get the few largest meanest dwarves to br.. marry.

But after that I don't do anything special to them. But my fortress got around ten something days fort wide vacation every season which everyone spend their days very close together, training, praying, and getting drunk.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 03, 2018, 08:21:53 pm
My fortress has dwarves pumping out children at reasonable rate (one every a year or two). Though I did do the 'matchmaking' to get the few largest meanest dwarves to br.. marry.

But after that I don't do anything special to them. But my fortress got around ten something days fort wide vacation every season which everyone spend their days very close together, training, praying, and getting drunk.

To do this, did you burrow them or give them no tasks, or both?
Title: Re: Stress & Pysche: 44.11+
Post by: RWARO_GNARL on September 04, 2018, 01:02:00 am
Both, I have to micro manage the burrows because everyone is in militia and prefer to individually train during the down time despite more pressing need.

So I have to let them train for a few days to fill the martial arts need, then remove the barrack from the "R&R" burrow so that those dorfs get to their praying and drinking.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 04, 2018, 02:32:23 am
In the past iv'e achieved good things with dormitories besides the fact they make dwarves go a bit flush in the face for **not having a real room**

So maybe the lover interaction for marriageless couplings and dormitories are key, if compatible dwarves end up sleeping in arrangements next to each other without talking per-say and find romance as per love at first fondle sight. Its relatively easy to get a  dwarf occupying every bed, and to arrange the beds in every such way so dwarves in the centre are flanked by up to 8 dwarves surrounding them at once also sleeping.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 04, 2018, 03:29:09 am
Just a thought.

The 2 babies my people DID produce were at the start of the game.
This is the part of the game where you're just using a dormitory.

Might experiment with some shared bedrooms....

I've noticed female guards produced kids more often and more reliably than other dwarves.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 04, 2018, 04:00:16 am
Just a thought.

The 2 babies my people DID produce were at the start of the game.
This is the part of the game where you're just using a dormitory.

Might experiment with some shared bedrooms....

I've noticed female guards produced kids more often and more reliably than other dwarves.

Hrm. I haven't noticed tbh... I tried 2 beds per bedroom, nothing special happened.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 04, 2018, 04:01:44 am
Both, I have to micro manage the burrows because everyone is in militia and prefer to individually train during the down time despite more pressing need.

So I have to let them train for a few days to fill the martial arts need, then remove the barrack from the "R&R" burrow so that those dorfs get to their praying and drinking.

That's way too much work :(
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 04, 2018, 05:52:05 pm
I have family rooms.  The room contains 1 bed for the couple and one bed for each non-baby child.  I assign each bed, but the couple's bed I only assign one of the dwarfs (because the other is auto assigned).  It may or may not be relevant, but each couple is pumping out a baby *every* year!  More than half of my fort is children now.

What may be more relevant is that I've been experimenting with a more organic approach to  fortress design this time.  I've made a small central fortress.  This fortress contains only the basics: still, kitchen, military oriented stuff.  Around the fortress I've made hillocks: essentially a hatch cover over a stairway that goes down 1-3 levels to a dwarf's dwelling.  The idea is that dwarfs live in the hillocks and that in times of disaster, they evacuate to the fortress.

Each dwelling (both inside and outside the fortress) is 2 6x6 rooms, with an optional alcove that contains a shrine to the family's god.  The main room contains the beds, some tables (1 assigned to each adult dwarf and one extra unassigned table for the children) and chairs.  In the attached 6x6 room I have 2 workshops, for people to work.  The workshops have permissions set to allow only the resident dwarfs to use them.

The idea is to make is so that the dwarfs are near their homes as much as possible and don't have to roam all over the fortress all the time.  It works pretty well.  The only time the dwarfs are wandering around is when they go to the tavern (right in the middle of the first level of the fortress), when they are hauling stuff, when they are smoothing stone, etc.  Otherwise they are home bodies.  I get *frequent* good thoughts from talking to loved ones... and babies.  Too many babies :-)
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 06, 2018, 08:21:42 am
That's quite remarkable, mikekchar(1 baby a year per couple - though if everyone is married, it should stabilize at over 90% of children). As the dwarves stay home idling in their rooms, the tavern zone is unmarked as meeting zone, correct? How do you do on filling the needs?
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 06, 2018, 08:37:52 am
As long as the tavern room's physical x by x zone floorplan is layered down, it will still function as a tavern but not beckon dwarves to walk into it for no reason and get stuck when you turn off the meeting zone, more of a 'i need to fill my needs up then go' basis. More cleanly done by turning the meeting zone off after creation immediately whilst paused to resume with dwarves not queuing up to go there yet.

> As all DF jobs and trivialties like setting new stocks for a general stockpile without dwarves piling on every relevant object they can find can  be solved with tactical pauses and precise movements.

Inactive gathering zones exhibit the same kind of recursive behaviour but its just annoying by this stage, on the other hand without it being a meeting zone it won't attract pets to linger there for no good reason than to be the subject of barfights, grumpyness bumping into each other or generally being hard to find in the slog of dwarves.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 09, 2018, 12:49:20 am
The tavern is a meeting hall.  I believe it is the only meeting hall I have.  Interestingly, it is probably buggy because nobody idles with No Job there.  Not quite sure what's wrong.

So far I'm satisfying needs pretty well. All of my adult dwarfs except one are "somewhat satisfied".  My one dwarf who was "unfocused with unmet needs" was my expedition leader (I've capped myself at 35 dwarfs at the moment).  I have 2 dwarfs who have long term stress (one, seemingly because he dislikes family and he has 7 children LOL, the other who is in a constant state of rage after having been rained on when he immigrated :-P).  I've managed to keep their needs fulfilled, but they spend all of their time yelling at the expedition leader and so he never had time to meet any of his needs.  I replaced him as expedition leader to give him a break and I'm hoping he'll come around.

At least for me, I'm not sure I can play this game at the moment without capping the population -- just too many things to take care of in a single year and it's too easy to get overrun with dwarfs that will go crazy.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on September 09, 2018, 03:10:32 am
There's a new thread talking about stress on the DF reddit. User u/PlanningVigilante made an insightful comment which I am copy-pasting here because it's stuff that hasn't been mentioned yet:

Quote
I've only had a problem with a few dwarves who were unusually susceptible to stress. My current fort is 34 years old, and I've had to get rid of only 1 dwarf due to incurable stress. I do nothing to micromanage their stress levels.

Here are two random dwarves I picked out of the tavern for no reason:

https://imgur.com/a/KALoHW6

You'll see a lot of positive thoughts about bedroom furniture, praying, partying, hanging out with children, etc. completely overwhelming the negative thoughts.

I'll also note that most of my dwarves have personality traits about always being in love and/or being filled with joy, due to gaining siblings or offspring. This may be Toady's subtle hint that the playerbase's enduring contempt for children is misplaced. Children provide tons of positive thought opportunities, and can completely change a dwarf's personality for the better

Also, user u/mikekchar mentioned this in regard to the "need to wander":

Quote
- Wandering: Fishing and Hunting. You must wait until they actually return with the kill for hunting. For fishing, the need will be met right after catching a fish.

I know mikekchar has been active in this thread, but I haven't seen that mentioned here, so thought I would throw it in to be added to the list.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 09, 2018, 03:34:11 am
But dwarves who dont have children usually don't hate the concepts surrounding it so they just become sad without a extended effort to find their 'beard-mate'.

Normally the dwarves disposed to having families will usually have beliefs leading up to 'raising a family' as a lifetime goal, however crafting dwarves will be abstinate largely in favour of a masterpiece and summarily get sad. Does the lifetime wish push any sort of direction for the dwarf doing anything that needs do not?

DFhack test would be to change the dreams of a number of dwarves and see if the fortress gets flooded with children & spouses implicitly, just incase we're looking at the wrong thing. Lifetime dreams pre-date and already push forward dwarf objectives off map before the needs were even made remember.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 09, 2018, 07:21:18 am
Just checking....These dwarves with dreams of family and large families: Are they migrants? Worldgen goals are handled differently than fortress-mode ones (as shown by none of your dwarves obtaining slabs from the gods), and actual unculled historical units can pull a whole personally-made kindergarten with them.

Void dwarves don't have extensive family, though, so this needs a suitable world to confirm. Though I'm not sure how easy that is; I had the same brewer arrive several times with save-scumming migrant wave, even as the rest of wave changed. Perhaps Legends Viewer/Browser would be able to check if there's a correlation.


In fortress mode, even dwarves who have level or two of dislike against one stage or another of relationship process have shown capability to be wed (I am not certain of the exact thresholds, but I have erred on setting them pretty low in relations-indicator), though at least for one dwarf I've had to replace the spousal candidate in marriage burrow with a better suited one.

And even dwarves who absolutely love marrying each other have to spend months inside the burrow provided they don't start out knowing each other. I have not done exact tests how fast exactly though. Given this, as long as you already manage to get some marriages I suspect you'd get more children even with dwarves being incapable of seeking a beard-mate.


Now, I'd be very surprised if it turned out your crafters started ignoring jobs depending on their goals, especially as some goals are plain impossible and as they don't start doing crafting jobs when they need it (goals are kind of quarter-implemented currently). Some of the needs borne from need to be with people might result in going Socialize! more often.


At least figuring out which needs, and thus personalities, cause that might be an interesting test.


As for seeking spousal candidates on their own rather than being more receptive in general...There's the question of how you'd distinguish it from relationship rust+being faster to make the relationship in general.

One possible counter: Well, such dwarves shouldn't have the common distraction from not seeing their friends, as long as they have at least single one they could theoretically marry.


(Overall I'm skeptical, but do see few merits to the idea.)


@garlicfiend: Partially correct. Plant gathering also works for wandering. (Said by Toady, and tested and put on the wiki by me. Though instead of fort mode note, it really should get a fort mode tab.)
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 09, 2018, 05:07:03 pm
Is it possible to weaponize stress, such as making a holocaust museum on the map edge armies tend to come from? Will invaders that have been polderized by a set of bridges break from rain/heat/thirst and go crazy?
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 09, 2018, 05:29:56 pm
@Fleeting Frames: I totally forgot about plant gathering.  I can confirm that as I've done it before.  Thanks for the reminder!  (Plant gathering is a lot easier to control than fishing and hunting, so I like it better)
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 09, 2018, 05:44:02 pm
Is it possible to weaponize stress, such as making a holocaust museum on the map edge armies tend to come from? Will invaders that have been polderized by a set of bridges break from rain/heat/thirst and go crazy?
Invaders will go crazy yes. Not just beserk, but full on running around babbling breakdowns. Shut the door and let invaders hang out in the rain with the corpses of the last invasion and they'll soon break. Especially during year-long sieges.
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on September 09, 2018, 06:17:33 pm
Is it possible to weaponize stress, such as making a holocaust museum on the map edge armies tend to come from? Will invaders that have been polderized by a set of bridges break from rain/heat/thirst and go crazy?

Yes, but this may take some time. I had an elf and goblin (visitors who got spooked during a siege five years earlier and turned to "Friendly", which means their all flags were cleared), the elf finally snapped and then died of thirst after couple of months (he didn't need to drink before snapping, hence survived so many years while basically circling the same tree), but the goblin doesn't need to drink at all.

Invading goblins can be haggard etc., and this happen even faster than with these two visitors (in course of months, not years), but this doesn't do much harm to them. They are easier to fight, but they also like to wander away and off the map, unlike neutrals, who can stay for years and go really crazy. If you want to turtle, you may use old corpses to spook bad guys, but I would make them surrounded by bridges, and lower the bridges only during siege, when own people are safely burrowed away.

There is a chance than it will backfire anyway, if you send your military nearby. Seeing corpses from a single siege is enough to force some soldiers into depression and tantrum throwing...
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on September 10, 2018, 07:34:04 pm
Loving the discussion and new information :D  I have just returned from a long respite, but will attempt to sort & add all of the new stuff tomorrow.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 10, 2018, 10:11:05 pm
Loving the discussion and new information :D  I have just returned from a long respite, but will attempt to sort & add all of the new stuff tomorrow.
Don't forget to clearly indicate what's 'broken and would improve matters if fixed' for Toady's reference from 'how to workaround currently broken stuff' for players.

I mean, I'm sure you're already doing that. But only this thread and 'announcements' (which is currently filling up with, 'hey it's pretty much working now' comments) are providing detailed info that could help fix things.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 11, 2018, 11:48:02 am
The problem is open-ended as ass, and somehow gets more complex the more we research it. Finding a solution that's going to work for each combination of climate, social conditions and enviromental pressure is going to be .. non trivial.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 11, 2018, 01:46:16 pm
It's complicated by one man's solution being another's problem (see stress in 44.09).

Though I'm also thinking of how almost all of billw's(I think?) happiness tracker lines had either a positive or negative slope, i.e. an eventual result of ecstatic or miserable. Tenth the thresholds and recurring strong feelings make things happen sooner, but don't actually cause plateaus much.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 11, 2018, 03:57:10 pm
At the risk of pointing out the obvious, the slopes are half the problem. It's deceptively easy to get accelerating returns.

Also while testing polders and badger domestication, I've had a 2yo fort that had no attacks and no sources of stress of any kind, with all the butcher's stockpiles hidden behind several doors and with vents to remove miasma. Everything including the pasture is inside to minimize time spent in the sun or rain.

Even with zero enviromental pressure I've had to dfhack the stress after 2 years. One or more dwarves were about to get haggard, simply from the pressure of everyday life. The frustration from not being able to do something creative while having no marketable skills, eat prepared octopus-man brains cooked by a master chef or join the constabulary at the ripe age of 87, is apparently enough to send some dwarves down the drain.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on September 12, 2018, 03:55:07 am
Some comments on the first page's summary:
- Unable to help: Giving water/food seems to satisfy that need as well.
- There are two different needs to get stuff. One for trinkets and one for clothes. The clothes one seems to be satisfied by getting a new uniform armor piece. Is it known whether uniform clothing parts are replaced when worn out? If not, having uniform pants rot off before replacing them, and being badly worn before that may well give a worse negative thought than the positive one of getting a replacement (after a rather long time).
- Socializing to fulfill the need to socialize doesn't require a burrow: a tavern is sufficient. In the tavern they socialize at random, so friendship and family formation requires intervention to happen normally, rather than as abnormal events, as indicated. It might work with just a tavern if visitors are banned and the fortress population is small.
- Need to wander: posts above say hunting fishing and plant gathering works for this need.

Issues that need to be dealt with by DF:
- The dorfs are lousy at prioritizing their time off, performing things satisfying needs already in a decent shape, while badly distracted by something else they ought to spend their free time dealing with. That "other thing" is often praying, and it's not unusual to see them pray to the wrong deity, while slipping further down towards madness.
- Trinket acquisition needs to be reworked so residents actively get trinkets, rather than pilfer trinkets only when hauling them (and I don't think they pilfer trade depot hauled trinkets either). Mere residents don't haul, and some resident types never apply for citizenship... Given how sensitive the balance is, 2 years without trinkets can break some of those that would have applied for citizenship, especially given that the crafting need can't be satisfied either.
- Food needs should be dealt with. Stupidities like vermin butcher products need to be removed so they never appear as preferences, and the specific butcher products are far too specific (and not even displayed by DF itself). There are lots of other things that could be done, and things should be done in general, but that's a large discussion topic in itself.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 12, 2018, 04:16:34 am
I have had dwarfs take trinkets while hauling them to the  trade depot before.  But I find that dwarfs often don't take trinkets even if they are hauling them and they want them.  So I regularly (about once a season) dump all the trinkets and pick them back up again :-P

I have yet to form any friends in my fortress even though I have a small, crappy tavern which is often full of dwarfs.  I do notice that there is almost never a time when someone is not reciting poetry, so maybe that's a distraction.  Anybody have better luck with friends.

Family I don't have any troubles with, I think due to the "house" centric design of my fortress.  I try to keep families in their house as often as possible.  But of course, many dwarfs have no family in the fortress.

I don't allow visitors in this fortress, so I'm not sure about petitioners, but I can believe that it's pretty difficult.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 12, 2018, 05:47:48 am
Does this mean dwarves with hauling labor disabled, like scholars and high-value craftsmen, will never obtain trinkets unless they're dumped and reclaimed in an organized manner?

Also does the presence of temples soft-limit the amount of time the dwarves spend socializing?
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 12, 2018, 06:05:51 am
Does this mean dwarves with hauling labor disabled, like scholars and high-value craftsmen, will never obtain trinkets unless they're dumped and reclaimed in an organized manner?

Also does the presence of temples soft-limit the amount of time the dwarves spend socializing?
Yes, seems that way.
Well, yes, but praying at a temple is one of the most powerful positive thoughts in the game. You wouldn't want to get rid of that.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 12, 2018, 07:27:58 am
- Socializing to fulfill the need to socialize doesn't require a burrow: a tavern is sufficient. In the tavern they socialize at random, so friendship and family formation requires intervention to happen normally, rather than as abnormal events, as indicated. It might work with just a tavern if visitors are banned and the fortress population is small.

Sixty people double stacked onto each other in my 44.12 fortress and the Mayor is consistently re-elected every year for actually posessing friends, as mikechar said its still too slow because they're distracted. I can get friends but you have to imagine that some storyteller LOVES to butt in almost constantly and all dwarves stop to listen to a terrible story they've heard already, or is just a local fortress event they've no doubt grossly exaggerated.

I do notice that there is almost never a time when someone is not reciting poetry, so maybe that's a distraction.  Anybody have better luck with friends.

On consideration i am actually very close to deleting traces of musical and poetry types from entity.txt so its all foriegn import and self made compositions only and there's nothing to recite in taverns so patrons can drink & socialise in peace in the cozy drinking holes that i make, which if that worked would be a considerable improvement i think until the behaviour gets changes.

Might not actually stop storytellers in retrospect thinking about it but its worth a try, maybe just mod dwarves to be incapable of levelling the 'speaker' skill.
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on September 12, 2018, 09:05:25 am
...
- There are two different needs to get stuff. One for trinkets and one for clothes. The clothes one seems to be satisfied by getting a new uniform armor piece.
...
For the clothes happy thought, in 43.05(?), my military dwarfs only received happy thoughts from the finished goods that were assigned to their uniforms (cloaks, trousers, dress, hoods, etc), and not from the armor items (helms, leggings, etc). Has this changed?
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on September 12, 2018, 09:39:55 am
At the risk of pointing out the obvious, the slopes are half the problem. It's deceptively easy to get accelerating returns.


I think what might be missing in dwarven psyches is a normalizing force. Dwarves seem to be caught between the push-pull of good and bad thoughts. But in real life, humans and most mammals in general, will psychologically classify their current conditions as "normal" as long as they are consistent, and will be continually pulled back towards baseline neutral. Happy things happen, shitty things happen, but afterwards, things go "back to normal". A continuous stream of events can still push a person past the ability to normailze.

And it wouldn't be hard to implement either. Give each dwarf a "stabilty" attribute on a decent bell curve, and then a snibbet code that adds or subtracts a few stress points back to neutral every tick, modified by stability attribute. Just a thought.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 12, 2018, 10:35:04 am
At the risk of pointing out the obvious, the slopes are half the problem. It's deceptively easy to get accelerating returns.


I think what might be missing in dwarven psyches is a normalizing force. Dwarves seem to be caught between the push-pull of good and bad thoughts. But in real life, humans and most mammals in general, will psychologically classify their current conditions as "normal" as long as they are consistent, and will be continually pulled back towards baseline neutral. Happy things happen, shitty things happen, but afterwards, things go "back to normal". A continuous stream of events can still push a person past the ability to normailze.

And it wouldn't be hard to implement either. Give each dwarf a "stabilty" attribute on a decent bell curve, and then a snibbet code that adds or subtracts a few stress points back to neutral every tick, modified by stability attribute. Just a thought.

I don't know jack about psychology, but on a motor, generator or heater it's far easier to control the ups and downs than continually go towards a desired value. The former can be easily done with several lines of code or a crude analog device, the latter needs to run once per frame and needs a ton of code and input.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on September 12, 2018, 09:37:03 pm
At the risk of pointing out the obvious, the slopes are half the problem. It's deceptively easy to get accelerating returns.


I think what might be missing in dwarven psyches is a normalizing force. Dwarves seem to be caught between the push-pull of good and bad thoughts. But in real life, humans and most mammals in general, will psychologically classify their current conditions as "normal" as long as they are consistent, and will be continually pulled back towards baseline neutral. Happy things happen, shitty things happen, but afterwards, things go "back to normal". A continuous stream of events can still push a person past the ability to normailze.

And it wouldn't be hard to implement either. Give each dwarf a "stabilty" attribute on a decent bell curve, and then a snibbet code that adds or subtracts a few stress points back to neutral every tick, modified by stability attribute. Just a thought.

I don't know jack about psychology, but on a motor, generator or heater it's far easier to control the ups and downs than continually go towards a desired value. The former can be easily done with several lines of code or a crude analog device, the latter needs to run once per frame and needs a ton of code and input.

I'm not sure the ups and downs here need control. All the stress effects are working as intended. A series of tramatic events should be able to drive Urist over the edge. I personally see the problem being the cumulative effects over time, so that dwarves are being driven to insanity and depression by being rained on. Rain is annoying, but it's also normal to get rained on. Dwarves should know this, should know what kind of world they live in. But until Toady decides to program in rational cognitive structure to balance out emotions in each dwarf, a simple normality mechanic would likely suffice.

What I'm thinking is pretty simple. Each tick, the game processes each dwarf's indivual state. It would take an addition of maybe two lines of code (pardon the pseudo code):

if Stress > 0 then Stress = (Stress - (x * stability));
if Stress < 0 then Stress = (Stress + (x * stabilty));

where x is the standard adjustment and stability is a dwarf stat to effect how strongly a given dwarf is pulled towards normal. I have no idea what those values would be - I imagine some play testing would be necessary to find out what's reasonable, or if the system would even work at all, lol.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 12, 2018, 09:56:52 pm
Yeah, Adequate Swimmer understood it; his rebuttal was that it is not FPS-efficient (compared to acting only when a dwarf gets new feeling, which doesn't happen on every tick).
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on September 13, 2018, 02:50:20 am
It doesn't to be every tick, it doesn't even need to be every day to be effective...

As for the stressing working as intended - maybe it is, but it doesn't work like in real life at all. In real life responses to stimuli (i.e. perception) are logarithmic. One of guys who tried to quantize it was named Fechner hence Fechner's law, for example. This particular law uses natural logarithm, but for the same of argument we may say that difference between seeing a 1 gobbo and 10 gobbos dead is the same than between seeing 10 gobbos and then 100 gobbos, and then between 100 gobbos and 1000 gobbos. Stimuli is multiplied, but the response is only added, so you need progressively more stimulus to get the same response, and after certain amount of stimuli the dwarf (or human) gives no damn about particular death, because it's too low on a logarithmic scale.

The stressed dwarf should be less and less susceptible automatically, without need for eventual processing (as it is required now), which should still apply, but it's a different process. In real life this is required for survival in dangerous situations.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 13, 2018, 04:15:43 am
Aside from performance issues (finding an algorythm that can scale up to 200 instances and doesn't need to update every frame or every N frames) there is a subtle, insidious ideological question at work here.

What sort of humanity are you trying to simulate? Should people, or rather dwarves, be able to accept challenge and survive against the odds, or is everything ultimately just a joke? The presence of suffering, post-traumatic stress and suicidal behavior completely alters the game's tone and presentation. It's like the main characters of a WW2 propaganda movie suddenly and unknowingly ended up at the front door of Auschwitz, or a bunch of foppish, whimsical byronian poets deciding to make a literature club in Sarnath.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 13, 2018, 04:45:29 am
Aside from performance issues (finding an algorythm that can scale up to 200 instances and doesn't need to update every frame or every N frames) there is a subtle, insidious ideological question at work here.

What sort of humanity are you trying to simulate? Should people, or rather dwarves, be able to accept challenge and survive against the odds, or is everything ultimately just a joke? The presence of suffering, post-traumatic stress and suicidal behavior completely alters the game's tone and presentation. It's like the main characters of a WW2 propaganda movie suddenly and unknowingly ended up at the front door of Auschwitz, or a bunch of foppish, whimsical byronian poets deciding to make a literature club in Sarnath.
Wait, alters from what? Dwarf Fortress has always (except for a recent period when stress just didn't have any effect) had stressed suicidal dwarves killing their children, plunging the cute world of plump helmets and booze into suden dark tragedy. That's what it's known for and why a lot of people love it.
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on September 13, 2018, 05:04:30 am
...
- There are two different needs to get stuff. One for trinkets and one for clothes. The clothes one seems to be satisfied by getting a new uniform armor piece.
...
For the clothes happy thought, in 43.05(?), my military dwarfs only received happy thoughts from the finished goods that were assigned to their uniforms (cloaks, trousers, dress, hoods, etc), and not from the armor items (helms, leggings, etc). Has this changed?

It seems in 44.12 that putting on new uniform parts will count, but only if it's better than what they have on value-wise - I've seen the thought come up for multiple soldiers upon receiving proper armor, which thanks to good smiths was generally of good quality. I also saw it ping when I left troops to sort shit out themselves gearwise and they'd do the song and dance when higher quality gear became available - everyone in the line got a good thought if the armor was of better quality than standard (basically the  "putting on an [insert quality] item." one.)

I have not seen it trigger when donning standard quality armor irrespective of material, so it may need some form of quality modifier to trigger.

Might have to test this out, though I'll need to gen up a fort and train a smith first.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on September 13, 2018, 05:35:05 am
I've had military dwarves in elation just by swapping out their weapons for better ones time to time, there is no reprecussion to them becoming attached to a weapon because the new thought of a shinier one just overlaps whatever process they are supposed to have had.

All down to them being aquisitions to the dwarves inventory than stuff you might say is 'on loan' while they in the military, moreso if its a weapon & material they like such as literally anything else.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 13, 2018, 06:00:28 am
Aside from performance issues (finding an algorythm that can scale up to 200 instances and doesn't need to update every frame or every N frames) there is a subtle, insidious ideological question at work here.

What sort of humanity are you trying to simulate? Should people, or rather dwarves, be able to accept challenge and survive against the odds, or is everything ultimately just a joke? The presence of suffering, post-traumatic stress and suicidal behavior completely alters the game's tone and presentation. It's like the main characters of a WW2 propaganda movie suddenly and unknowingly ended up at the front door of Auschwitz, or a bunch of foppish, whimsical byronian poets deciding to make a literature club in Sarnath.
Wait, alters from what? Dwarf Fortress has always (except for a recent period when stress just didn't have any effect) had stressed suicidal dwarves killing their children, plunging the cute world of plump helmets and booze into suden dark tragedy. That's what it's known for and why a lot of people love it.

Altered from something that can be fought against and prepared for to an attrition process that laughs in the face of any attempt to control it. Kind of like fighting the Predator compared to trying to arrest and convict the Joker.
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on September 13, 2018, 06:21:04 am
Aside from performance issues (finding an algorythm that can scale up to 200 instances and doesn't need to update every frame or every N frames)

For one thing, units (obviously) already do things every tick, so it's not much to add something else to do every tick.

Even were that not the case, if you have it happen every 100 ticks for each unit you can stagger it so that it's only two units per tick without too much trouble. Hell, I even use that trick in some of my mods which have to do things regularly:

Code: [Select]
local function checkEveryUnitRegularlyForEvents()
    for k,v in ipairs(df.global.world.units.active) do
        dfhack.timeout((k%9)+1,'ticks',function() regularUnitChecks(v) end)
    end
end

where dfhack.timeout(x,type,func) calls function() after x [type]s have passed; in this example, it calls that anonymous function after k%9 ticks, where % is the modulo function. I think I could go with k%10, actually, since it runs every 10 ticks, but whatever.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 13, 2018, 07:06:08 am
Aside from performance issues (finding an algorythm that can scale up to 200 instances and doesn't need to update every frame or every N frames)

For one thing, units (obviously) already do things every tick, so it's not much to add something else to do every tick.

Even were that not the case, if you have it happen every 100 ticks for each unit you can stagger it so that it's only two units per tick without too much trouble. Hell, I even use that trick in some of my mods which have to do things regularly:

Code: [Select]
local function checkEveryUnitRegularlyForEvents()
    for k,v in ipairs(df.global.world.units.active) do
        dfhack.timeout((k%9)+1,'ticks',function() regularUnitChecks(v) end)
    end
end

where dfhack.timeout(x,type,func) calls function() after x [type]s have passed; in this example, it calls that anonymous function after k%9 ticks, where % is the modulo function. I think I could go with k%10, actually, since it runs every 10 ticks, but whatever.

Please don't take this as personal criticism, but having a for that goes through all units every n div 9 frames and does something with them is really bad.
I can only assume that the function that gets called if the condition is met also has a for in it.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 13, 2018, 12:19:58 pm
I can presume Putnam has measured how bad it is. My expectations have been much tamped since I tried using unpaused lua guis, and could measure no fps slowdown discernable from random fluctations even with another script to average it out (and while I haven't done much yet with it I do now have a tiny script that displays the speed of dwarf I'm following, showing me things like my miner going through stone at 5% the speed of their walking or whether it'd be better to hand-haul a stone to temporary workshop (or place a temporary pile with wheelbarrow that has to be carried to the tile and back))
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 13, 2018, 02:01:56 pm
I kind of have a personal history with lua. The only things I ever did in it was bugfixing and refactoring really really bad code, so I tend to never use the language for any reason and treat each lua script with scrutiny and suspition.
Title: Re: Stress & Pysche: 44.11+
Post by: darkflagrance on September 13, 2018, 06:40:41 pm
I'm considering just circumventing this stress change entirely.

For starters, stress vulnerability and anxiety propensity is going to 0 for all my dwarves. They are all getting, say, level 8 of all social skills by default. I hope low vanity will make them miss trinkets less, and high immodesty will help with other clothing related thoughts, I assume.
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on September 13, 2018, 08:40:03 pm
Please don't take this as personal criticism, but having a for that goes through all units every n div 9 frames and does something with them is really bad.
I can only assume that the function that gets called if the condition is met also has a for in it.

There's no condition here. checkEveryUnitRegularlyForEvents() is run every 10 ticks no matter what and it does only what you see it doing. The function it calls on each unit is this:

Code: [Select]
function regularUnitChecks(unit)
    if not unit or not df.unit.find(unit.id) then return false end
    if unitHasCreatureClass(unit,'ZENKAI') and not unitInDeadlyCombat(unit) then
        doZenkai(unit)
    end
    local super_saiyan_trigger=dfhack.script_environment('dragonball/super_saiyan_trigger')
    super_saiyan_trigger.runSuperSaiyanChecks(unit.id)
    if unitUndergoingSSJEmotion(unit) then
        super_saiyan_trigger.runSuperSaiyanChecksExtremeEmotion(unit.id)
    end
    renameUnitIfApplicable(unit)
    setUpNaturalTransformations(unit)
    transformation.transformation_ticks(unit.id)
    if not unitInCombat(unit) or unit.counters.unconscious>0 then
        transformation.revert_to_base(unit.id)
    end
    --12 years of training, approx.
    if ((dfhack.units.isDwarf(unit) and dfhack.units.isCitizen(unit)) or isAdventurer(unit)) and getPowerLevel(unit)>900000000 and not has_whis_event_called_this_round then
        dfhack.run_script('dragonball/whis_event')
        has_whis_event_called_this_round=true
    end
    if dfhack.persistent.get('DRAGONBALL_IMMORTAL/'..unit.id) then
        dfhack.run_script('full-heal','-unit',unit.id,'-r')
    end
end

While most of those are rather opaque, I can tell you that: unitHasCreatureClass is O(n), but only by number of creature classes, which is rarely larger than 4 or 5, where m is creature classes and very small; unitInDeadlyCombat is O(1), and extremely fast; doZenkai is O(nlogn); runSuperSaiyanChecks is O(1); unitUndergoingSSJEmotion is O(n) with the number of emotions the unit has stored, which is usually between 0 and 20; runSuperSaiyanChecksExtremeEmotion is the same as runSuperSaiyanChecks; renameUnitIfApplicable is O(n), again with creature classes; setUpNaturalTransformations is also O(n) in that regard; transformation_ticks(unit.id) is O(n) with number of current transformations, which is never bigger than two as of now; unitInCombat is similar to unitInDeadlyCombat; revert_to_base is O(n) with the number of current transformations; isDwarf, isCitizen, isAdventurer, getPowerLevel are all O(1).

dfhack.persistent.get is easily the worst with unit counts, being O(log n), it using std::multimap.find() and me storing a persistent index for, essentially, every single unit that can zenkai and every transformation.

In total, the complexity of that is O(nlogn), and the actual imprint on FPS is nothing compared to Dwarf Fortress's own issues on this front.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 14, 2018, 08:16:37 am
Also is there a way to take a more proactive qa role in stress-testing stress? How could this be done? Maybe by collecting a folder full of ****ed saves, or by setting up some sort of survey?

eg. How do you unit test the human condition?
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on September 14, 2018, 12:59:34 pm
An observation regarding fishing and need to wander: "There is nothing to catch in X swamp" apparently causes the whole effort to be wasted: no need satisfaction was observed (nor, obviously, was any fish caught). This matches what was stated above about bringing the catch back to reap the rewards.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 15, 2018, 01:51:26 am
Yeah. It's not much of a problem for herbalism or fishing, though - when testing hunters, I found they can kill one animal, and then get interrupted off returning kill by the others in the animal pack around, which prevents need satisfication.
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on September 15, 2018, 08:51:20 pm
http://www.bay12forums.com/smf/index.php?topic=145840.0
Quote from: 0.40.17 Changelog
Other bug fixes/tweaks
   (*) Made stress levels drop faster the longer no stressors are applied
Stress normalizing on its own is already a thing. According to the wiki, it's affected by Anxiety Propensity.

You do have to somehow prevent bad thoughts from happening to get it to work, however.
Title: Re: Stress & Pysche: 44.11+
Post by: garlicfiend on September 15, 2018, 10:22:54 pm
Since participating in this thread, I've started a new 44.12 fort. My last fort was an established fort from 44.09, and it's falling into depression after updating to 44.12. I wanted to try starting fresh in 44.12, armed with the knowledge from this thread, to make a better evaluation for myself.

It's an above-ground fort so all my dwarves have a lot of exposure to the elements.

I had some !FUN! in the first year with woodcutting accidents, bugged boulders, and wildlife, which meant that there was plenty of injuries and deaths for some of the dwarves to witness. The worst tragedy, of course, was my only surviving miner suddenly becoming a queen.

I'm currently 3 years, 8 months in, with a population of 81, of which maybe ten are recent migrants, and 7 are human residents.

There has been NO MICROMANAGING for stress. I've just run the fort, getting stuff done, letting stress do what it will.

The result? Out of 81 residents, all but three are neutral or negative stress. It's a happy fort.

Out of those three residents, let's take a closer look --

Broker, 3200 stress - He got rained on enough that it changed his personality. Now he is inclined to depression. Also, he detests mussels. My refuse pile is full of mussel shells. I'm going to keep an eye on him and see if I can meet some unmet needs.

Bookkeeper, 6362 stress - "Be merry!" This is my most stressed dwarf. But he has a pretty complicated personality. Being caught in the rain changed his personality, but it made him accepting and more slow to anger. He may be the most stressed, but his stress has stabilized over the last year and hasn't got any worse.

Papermaker, 1422 stress - "Everything's good" He's not a lot stressed, but he doesn't like the rain much. Also, he often feels dicrouraged and "is not the type to fall in love, or even to develop positive feelings." So I think he's probably prone to it. We'll have to see where this leads.

The main thing I have done in this fortress is have a small crappy tavern. 4x7 wood building, no tables or chairs. Dwarves go in there and socialize, or watch performances. I think this has made a stupidly big difference.

So... maybe stress isn't as broken as I thought? My updated 44.09 fort made stress seem VERY broken. This fort makes it seem workable. I'm going to keep going and see if these three dwarves are joined by new migrants in the stress zone, and if the stressed ones keep the downward slide. Right now, the jury is out...
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 15, 2018, 10:57:05 pm
Reports seem to indicate anything up to 15 years for stress to ever become a problem (besides the occassional, intended, lost cause). Or the first siege cleanup. Whichever comes faster.

And then others declare that stress from rain and venegful thoughts about keas make the game completely broken with stress spiralling out of control.

Mostly it's a case of it being hard/impossible to bring dwarves back down to safe stress levels once they start to crack. Seems to be a result of them being socially inept (no hope of good thoughts from forming relationships) and unable to tell what's good for them (will work too hard and then spend their whole break in the temple praying and get stressed about not being able to argue with people).

Throw in some picky eaters and dorfs suffering from kidnapped child syndrome and it can seem like a lost cause.

Still there's a couple more releases to tweak the system more and add some extra levels of nuance. We'll see what happens, I guess.
Title: Re: Stress & Pysche: 44.11+
Post by: Senator Jim Death on September 15, 2018, 11:42:00 pm
Hopefully a future version will include a non-micromanagement way to let bored dwarves satisfy needs like "practice a craft" or whatever. I can provide a tavern and temple zone so that dwarves can satisfy those needs when they are idle and want to do so--it would be nice to be able to designate a "tinkering zone" with trash rock in it so dwarves can whittle on materials I don't care about without me explicitly having to make jobs so they can practice their craft.

Heck, even if I didn't expressly tell them to make stuff, maybe they should consider stealing office supplies before going insane from boredom. After all, am I going to be more unhappy with a dwarf who sneaks a piece of microcline to make secret crowns and not be bored, or one who gets so bored he ends up being too depressed to wake up one morning? That is not to say that I want my metalsmiths making steel toy axes in their free time, but that would be better then ending up with stressed dwarves.

I guess I don't know how strong boredom is as far as dwarven thoughts go, but I do see it cropping up an awful lot in the lists of thoughts.

Unrelatedly, it reminds me of the fertilizer mill scene in Sinclair's The Jungle. "Meantime, too, they had something to think about while they worked,—they had the memory of the last time they had been drunk, and the hope of the time when they would be drunk again." Sounds like the dwarven psyche to me.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 16, 2018, 05:09:20 pm
Oh, don't know if this has been noticed before. Militia commander is horrified seeing a snatcher die (as he buries his axe in its head...). They probably should have been stress nerfed along with other invaders.
Title: Re: Stress & Pysche: 44.11+
Post by: thefinn on September 16, 2018, 05:57:24 pm
I went back to 44.09... I like the possibility that they can tantrum which I was losing out on by using DFHACK to keep it under control.

Maybe next version. ;)
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 16, 2018, 06:05:22 pm
I've recently found out a ghost and a body belonging to the same creature can cause 2 different, independent triggers, so a single murder can cause a dwarf to get traumatized twice.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 16, 2018, 09:15:03 pm
I've recently found out a ghost and a body belonging to the same creature can cause 2 different, independent triggers, so a single murder can cause a dwarf to get traumatized twice.

Having read a fair amount of Shakespear, that seems about right :-)
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on September 17, 2018, 02:53:12 am
Oh, don't know if this has been noticed before. Militia commander is horrified seeing a snatcher die (as he buries his axe in its head...). They probably should have been stress nerfed along with other invaders.
Essentially happened to me in my now previous fort (save corruption). My carpenter was OK for 18 years or so before the militia squad was sent into first first battle (to eliminate camping invaders from an entrance tunnel, when everyone else had retreated), which satisfied the need to fight, but resulted in a spiral into complete despair (100000 stress) over a couple of years. Didn't die due to having mooded, but the family need was impossible to satisfy, and the bugger wouldn't take masterworks FB bone rings when hauling them, got anxious from researching human behavior (or something similar), got mixed feelings from picking up new clothes, etc. 5 years later I finally managed to arrange for the bugger to haul a phyllite masterworks ring between two stockpiles in his room (favored material), at which time things turned around, and after a year or so the stress was down to 80000 (still regularly stumbling around obliviously, of course). Pity I wasn't able to see if a full recovery would happen.

Also the thought combination of (the quotes are not exact):
"I feel so good!

He is utterly harrowed by the tragic farce that is his life" is somewhat contradictory...
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 17, 2018, 03:53:22 am
Oh, don't know if this has been noticed before. Militia commander is horrified seeing a snatcher die (as he buries his axe in its head...). They probably should have been stress nerfed along with other invaders.
Essentially happened to me in my now previous fort (save corruption). My carpenter was OK for 18 years or so before the militia squad was sent into first first battle (to eliminate camping invaders from an entrance tunnel, when everyone else had retreated), which satisfied the need to fight, but resulted in a spiral into complete despair (100000 stress) over a couple of years. Didn't die due to having mooded, but the family need was impossible to satisfy, and the bugger wouldn't take masterworks FB bone rings when hauling them, got anxious from researching human behavior (or something similar), got mixed feelings from picking up new clothes, etc. 5 years later I finally managed to arrange for the bugger to haul a phyllite masterworks ring between two stockpiles in his room (favored material), at which time things turned around, and after a year or so the stress was down to 80000 (still regularly stumbling around obliviously, of course). Pity I wasn't able to see if a full recovery would happen.

Also the thought combination of (the quotes are not exact):
"I feel so good!

He is utterly harrowed by the tragic farce that is his life" is somewhat contradictory...
Yeah, the thoughts had me fooled into thinking everything was Ok.
Death, I am not disturbed by this.
How easily we are broken, this is not upsetting.
Is horrified to see the snatcher die...

--edit
Wasn't that fortress pre-44.12 though? Horror at seeing enemies die was nerfed (except for snatchers, apparently).
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on September 17, 2018, 08:00:11 am
The fortress was created in early 0.44.X, left in hibernation with 0.44.05 due to a nemesis loading crash, and resumed with 0.44.12, so it has never seen the 0.44.10 issues. The save was found to be corrupted yesterday (ironically, army commander loading just ate all the memory in what probably was a circular dependency issue, and my squad raiding didn't even work with that fortress due to the dead civ bug). The save has seen more play with 0.44.12 than the earlier versions, though.

As far as I understand the effect of seeing dead enemies was reduced in general, but apparently a single session (probably 5 gobbos in my case) can still be enough to break the sensitive ones. I've had at least one dorf I took off corpse hauling duty due to stress, and the bugger decided to follow the expedition leader (or mayor) into the execution chamber to meet for a crying session as he was hauling corpses. I didn't see any direct effect of that, though, and that dorf has recovered.
My defunct fortress also had a baby that was a bit stressed at witnessing death when its mother participated in eliminating another camper band (they all chose the same location in the same entrance tunnel, for some reason) in the second latest siege recently, but now I won't see how that would affect it in the longer term.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 17, 2018, 08:18:19 am
Besides the militia commander getting stressed with his job of snatcher prevention (don't know how terminal it would have been, he succumbed to death-by-werelizard) I seem to be doing ok with stress in my current fortress. Aforementioned werelizard left a corridor of miasma pumping bodies in its wake, but it's been a couple of years since then and the 125 pop fortress still has only 2 dorfs suffering long-term stress. They're both on low-stress routines and have so far avoided slipping further. One of these is the wife of a werelizard victim, she's doing OK and even declared that 'today is a day to fall in love all over again' recently. Sadly had to inform her that the next version isn't due for while yet...
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on September 19, 2018, 04:50:30 pm
Ok, busy busy.  I have added a disclaimer to the OP, and a few more talking points under General Information.  I'm out of the country this week, but I am still following this with great interest (though I haven't had time lately to actually play much):

*Please note* I am attempting to keep this list as comprehensive as possible.  However, for the sake of not quoting an entire thread, I am limiting this to categories of information and extremely specific findings.  This list will not include every single detail, and it's quite possible that I missed something important.  If you feel there is some information which should be added here, please let me know.

More personality change causes & effects;
Spoiler (click to show/hide)
- If an injured Dwarf is given a high-quality treatment item like a splint, this might count towards 'acquisition' and 'extravagance' needs.
- Some data mining on overall stress increases;
Spoiler (click to show/hide)
- Possible that if a Dwarf does not have any hauling labors, they will never voluntarily equip trinkets (they do still seek out new clothes though)
- Stress accumulation may actually be occurring at a normal rate.  The problem is that stress-reducing activities are significantly less effective
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on September 19, 2018, 05:25:31 pm
Quote from: Immortal-D
More personality change causes & effects;

TIL drinking water from a river turns a person upside down.

Also, in the data links, the first and the third lead to the same message.
Title: Re: Stress & Pysche: 44.11+
Post by: IKraft on September 23, 2018, 03:58:31 am
I don't know a lot about this subject but in my opinion a Siege should be more dangerous to your dwarfes well being than the aftermath of cleaning up corpses, not being able to practice a craft for too long or drinking without a well for some months.

In the 2 forts I did in .44.12 I lost more people due to depression and insanity than through Fallen Beasts, Goblin Sieges and my poor magma handling skills even though I have mist generators, MW engraved temple/tavern/library and 2x3 living quarters engraved with all a dwarf could want but not microing the needs of every individual dwarf.

I don't know the cause but I think the priority of causes is not right when it comes to dwarfs going insane/depressive. I would understand it if it's a childs death or their squad mate getting maced but being rained on?
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 23, 2018, 05:05:10 am
I don't know a lot about this subject but in my opinion a Siege should be more dangerous to your dwarfes well being than the aftermath of cleaning up corpses, not being able to practice a craft for too long or drinking without a well for some months.

In the 2 forts I did in .44.12 I lost more people due to depression and insanity than through Fallen Beasts, Goblin Sieges and my poor magma handling skills even though I have mist generators, MW engraved temple/tavern/library and 2x3 living quarters engraved with all a dwarf could want but not microing the needs of every individual dwarf.

I don't know the cause but I think the priority of causes is not right when it comes to dwarfs going insane/depressive. I would understand it if it's a childs death or their squad mate getting maced but being rained on?
I think you need to take another, serious look at what's happening to your dwarves. You're saying that you're losing fortresses to mass insanity and depression solely because of rain? Really?

I'm not microing anybody, have dorfs running about hunting, accidental werebeast/miasma incidents, and here several years in two dwarves (out of 131 citizens and 33 visitors) are suffering long-term stress and they've been like this from year one and not getting any worse. I'll exile them if they ever get haggard.

Now, I'm not doubting that a big siege cleanup will mess up a lot of my dorfs terminally, that needs fixing, but regular gameplay just isn't resulting in the mass depression spirals some are mentioning here. Maybe need to wait another 15 years to see the downfall kick in? Pfft, I'll be bored of fps death way before then.
Title: Re: Stress & Pysche: 44.11+
Post by: IKraft on September 23, 2018, 06:32:18 am

I think you need to take another, serious look at what's happening to your dwarves. You're saying that you're losing fortresses to mass insanity and depression solely because of rain? Really?
No my forts are alive and well, I'm saying it's just more dangerous.
I don't worry about Trolls and Hordes of Goblins I worry about having to remove all those stinking corpses afterwards or how long my dwarfs can keep on functioning without a well.. or rain for that matter which is obviously exaggeration (compared to real insanity reasons like loss of a child/etc) but those effects add up.
That in my opinion is not balanced properly, the danger (and dwarfen casulties) should come from the environment trying to kill you, not your dwarfs losing their mind because they killed Goblins in self defense and have to chug the remains off a cliff.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 25, 2018, 03:35:32 am
I have to admit that the rain thing is getting on my nerves ;-)  My fort is in the swamp.  It rains about 90% of the time.  I am slowly getting roofs over everything, but the rain has really stressed out my dwarfs.  One bit is completely down to me.  I forgot to disallow harvesting for non-farmers, so I had dwarfs already stressed out from the rain wander outside to harvest plants.

The thing that's bugging me a bit is that *every* migrant is traumatised by the rain they experience when the migrate.  Every single one has their personality changed because of the rain.  Because they have no other memories at that point, every single one of them mull over getting rained on.  The atheist dwarfs and the dwarfs that have meal preferences that I can't provide for at the moment have it harder because they have less things to fall back on.

I actually like the idea that rain stresses out dwarfs.  It provides a reason for getting indoors.  However, I think it's just a bit too strong right now -- especially if you are in a rainy biome.  I suppose it's something I could check before I embark, but I don't think there is a straightforward way to do so in vanilla -- just looking at the details precipitation map, I think.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 25, 2018, 06:50:50 am
Vegetation is exactly equal to rainfall, so there's that. But yeah, it does rely on outside-game-knowledge a bit; someone who has no idea which is wetter between rocky wasteland and swamp (to use an extreme) likely wouldn't suspect vegetation either.
Title: Re: Stress & Pysche: 44.11+
Post by: Jacko13 on September 27, 2018, 07:15:01 am
I have grown so frustrated with the overly sensitive dwarves throwing tantrums over dead gobbos that I am kinda spamming remove-stress right now
Title: Re: Stress & Pysche: 44.11+
Post by: snow dwarf on September 27, 2018, 07:22:20 am
From what I've noticed, after 4 years in a fort without bedrooms and miasma in the main meeting hall since year 2. Half of the fort was stressed and the rest were not bad or even positive. Especially the miners. For some reason they are the ones who never suffer from mental problems.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on September 27, 2018, 08:42:12 am
Home again home again, jiggity jig :)

Also, in the data links, the first and the third lead to the same message.
Fixed!

From what I've noticed, after 4 years in a fort without bedrooms and miasma in the main meeting hall since year 2. Half of the fort was stressed and the rest were not bad or even positive. Especially the miners. For some reason they are the ones who never suffer from mental problems.
Interesting. Possibly another indication that stress-causing effects are actually normal (relatively speaking), but stress-reducing effects are much weaker.
Title: Re: Stress & Pysche: 44.11+
Post by: LaChouette on September 27, 2018, 10:41:06 am
From what I've noticed, after 4 years in a fort without bedrooms and miasma in the main meeting hall since year 2. Half of the fort was stressed and the rest were not bad or even positive. Especially the miners. For some reason they are the ones who never suffer from mental problems.

Interesting. I'm at Late Winter of my second year. I have 60 dwarves. 56 are fine, 2 are happy and 2 are unhappy.
The unhappy ones are two of the fishermen, they get stressed because of the rain a lot, and they both got the trait "cracks easily under pressure", and one of them even has "is rarely happy or enthusiastic".
The happy ones are the miners, just like yours. Maybe them never going outside at all is a major factor for that? No rain, and no issue with cave adaptation because unlike some other dwarves, they don't even go outside a little, so while they're cave adapted, it doesn't come up as an issue.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on September 27, 2018, 11:48:34 am
From what I've noticed, after 4 years in a fort without bedrooms and miasma in the main meeting hall since year 2. Half of the fort was stressed and the rest were not bad or even positive. Especially the miners. For some reason they are the ones who never suffer from mental problems.

Interesting. I'm at Late Winter of my second year. I have 60 dwarves. 56 are fine, 2 are happy and 2 are unhappy.
The unhappy ones are two of the fishermen, they get stressed because of the rain a lot, and they both got the trait "cracks easily under pressure", and one of them even has "is rarely happy or enthusiastic".
The happy ones are the miners, just like yours. Maybe them never going outside at all is a major factor for that? No rain, and no issue with cave adaptation because unlike some other dwarves, they don't even go outside a little, so while they're cave adapted, it doesn't come up as an issue.
How are you guys handling social needs? (partying & praying). I have tested non-stop jobs both underground & aboveground, and consistently found that Dwarves will work themselves to death.
Title: Re: Stress & Pysche: 44.11+
Post by: LaChouette on September 27, 2018, 12:16:59 pm
Have had no partying in my fort, but my dwarves are regularly going to the temples to pray. I made a generic temple and 3 dedicated temples for the 3 major deities of my population.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on September 27, 2018, 04:23:59 pm
Fishermen will prioritize fishing over everything else until they either go insane or create a moderate ecological disaster. You can safely disable fishing and give them another skill to train given how they're prone to stress and don't create added value.
Title: Re: Stress & Pysche: 44.11+
Post by: Miuramir on September 27, 2018, 05:40:10 pm
I have to admit that the rain thing is getting on my nerves ;-)  My fort is in the swamp.  It rains about 90% of the time.  I am slowly getting roofs over everything, but the rain has really stressed out my dwarfs. 

Not trying to pick on mikekchar specifically, but this serves a good example of something I've been noticing in this thread: a lot of people in this thread seem to have what I would describe as both an overly-optimistic view of their dwarves, and are not allowing for the fact that they are dwarves, not humans. 

Listen to what you're saying for a moment.  Imagine that you have been exiled to a flyspeck micro-town that is in a swamp where it rains 90% of the time, and for quite a while after you got there, there were few proper dry buildings... most things didn't even have roofs.  There's no Internet, no TV, no radio, the entire town only owns a couple of books and you're not cleared to read them, and everyone is too overworked to have much chance of forming friendships.  When you get a little time off, you drink it away in a ramshackle excuse for a tavern with the same people you hate at work every day, or you spend it in church, bleakly hoping, somehow, that prayer will make things better.  One of the few breaks in the routine is when the overseers screw up, and you're sent out in the rain, yanking plants out of the mud so that you don't starve later. 

Most people would be depressed!  And that's *long* before you get assigned to hauling corpses, or desperately defending your terrible little town from horrific alien monsters.  You've given a bunch of people grinding out bleak as fark jobs in miserable conditions a survival horror game to "brighten" their special days.  And humans are far more suited and accustomed to such conditions than dwarves are. 

Which brings around to the second issue: dwarves are not surface creatures.  Rain being stressful above and beyond what it is for humans comes two ways: one is simply that it's a reminder that you are Outside.  Outside is bad for so many reasons.  The other is because, underground, if there is water leaking from the ceiling in quantity, *something has gone horribly wrong, and there's a good chance you're about to die*.  From a dwarf's standpoint, standing around outside is super-stressful to start with (see cave adaptation), but rain cranks up the stress level immensely... the less stable dwarves are probably constantly stressed out because part of their cultural heritage in the back of their head is telling them 90% of their waking hours that they've been sent to breach an aquifer and are about to be sacrificed for the fortress's plumbing. 

Consider that, as humans, many become uncomfortable when they are aware of massive weight just above them; people freak out in caves, mines, and less threatening claustrophobic settings all the time.  Dwarves are the other way around; they are, as a species, basically agoraphobic.  Ten million tons of mountain over their bedroom isn't alarming, it's *comforting*... because it's that many more squares of honest stone between you and the Horrors of Outside. 

I'm not claiming the current system is perfect, or doesn't need tuning.  But really, put yourself in your dwarf's shoes for a moment... consider what a dwarf's idea of a wonderful place is.  Glittering caves, full of gems that sparkle; grand halls carved from the heart of the mountain, and engraved with the stories of their ancestors; "roaring fires, malt beer, ripe meat off the bone" to quote movie Gimli; wondrous crafts and ingenious mechanisms; and so on... all *very* far from a town in a swamp that rains 90% of the time and doesn't come with roofs. 
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on September 27, 2018, 05:46:45 pm
The problem is that the reaction to the rain is not tied specifically to the race or cave adaptation - it is tied to the civilization's value of nature, e.g. it's cultural. Some human civ's will hold the same life-wrecking opinion about the rain, despite living above ground.

The unfortunate thing about it is that you cannot have rain-resistant lumberjacks. I mean, you can appoint them, but they will receive a bad thought from doing their job - which is what the player was trying to prevent in the first place. They either hate the rain or love the trees - no third option.

Realistically speaking, most people don't enjoy getting all wet and cold, but: (1) getting rained on once is not a turning point of life for them, and, most improtantly, (2) they attempt to seek cover or use special clothing to avoid the negatives of a rain. The dwarves in DF simply don't have the second option and it cannot be properly microed even: if you have any rain on the map, most migrants are guaranteed to get traumatized by it.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 27, 2018, 05:58:28 pm
The problem is that the reaction to the rain is not tied specifically to the race or cave adaptation - it is tied to the civilization's value of nature, e.g. it's cultural.

The unfortunate thing about it is that you cannot have rain-resistant lumberjacks. They either hate the rain or love the trees - no third option.
But you do have the choice of assigning lumberjacking and plant gathering to the dwarves who don't mind working outdoors. That will minimise the impact (I admit I don't do this myself, but unlike others in this thread, have been lucky so far in that none of my dwarves have ever become terminally stressed from rain).
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on September 27, 2018, 06:06:30 pm
But you do have the choice of assigning lumberjacking and plant gathering to the dwarves who don't mind working outdoors. That will minimise the impact (I admit I don't do this myself, but unlike others in this thread, have been lucky so far in that none of my dwarves have ever become terminally stressed from rain).

If I recall correctly, that line in the preference screen is used as an indicator of cave adaptation: doesn't mind working outdoors equals level zero. I agree that not letting cave-adapt dwarves suddenly out in the open is reasonable. The problem is that the rain thought specifically ties down to the value of nature. Cave adaptation has it's own related thoughts.

EDIT: the wiki claims, though, that the Ambusher skill negates the effects of rain. Can anyone confirm?
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 27, 2018, 06:45:51 pm
Fishermen will prioritize fishing over everything else until they either go insane or create a moderate ecological disaster. You can safely disable fishing and give them another skill to train given how they're prone to stress and don't create added value.
For what's it is worth, anecdotally, I enabled both fishing and animal training on a dwarf migrant I plan to assassinate for latter reasons in 43.03. They did actually train animals several times when called upon, even when fishing zone was available to them. (Then went back to netting mussels with their beards).
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on September 27, 2018, 10:08:26 pm
But you do have the choice of assigning lumberjacking and plant gathering to the dwarves who don't mind working outdoors. That will minimise the impact (I admit I don't do this myself, but unlike others in this thread, have been lucky so far in that none of my dwarves have ever become terminally stressed from rain).

If I recall correctly, that line in the preference screen is used as an indicator of cave adaptation: doesn't mind working outdoors equals level zero. I agree that not letting cave-adapt dwarves suddenly out in the open is reasonable. The problem is that the rain thought specifically ties down to the value of nature. Cave adaptation has it's own related thoughts.
That's interesting, I assumed the reason I was getting no visible bad rain meltdowns in my last fortresses was because I was playing slightly modded dorfs who are more likely to not mind being outside (I forget what combination of values /ethics caused that).

Although now I'm playing regular dorfs and besides a few minor 'annoyed to be rained on' thoughts there's no real problem.
Title: Re: Stress & Pysche: 44.11+
Post by: LaChouette on September 29, 2018, 02:58:18 pm
It seems to really depend on the individual dwarves on top of the civilization values. I have around 10 fisherdwarves right now because I don't have the proper infrastructure yet to make them something better and I have enough haulers. Only 2 of those fisherdwarves were unhappy, and they both had a "gets stressed out" easily trait, and one had a "rarely happy" trait, so I'm guessing it didn't help.
My fisherdwarves as a whole are more stressed than other dwarves, but they're mostly fine, thanks to their belongings, the temple, their friends, the good food and alcohol, etc.
Only those 2 were assholes.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on September 29, 2018, 09:04:52 pm
@Muiramir: I don't disagree with you :-)  I've lived in London before, so "mikekchar is dwelling about not having seen the sun this season" is a thing ;-)  But, yeah, there is some tweaking that needs to happen.  I think I would be perfectly happy if dwarfs came into the fortress having some randomly generated memories from their past.  At the moment, like I said, it takes long enough for migrants to walk from the edge of the embark to the fortress that there is a 100% chance of getting rained on.  Since they have no other memories, they dwell on this fact.  100% of my migrants (even the children -- think of the children!) have altered personalities because of it, and 2 dwarfs picked up "becomes helpless in stressful situations" because of it.  Last night it got to a head where my stressed out weaver (who unfortunately dislikes family and is up to 7 children, plus the rain thing) had a tantrum and punched out the teeth of my leather worker.  The leather worker never gets angry as a result of being rained on, so he didn't fight back (or even attempt to dodge, apparently -- he just got pummelled over and over again).  Now he's panicking remembering the event.

For me it's not a massive thing -- it add flavour to the fortress and otherwise I'd just be optimising my workflows (which is suspiciously like work itself).  It just lacks balance.  Everything in my fortress is a result of the rain an as much as I understand that dwarfs do not like rain, it would be nice if only, say, 50% of them would have life altering thoughts about having migrated in the rain.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on September 30, 2018, 12:09:14 am
Hm. Toady mentioned that there are 42 categories in thoughts. Since some people are reporting minor effects from rain while others are reporting major effects, maybe it is not tied to biome but what other memories are made in fortress?
Title: Re: Stress & Pysche: 44.11+
Post by: Senator Jim Death on September 30, 2018, 03:00:01 pm
Had a dwarf that was mentally scarred from choking on a miasma. Understandable (I guess) is that it caused him to become depressed often. What I don't understand is why it convinced him that there should be no such thing as personal privacy. I'm paraphrasing there--I can't check him because I sent him to live in a hamlet instead of dealing with his garbage. He was my only unhappy dwarf.
Title: Re: Stress & Pysche: 44.11+
Post by: sketchesofpayne on October 01, 2018, 05:19:42 pm
This thread has been quite helpful.  A few thoughts I've had:

Now that I'm looking at my dwarves' profiles under a microscope it is starting to bother me that family members don't have the same surname.  I would really like to see family relations at a glance.  I'm almost thinking of using 'nickname' to assign ad hoc surnames and pretend their current surname is their first name.

When dwarves get into a heated argument and brawl it would be nice if it was restricted to slapping, hair-pulling, and broken noses.  Right now I have dwarves straight-up murdering each other when stressed.  In one fort I kept having a fight break out in a high-traffic hallway.  I did a "groundhog day" reloading and trying to prevent the fight.  I kept delaying it by de-stressing dwarves but it still ended up happening, leaving six or seven dead dwarves.  Experimentally I burrowed the whole fortress into a 10x10 room.  It ended with 25 dead dwarves (out of 150) after they pulled an impromptu Thunder Dome.  The funny thing is these do not show up under the Justice tab.

I messed with the RAWs and generated a new world.  On the personality token STRESS_VULNERABILITY I changed the median value for dwarves from 45 to 30.  This has made a big difference in my forts built in that world.
Title: Re: Stress & Pysche: 44.11+
Post by: Miuramir on October 01, 2018, 06:18:32 pm
Now that I'm looking at my dwarves' profiles under a microscope it is starting to bother me that family members don't have the same surname.  I would really like to see family relations at a glance.  I'm almost thinking of using 'nickname' to assign ad hoc surnames and pretend their current surname is their first name.

Quick side note: you may not be aware that what we think of as "standard modern English / Western naming schemes" are comparatively recent, and not shared across all cultures.  England was one of a comparatively few places that had "surnames" in the modern sense used commonly before 1400, and that has colored a lot of our modern perceptions.  Even then, many of them were recently evolved from earlier patronymic (John's son => Johnson, etc.), geographical (Hill, Wood, etc.), occupational (Smith, Baker, etc.), etc. names that got "set in stone" by custom or some legal requirement (frequently connected to the Domesday Book or some similar tax roll or inheritance thing). 

Given name + profession (or more general caste) is probably a lot closer to period appropriate for typical dwarves, especially since we have what amount to  color-coding for role-based castes.  Or, if you want to take a generally Nordic take on it, Foo Barson, who is son of Bar Bazson, son of Baz Quxson, etc.  (Still used in Iceland, but used to be much more common.) 

That said, if assigning family / clan nicknames helps you keep track, more power to you. 
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on October 01, 2018, 07:50:16 pm
Future of the Fortress, 10/01/2018 :D
Quote from: Immortal-D
Bit of a self-bump here. I know that testing long-term mechanics is difficult for you due to the time required.  That said, are you aware of current issues with the new stress sytem? (http://www.bay12forums.com/smf/index.php?topic=171185.0) Based on reports here & in Reddit, stress-reducing effects seem greatly underpowered compared to stress-causing effects.

Yeah, I have that thread in my "next version / before Big Wait" text file.  I think I'll need to look at and log data on some saves for some of the problems, until we're satisfied that we understand what happened with a lot of the dwarves and their specific pathways to negativity.  It'll be interesting to see how much of a portion of the stress is caused by probably-easily fixables like those repeated vulture interruptions (which is pure combat stress, I think, rather than just stress at being interrupted, which doesn't exist) vs. more systemic changes (which'll be harder to rebalance, but are clearly needed for certain recurring thoughts and broken/missing needs.)
Title: Re: Stress & Pysche: 44.11+
Post by: sketchesofpayne on October 02, 2018, 09:15:48 am
Or, if you want to take a generally Nordic take on it, Foo Barson, who is son of Bar Bazson, son of Baz Quxson, etc.  (Still used in Iceland, but used to be much more common.) 

Honestly this would be the most helpful naming scheme.
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on October 02, 2018, 10:50:28 am
Or, if you want to take a generally Nordic take on it, Foo Barson, who is son of Bar Bazson, son of Baz Quxson, etc.  (Still used in Iceland, but used to be much more common.) 

Honestly this would be the most helpful naming scheme.
It might better to stick with nicknames, or to split off this topic into another thread for further discussion
Spoiler (click to show/hide)
.
Title: Re: Stress & Pysche: 44.11+
Post by: sketchesofpayne on October 02, 2018, 12:17:44 pm
It might better to stick with nicknames, or to split off this topic into another thread for further discussion [...]  the outcome of a "discussion" about this topic, might befoul this Stress thread.

Yeah, I don't want to sidetrack.  My real concern is dwarves who have not gone !!INSANE!! murdering each other due to stress.  I've noticed on some that they don't "strike them down" but hurt them enough that they bleed out or die from their injuries later.  This may be why they don't show up in the Justice tab.

(ADDENDUM)
I'm into year four of a new fort, currently at population 160. 

Previously I had a temple to each god, two taverns, a library, a statue garden, and two dining halls.  All of them were furnished lavishly.  This time I made one 10x10 temple.  Smoothed it.  Built one basic rock statue of each god.  And one chest of instruments.  Made one 10x10 dining hall.

So far no one is stressed, even after wildlife encounters, a werelizard, an elf ambush, and encounters with forgotten beasts and blind cave ogres.

(UPDATE)
Eight years in.  Still just the same 10x10 temple and a 10x10 dining hall.  Frequent forgotten beasts, elf ambushes, and a dragon.  I have a population of 170.  About 20 of the dwarves are very happy/euphoric.  I lose around two dwarves a year to stress.

So far, once they have the "constant state of internal rage due to rain/miasma" tag in their profile they're done for.  I haven't been able to bring one back from the brink.  I've even tried "shock therapy" by exposing them to more stressful stimulus to try and trigger a "reversal" personality trait.
Title: Re: Stress & Pysche: 44.11+
Post by: HumanScholar on October 14, 2018, 05:16:06 pm
...  Built one basic rock statue of each god.  ...

Is it known whether the dwarves appreciate this little detail in any way?
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on October 14, 2018, 05:20:32 pm
...  Built one basic rock statue of each god.  ...

Is it known whether the dwarves appreciate this little detail in any way?
Unfortunately, no.  Dwarves do not distinguish the content of Engravings or Statues, it is purely for your amusement.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on October 14, 2018, 06:24:01 pm
I've read that they find statues of their preferences to be more valuable in their bedrooms, but haven't tested.
Title: Re: Stress & Pysche: 44.11+
Post by: HumanScholar on October 15, 2018, 12:45:21 am
Dwarves can have preferences for shapes and colors -- what does this apply to, if not decorations?
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on October 15, 2018, 05:53:46 am
I've had one guy picking fist fights and he ended killing someone and sending his wife and son the the hospital.  There are 2 problems I see.  First is that the other people don't fight back, no matter what -- and nobody else intervenes.  So that means the stressed out guy just keeps wailing on their target until they snap out of it, or *hopefully* the target goes unconscious and gets carried off to the hospital. The second problem is that they just keep going even after the target has passed out -- which can result in the death of the target.

The target should respond.  They are panicked -- you can see it in their thoughts, but they don't run away.  They don't fight back.  Possibly they will go off to do a job if one comes up, but they are divorced from the fight in every way, except for getting beaten to death.  Also, the fight should end on some kind of trigger -- not just when some random time is up.  You've broken the guy's arm -- it's time to stop!  You've exploded their leg into gore -- well beyond time to stop! They've passed out... No, you shouldn't take that as a queue to grab their neck.  There's a difference between a fist fight and murder.

But, my fighting dwarfs *do* end up with disorderly conduct.  However, if you don't have a sheriff/captain of the guard, people won't report it, so there will be no witnesses.  I locked up my murderous dwarf for 28 days (after a beating), but realising he'll definitely kill again (his combat skills are getting quite good), I'll have to exile him, which is a shame.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on October 17, 2018, 11:19:07 am
This sounds just so silly, but I'm not having dangerous meotdowns but understandable angry dwarves due to miasma or being naked in the temples.

Then I realized I'm in a semi-desert biome with almost 0 rainfall.

So, word of advice for players who want to avoid micromanaging outdoors people and fearing rain depressions: just do as I did, but not by accident.

Sieges are a pain, though. Half my soldiers are terrified of shooting their crossbows from the inexpugnable battlements.
Title: Re: Stress & Pysche: 44.11+
Post by: Senator Jim Death on October 17, 2018, 07:57:05 pm
It's possibly intended that everyone can't be kept happy. In the old versions, you had nobility. In these versions you have that one guy who just refuses to be satisfied with legendary dining rooms and whatever. Instead of melting him down, you can just exile him. We seem to usually end up with a couple folks who are ecstatic, with most other dwarves somewhere between content and happy.

I guess I understand that it's kind of a tough thing both to get balanced and for us to evaluate the balancing of. It's a combination of many small factors over a lot of game time.
Title: Re: Stress & Pysche: 44.11+
Post by: sketchesofpayne on October 18, 2018, 01:18:41 am
I've had one guy picking fist fights and he ended killing someone and sending his wife and son the the hospital.  There are 2 problems I see.  First is that the other people don't fight back, no matter what -- and nobody else intervenes.  So that means the stressed out guy just keeps wailing on their target until they snap out of it, or *hopefully* the target goes unconscious and gets carried off to the hospital. The second problem is that they just keep going even after the target has passed out -- which can result in the death of the target.

The target should respond.  They are panicked -- you can see it in their thoughts, but they don't run away.  They don't fight back.  Possibly they will go off to do a job if one comes up, but they are divorced from the fight in every way, except for getting beaten to death.  Also, the fight should end on some kind of trigger -- not just when some random time is up.  You've broken the guy's arm -- it's time to stop!  You've exploded their leg into gore -- well beyond time to stop! They've passed out... No, you shouldn't take that as a queue to grab their neck.  There's a difference between a fist fight and murder.

But, my fighting dwarfs *do* end up with disorderly conduct.  However, if you don't have a sheriff/captain of the guard, people won't report it, so there will be no witnesses.  I locked up my murderous dwarf for 28 days (after a beating), but realising he'll definitely kill again (his combat skills are getting quite good), I'll have to exile him, which is a shame.

I've noticed these stress related fights often don't get reported.

I don't know if I can replicate it, but I had a dwarf who started picking fights.  When he did, the captain of the guard/mayor saw him and smacked him around until he was unconscious.  He was taken to the hospital, healed, and a week or two later started another fight.  The captain of the guard was on him like a rat on a Cheeto and knocked him out again.  After another hospital visit the dwarf entered a state of depression and just wandered around very slowly.  He didn't have any family in the fort so I expelled him to another site, but he starved to death on his way off the map.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 18, 2018, 07:26:12 am
I had a fight crime report break out after a dwarf tried to assault a dog, picked it up then kept dropping it leading to multiple cases of the same charge of assault because it couldn't punch it properly with the fighting rules after the dwarf underwent a lot of stress, it was witnessed & reported (which is important, crimes are omniscient and the dwarf probably has to KNOW who the captain of the guard is)

Captain of the guard later kills criminal by ripping their throat out with his teeth in the middle of a beating to bleed to death until i simply exiled and killed him, later bust someone's toe into a bloody pulp for a unrelated incident caused by stress while dishing out another beating. here's the report if you're looking for guard violence. http://www.bay12games.com/dwarves/mantisbt/view.php?id=10861

Besidest that, i dont really see dwarves lean towards vandalism, though tell a lie i have had a dwarf attempt to destroy a door but was unable to actually finish the job so until i did something about it (i can't remember exactly what) they got stuck in a beserk state even while being calm without the targeted door to destroy because id removed it.
Title: Re: Stress & Pysche: 44.11+
Post by: andrei901 on October 18, 2018, 07:58:55 pm
I haven't read through the whole thread, so I don't know if this is a well-documented effect or not, but putting my dwarves in military squads set to train 2 months out of the year significantly reduced the number of stressed dwarves in my fort. I have professional L+5 axe/fight/dodge/armor+ squad leaders as trainers, and the repeated skill gains seem to keep dwarves happy.

Edit: actually, one of my military dwarves was constantly on the verge of happy/unhappy, and had the "constant state of internal rage" trait, and after retiring them from active duty to lead calisthenics with the civvies, they are now ecstatic.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on October 19, 2018, 01:43:54 am
It's known that a very common need for dorfs is to engage in martial arts. As far as I've seen, that need is fulfilled by increasing a military skill, so I don't know what happens long term, when they get very good, and thus rarely improve. One month is often not enough to get even recruits to improve, but two months seems to do it usually.
Once a need is fulfilled, getting to fulfill other needs helps further.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 19, 2018, 09:46:09 am
Moving people in and out of squads will cause spam (each instance of leaving and rejoining is kept in the units history), its much more efficient to alter the schedules of static inactive squads and set certain dwarves up for training, this effectively can help militarise your fortress when they wear their armor & weapons to their professions.

Very handy in a hostile enviroment or in the event of expecting a siege to arrive.
Title: Re: Stress & Pysche: 44.11+
Post by: andrei901 on October 19, 2018, 11:52:53 am
It's known that a very common need for dorfs is to engage in martial arts. As far as I've seen, that need is fulfilled by increasing a military skill, so I don't know what happens long term, when they get very good, and thus rarely improve. One month is often not enough to get even recruits to improve, but two months seems to do it usually.
Once a need is fulfilled, getting to fulfill other needs helps further.

That's the thing though -- most of my civvies hate violence or try to avoid violence, and most of them still have the "haven't trained a martial art" negative thought for most of the year (starts a month or two after training finishes), but they also maintain "improved a skill recently" at x4 or x5, due entirely to their militia training (I watched a few closely, they did not always improve other skills).

I do not know if the skill gains will slow down appreciably, but my training squad leaders have all their weapon/armor/dodge/fighter/shield/discipline/teacher/student/a few others at L+5 (and likely way higher than +5, in reality, 18 years of non-stop military training will do that). This makes training pretty quick.
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on October 20, 2018, 08:07:51 am
Do the squad leaders have their "martial art" / "improved skill" needs fulfilled?
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 22, 2018, 12:02:13 pm
Does anyone know what specific event satisfies the need to BeWithFriends or BeWithFamily?

I'm working on a dfhack script to induce dwarves to seek out activities to satisfy their needs. I've got it working now for praying and reading a book, but I can't seem to figure out what it is a dwarf needs to do to satisfy their friends/family needs.

I assumed at first they would be covered by a "Socialize" (activity_event_socializest) event involving the dwarf and an appropriate companion (a Friend or a Mother/Father/Spouse/Child, respectively). But even when I can get two dwarves to go to the same tavern room, engage in the same social activity (unit.social_activities[0]) and participate in the same Socialize event (activity.events[0].participants), even as they cycle through branching events like "Recite Poetry", "Tell a Story" etc, their need focus level is not refreshed.

Then I thought maybe Socialize was too general, maybe they needed to engage in a more direct interaction. So I tried to assign them to converse with eachother (activity_event_conversationst), but they seemed to reject that as invalid and wouldn't even path to the tavern room to do it, or if combined with a Socialize event then they'd go, but by the time they got there they would have canceled their activity_event_conversationst so the result was the same as above.

So I made a repeat-every-tick monitoring script to detect when those needs were refreshing naturally, and noticed that it didn't seem to be happening in the context of any idle social activity, it seemed to just be when the friends/family happened to be in adjacent tiles while pathing somewhere. So I tried creating "Clean" jobs for the two dwarves targeting the same coordinate in the tavern room, just to get them to stand next to eachother for a bit, but that didn't seem to do it either; whichever one got there first would just loiter for a moment and leave, I guess because they noticed there was nothing to clean.

Can anyone think of any other kind of activity I could programmatically force two dwarves to engage in that will actually trigger their BeWithFriends/Family need?
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on October 22, 2018, 12:31:36 pm
When I lock a married couple into their bed room with no zone painted, I've noted "I spoke with the spouse" thoughts (and the female was pregnant as well, which was my primary objective). I know I've seen thoughts about speaking with family members other than spouses, but that was only in retrospect, with me not knowing what had happened earlier.

If I were to try it out, I'd lock friends into a room, paint a tavern zone, and let it go for a bit. Then I'd for check need satisfaction. If that doesn't work, I'd remove the zone and wait a bit further. I expect either of the two would do it, but I have no evidence for that assumption.
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 22, 2018, 01:06:06 pm
Yes, I think you're right that manually locking doors or assigning burrows will probably do the trick eventually. But that sounds pretty tedious, so my goal is to find a way to automate that process by using dfhack to detect dwarves with urgent BeWithFriends/Family needs and specifically induce them to seek eachother out, I just can't figure out what exactly to make them do that will satisfy those specific needs, since "Socialize" doesn't seem to be it.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on October 22, 2018, 04:14:02 pm
That's why I suggested performing some locking up experiments to see what it takes. I've seen locking two compatible dorfs in a room painted with a tavern zone will get them hitched, but I haven't tried without it (socializing works sufficiently well). I've also gotten the impression socializing gets in the way of procreation, so I don't use a zone for that case (again, I haven't tested it rigorously).

I previously had the impression at least one of the candidates needed to recognize the other, but I've since managed to go from stranger to married (although I tend to have to let them out once in a while, as booze and/or food tends to run out).
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on October 22, 2018, 08:10:03 pm
Based on what I have observed, 'Friends / Family' is taken literally.  The act of socializing is separate from being near (and socializing with) loved ones.  Being in a Tavern with others will develop relationships and fulfill 'need to party, away from people (Dwarves) in general', but the friend/family need actually requires a Dwarf designated in the relationships as friend or family.

Dwarves can have preferences for shapes and colors -- what does this apply to, if not decorations?
That's a very good question.
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 22, 2018, 11:08:09 pm
Based on what I have observed, 'Friends / Family' is taken literally.  The act of socializing is separate from being near (and socializing with) loved ones.  Being in a Tavern with others will develop relationships and fulfill 'need to party, away from people (Dwarves) in general', but the friend/family need actually requires a Dwarf designated in the relationships as friend or family.
Yes, but my point is that even partaking in the same social activity (identified by unit.social_activities[] and activity.events[].participants) with a friend (not mere acquaintance) or immediate family member (parent/spouse/child, not mere grandparent/uncle/niece/etc) as designated in the "relationships" screen does not seem to actually fulfill the need to "be with friends" or "family", respectively. So I agree that it require some kind of activity with a friend or family member, but it's not clear exactly what kind of activity qualifies.
Title: Re: Stress & Pysche: 44.11+
Post by: DG on October 23, 2018, 12:01:43 am
Maybe being/sleeping in the same owned room/bed at the same time? Just spit-balling. The idea of being with family by spending time with them at "home".
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on October 23, 2018, 12:03:25 am
What if you added a pause and recenter to your script, see what they're doing when the need gets reset? If it turns out to be purely a proximity thing, maybe operating a pumpstack? If it turns out to require idle (or social activity) plus immediate proximity, maybe programmatically assign them to a burrow until the need is met?
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on October 23, 2018, 12:09:44 am
Yes, a burrow in a small empty room with nothing but their family and friends, a.k.a "an intervention".
Title: Re: Stress & Pysche: 44.11+
Post by: snow dwarf on October 23, 2018, 06:10:29 am
Huh interesting. After some time with this new system I'm starting to enjoy it. I mean as long as you have the df hack labor manager which shows you the stress in numbers. It actually means that you have to care for the emotional well-being of your fort. Other than rain which is the biggest dwarf killer, I managed to get a dwarf from 2000 stress to negative and he's actually quite happy, without much problem. Another problem is not being able to satisfy food needs (how does a baby know what an orka is and what it tastes like?!).
Title: Re: Stress & Pysche: 44.11+
Post by: Saiko Kila on October 23, 2018, 06:34:57 am
Another problem is not being able to satisfy food needs (how does a baby know what an orka is and what it tastes like?!).

Epigenetic memory :) Its grand-grand-grand-grand-grandma ate one when visiting the cousins in land far away, liked it, and now her descendants are doomed to like it too.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 23, 2018, 07:23:03 am
Based on what I have observed, 'Friends / Family' is taken literally.  The act of socializing is separate from being near (and socializing with) loved ones.  Being in a Tavern with others will develop relationships and fulfill 'need to party, away from people (Dwarves) in general', but the friend/family need actually requires a Dwarf designated in the relationships as friend or family.

Dwarves can have preferences for shapes and colors -- what does this apply to, if not decorations?
That's a very good question.

Dwarves will just take a appreciation of objects made out of corresponding colors; if they like the shade of blue they will implicitly like colbalt. Ive had a few instances where my mayor likes the color silver & also likes large gems, so i had a silver large gem especially cut at the metalsmith's for them to put in a pedestal in their office which immediately boosted room value (because of room centricity bugs, the thing making the room has no value itself, so dont waste beds unless its a double)

Room value is centric to the dwarf occupying it but redecorating per inhabitant is rare enough if the total value suffices but the percieved value is less than royal (because bedroom prehension).

If someone you've given a affluent room to (mayor or a high risk/rewarded dwarf etc) then giving them a personal zoo with a burrow for their own personal pets to be contained within will give them a space to retreat to with high pet interaction moodlets.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on October 23, 2018, 08:16:03 am
Based on what I have observed, 'Friends / Family' is taken literally.  The act of socializing is separate from being near (and socializing with) loved ones.  Being in a Tavern with others will develop relationships and fulfill 'need to party, away from people (Dwarves) in general', but the friend/family need actually requires a Dwarf designated in the relationships as friend or family.
Yes, but my point is that even partaking in the same social activity (identified by unit.social_activities[] and activity.events[].participants) with a friend (not mere acquaintance) or immediate family member (parent/spouse/child, not mere grandparent/uncle/niece/etc) as designated in the "relationships" screen does not seem to actually fulfill the need to "be with friends" or "family", respectively. So I agree that it require some kind of activity with a friend or family member, but it's not clear exactly what kind of activity qualifies.
Oooh. Well then I got nothing, sorry. Maybe it's a time issue? Fulfilling the need could require they perform the activity for a minimum amount of time.
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 23, 2018, 08:39:32 am
What if you added a pause and recenter to your script, see what they're doing when the need gets reset? If it turns out to be purely a proximity thing, maybe operating a pumpstack? If it turns out to require idle (or social activity) plus immediate proximity, maybe programmatically assign them to a burrow until the need is met?
That is part of my monitoring script, but friends/family needs seem to be satisfied so rarely that it's been hard to collect much data. So far I've only observed it to happen in two situations; the first was a child and father who got refreshes repeatedly while hanging out in the tavern (which led me down the Socialize route that ended up being a red herring), and the second was a husband and wife passing eachother in a hall while one was pathing in one direction to a stockpile job and the other was going in the other direction with no job, probably on their way to idle in the tavern.

In the second case though, because there was no shared social activity or job, I dug deeper into the unit structures at the moment the need refreshed and noticed that one of them had unit.unk_1d0[] referring to an activity with an activity_event_conversationst including only that single dwarf. I'm not sure what that means but I'm wondering if unk_1d0[] stores something like "idle chatter" activities and the entry literally represents the dwarf saying "hi" while passing in the hall. So that's one avenue I have to research more (which takes forever because it happens so seldom), although I've already tried replicating it manually with no success.
Title: Re: Stress & Pysche: 44.11+
Post by: Josher on October 23, 2018, 12:00:38 pm
From what I remember from other threads discussing these things, "socializing" in taverns doesn't do the same thing relationship-wise as idling next to dwarves. IIRC, from people doing research on dwarves forming relationships, the only way to reliably do it is to force the dwarves to idle next to each other. Perhaps it's this type of idling that will satisfy the need?
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on October 23, 2018, 12:05:56 pm
From what I remember from other threads discussing these things, "socializing" in taverns doesn't do the same thing relationship-wise as idling next to dwarves. IIRC, from people doing research on dwarves forming relationships, the only way to reliably do it is to force the dwarves to idle next to each other. Perhaps it's this type of idling that will satisfy the need?
No. Socializing next to each other works well if it's done in isolation (such as in nuptial encouragement suites). I haven't tried to examine the mess of random socializing with others present. My primary thought about why socializing in taverns doesn't achieve much is that the socializing is stretched too thin to achieve anything with all the visitors soaking up most of the efforts. It may well be that multi party socializing is bugged as well: someone said an activity broken off before completing didn't result in anything, and if there are lots of people involved, someone is bound to be called off to harvest/sleep/eat...
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 23, 2018, 01:46:15 pm
From what I remember from other threads discussing these things, "socializing" in taverns doesn't do the same thing relationship-wise as idling next to dwarves. IIRC, from people doing research on dwarves forming relationships, the only way to reliably do it is to force the dwarves to idle next to each other. Perhaps it's this type of idling that will satisfy the need?
No. Socializing next to each other works well if it's done in isolation (such as in nuptial encouragement suites). I haven't tried to examine the mess of random socializing with others present. My primary thought about why socializing in taverns doesn't achieve much is that the socializing is stretched too thin to achieve anything with all the visitors soaking up most of the efforts. It may well be that multi party socializing is bugged as well: someone said an activity broken off before completing didn't result in anything, and if there are lots of people involved, someone is bound to be called off to harvest/sleep/eat...
Does "Socialize" (activity_event_socializest) even happen outside of a defined tavern? I've never seen it. Or did you mean "socializing" in the generic sense where the two dwarves activities both show "No Job" in their nuptial suite, rather than actually "Socialize"?

Events being interrupted by people coming and going is an interesting idea, but on the other hand my needs monitor has observed many instances of dwarves fulfilling, for example, HearEloquence on the same tick that an activity_event_performancest concluded and the dwarf's activity changed from i.e. "Listen to Poetry" back to "Socialize". So I think social activity events do run to conclusion sometimes, but even when they do so and their participants included two immediate family members, I did not observe either of them to fulfill BeWithFamily.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 23, 2018, 03:10:36 pm
A script that disables the "tell story" dialogue for 'socialise' would be helpful as that consumes socialisation time in tiny taverns to listen to a story and break away from the conversation before both speakers have really said anything.

Remove as many instruments as you want, but they'll still tell stories about the same thing over and over but get interrupted (less) frequently than instrumental dancing via deliberately creating uneven dance worthy areas. Even if it just raised it to tell a story once a month on a long cooldown would be fine.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on October 24, 2018, 03:36:48 am
I mean socializing as the displayed activity. As I paint my suites with tavern areas (associated to the normal tavern) these activities take place in the tavern, even if it's in a separated room.

Removing instruments is likely completely futile, as it's rare they're used: most of the time they're simulated.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 25, 2018, 08:21:24 am
I mean socializing as the displayed activity. As I paint my suites with tavern areas (associated to the normal tavern) these activities take place in the tavern, even if it's in a separated room.

Removing instruments is likely completely futile, as it's rare they're used: most of the time they're simulated.

Yes but socialisation is just the queue up before a specialist tavern activity takes place with a check (are they socialising? commence activity on X timer, choose agent), because it'll always take priority over normal idle zones unless the area is fulll you want as few simulated instruments (with 5x5 minimum room) and storytellers as possible or to build 1 dedicated public music hall when you already have a thriving small civilian bar for socialisation besides.

         Socialisation In the Tavern activity
    ^         ^             ^
Tell Stories     Dance       (Poetry)
    ^                 ^
Contextual stories (Instrumental/ Simulated/Performers) 


The only reason players are really building taverns besides from a small selection of needs are because of the fact that its prioritised much much higher than idle zones and it bunches dwarves together, if a tavern is full, dwarves will disperse to other areas until they find a unoccupied tavern space or fufill other needs like praying.

a 2x2 of libraries with no books does the same thing, but doesn't have a ulterior 'STUDY' activity before prompting dwarves to read books because they go straight for the item and read it within the area and scholar's are assigned.
Title: Re: Stress & Pysche: 44.11+
Post by: qualiyah on October 25, 2018, 10:40:58 am
I've been playing around a lot with locking dwarves in rooms together, either to get them to talk to a spouse or friend, or to try to build a relationship between potential spouses. What I've noticed is that they sometimes seem to "Socialize" without actually socializing with someone else. Merely having two dwarves in a tavern zone together "socializing" at the same time doesn't necessarily mean that they're interacting with each other. Indeed, sometimes I'd unlock the door and one would leave, and the other would remain "socializing" with an empty room.

To get them to actually interact, they need to be adjacent at the time they're socializing. Whenever I'd see them socializing while adjacent, that would be correlated with the appropriate happy thoughts (or grouchy thoughts about arguments) or with the formation of acquaintanceships between dwarves that hadn't previously been acquaintances.

So your best bet is to force them to be adjacent by making the room as small as possible (though if you want them to have access to beds, tables, chairs, food, drink, and mugs, you'll still be reliant on luck).

One fix I'm hoping for is for dwarves to intentionally move to be adjacent to one another when socializing. (And, while we're at it, for them to deliberately seek out friends or family when socializing in a tavern.)
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 25, 2018, 12:46:23 pm
We covered tiny taverns (which has been linked to the findings page in the OP) a good few pages back (http://www.bay12forums.com/smf/index.php?topic=171185.msg7799600#msg7799600) to investigate this, as you said and i put in my previous post, socialisation is not a activity, its just a idling state waiting around for performances.

Prayer is the same thing, but its idle state is meditation.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on October 26, 2018, 09:09:25 am
Wait, then, if I understood correctly, ¿temples have little or no effect unless you assign performers? I've got this bunch of people always grumpy because they can't pray, even having temples to each diety, but I thought they were just too pious and had no time enough to pray to each of the gods.

¿Or is it part of the whole "socialize" stuff?
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 26, 2018, 09:29:57 am
but I thought they were just too pious and had no time enough to pray to each of the gods

Pretty much, if you look in the profile screen of a individual dwarf they rate different gods differently. So if they can find some time & there's a temple open for them to go to, they'll either spend all their time in there not fufilling the need to pray to the other god (or other needs in general) if they have two counteracting strong beliefs in dieties because without some fiddling they can only appeal to 1 or end up stuck.

Musicians only affect relevant general needs, not prayer. There's just themed compositions & stories (where applicable) for temple but you'd get just as much from a musical tavern.
Title: Re: Stress & Pysche: 44.11+
Post by: taleden on October 26, 2018, 09:44:19 am
We covered tiny taverns (which has been linked to the findings page in the OP) a good few pages back (http://www.bay12forums.com/smf/index.php?topic=171185.msg7799600#msg7799600) to investigate this, as you said and i put in my previous post, socialisation is not a activity, its just a idling state waiting around for performances.

Prayer is the same thing, but its idle state is meditation.
Sort of. If you look into the memory structure of the activity in dfhack when a unit is socializing or praying ("df.activity_entry.find(unit.social_activities[0])"), you can see that the respective initial events for those activities ("activity.events[0]") are activity_event_socializest and activity_event_worshipst; if that's the only non-dismissed event in the activity then the dwarf will show "Socialize" or "Worship" as their job. But a social activity can branch into a sub-event ("activity.events[1]") such as activity_event_performancest ("Listen to Poetry", "Tell Story", etc depending on event properties), and a worship activity can branch into activity_event_prayerst (which could be "Pray to X" or "Meditate", depending on "event.deity_id").

So "Socialize" is an activity, but you're right that it's only the baseline event of the activity which will generally branch into performing/watching/listening sub-events.

Wait, then, if I understood correctly, ¿temples have little or no effect unless you assign performers? I've got this bunch of people always grumpy because they can't pray, even having temples to each diety, but I thought they were just too pious and had no time enough to pray to each of the gods.

¿Or is it part of the whole "socialize" stuff?
You certainly don't need performers in temples to satisfy prayer needs, I've never assigned any and my dwarves (usually) pray just fine. It's possible having a performer would let dwarves also satisfy various kinds of social or artistic needs in a temple the way they otherwise will in a tavern, I'm not sure. But it's also possible that doing that would make it less likely for them to satisfy prayer in the temple, so it might be a net loss for needs satisfaction.

However, there are a few quirks with dwarves trying to pray which may cause the issues you're seeing. One of them is that any dwarf with sufficient military training will prioritize "Individual Combat Drill" over "Pray" in their idle time, so they will *never* pray to satisfy their need, no matter how devout they are; you'll have to remove their training barracks or remove them from their squad to get them to go pray. Another is that if a dwarf worships several gods and you have a dedicated temple to one of them, they may go there to pray and get stuck praying to that same god repeatedly because they won't know to leave that temple to go to a different temple to pray to their other god. In that case you can temporarily un-assign the temple they're stuck in and they should eventually go to another one to pray to their other god(s).

Both of those quirks can also be solved with a dfhack script that I'm working on, but I'd really like it to deal with the issue of dwarves failing to seek out friends/family to socialize with and I haven't figured out how to do that yet.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on October 26, 2018, 04:55:50 pm
Maybe the Attend/Conduct Meeting if you want a go here and chat thing? The CageLargeAnimal/ChainAnimal justice jobs might work if it's possible to socialize while being hauled off to jail? It might also be possible to set a destination for the unit to the position of a friend/family member?
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on October 27, 2018, 05:24:04 am
Maybe the Attend/Conduct Meeting if you want a go here and chat thing? The CageLargeAnimal/ChainAnimal justice jobs might work if it's possible to socialize while being hauled off to jail? It might also be possible to set a destination for the unit to the position of a friend/family member?

Well really if you can just affect the nessecary needs with a script to roll over and always set the difficult/unfufillable ones to full then forcing dwarves to come together unnaturally (unless of course its forcing a meeting with !relative when it gets too low) is less effective than the DFhack script which simply sets all dwarves needs & stress levels to happiest levels.

Abusing game logic like the tiny taverns, and handling overspill by making them deliberately too small for a whole population of dwarves so that they either go to another tavern OR a meeting zone due to proiritizations always going towards the tavern. ((perhaps a DF script that can set artificial limit on the max number of patrons that can be in a large area at once?))
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on October 29, 2018, 06:33:38 am
I'm now kind of wishing the next update comes with a slider for insanity and stress effect, just like magic is going to have.
Title: Re: Stress & Pysche: 44.11+
Post by: AudiRgr8 on October 30, 2018, 07:31:43 pm
Hello all,

My fortress on 44.12 is currently at 7 years and here are my findings:

A brief backstory. I am playing a 1x2 (vertical) size embark on a small hill that is surrounded by scrub. It constantly rains human blood (except snows in winter) which has the sporadic power of raising any corpses under the direct vicinity of the mountain, hence a lot of atom smashing occurs and reanimated animal skins which is terrifying. I like to think of it as the mountain is trying to fight back against my dwarves and we are trying to conquer it.

My first embark attempt failed miserably when a werehyena (I've had about five so far) slaughtered my 20 odd citizens I had at the time, and the eventual reanimating corpses finished the rest off. My second embark was a squad of macedwarves that I thought could mash them to a pulp, yet they don't start equipped with weapons so died soon thereafter. My third and current was a squad of axedwarves that managed to defeat the undead host. As you can imagine however, the horror of an entire battlefield and delved halls filled with corpses was enough to scar my legendary mason, Medtob, for life it seems. Recently I've set up honeymoon suites and have had 4 out of my possible 12 marriages come through, but I'm worried 5 of them are stuck in perpetual 'lover' status.

Here are some photos of the fort, I'm trying to keep it pretty micro and small so that fps stays high. Also, as time passes and we conquer the mountain more, a colorful forest has sprung up, we like to see it as a reflection that we are taming the dark power of the hill.

If anyone has any tips on why my 'lovers' are no longer progressing to marriage and I've had two caravans suddenly dissapear en route to my depot which means I can't trade for that season. Also, so far no goblin attacks but population has been consistently ~35/40. I tried my best to include photos but I don't know if they have worked. Let me know how to do it if you know.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Stress & Pysche: 44.11+
Post by: clinodev on October 30, 2018, 10:08:00 pm
No luck on the pics, Tim.

Your best bet is probably to upload them to imgur and then just post the short links.
Title: Re: Stress & Pysche: 44.11+
Post by: AudiRgr8 on October 30, 2018, 11:10:39 pm
No luck on the pics, Tim.

Your best bet is probably to upload them to imgur and then just post the short links.

Figured out how to do it, cheers for the help!
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on November 01, 2018, 01:01:37 pm
Well your dwarves that have marriages in the picture, ALSO have dreams towards raising a family anyway, and given the experience of how dwarves remember things, they are experiencing the emotion of getting married as if it presently happened over and over again, not sure if that effects anything as dramatically as recounting a emotional state.

I wonder if toady will change lifelong dreams respectively when he retouches relationships to not caste dwarves as 75% craft-obsessed batchelors that are not good for fortress longetivity vs raising families and kind of tone it all down a little.
Title: Re: Stress & Pysche: 44.11+
Post by: AudiRgr8 on November 02, 2018, 03:22:26 am
Yeah, or at least raise the standard dwarven preferences towards marriage from a 'meh' at the moment unless they're passionate about it to a 'yeah I'd get married'. I think someone who doesn't want to propogate and produce offspring should be an outlier, not the norm.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on November 02, 2018, 05:13:23 am
They are outliers. It's just that dwarves don't seek out close contact with people they're interested in, outside of seeking out mayor, or children shadowing their parents.
Title: Re: Stress & Pysche: 44.11+
Post by: AudiRgr8 on November 02, 2018, 08:57:51 am
Yeah, I think love interests and marriages shouldn't be something the long term player should have to micromanage, rather they should happen spontaneously and on behalf of the dwarves, so that sometimes we may even have to deal with the repercussions of a fast marriage (think Romeo and Urist)
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on December 03, 2018, 08:38:16 am
Well ok then, in the space of shortly becoming friends inside a deep below ground civilian alert bunker set to active over a burrow, one my clerks became married to another.

They were then attacked by a naked reanimated corpse but through DFhackery i just healed them back up again to help preserve the moment.

(https://puu.sh/CbHfV/0720d00c17.png)

Yeah, odd, im not sure whether to say this just conflicts cultural values or is a presentation bug, since they say a lot of relevative other things in after combat chats about vengance that are true and why should this be false, their family mood shot straight up to bright green after this happened.

The burrow is over a normal meeting zone, nothing particular and special and its not a large hall either but animals & dwarves are least close enough to be semi cramped.

I can't recreate it because some other circumstances meant i had to jettison the status of the save despite not really wanting to, but zombie polarbear people mauling, stealing supplies and then rushing towards my dwarves were a major threat.


My diagnosis would be to make a dedicated gathering hall of 100 squares and just RP hold a 'gathering' every so often with a civilian alert active to yank people away from jobs with as much forcefulness as you can. Bit micro'y to handle your global 'breaks'

For anybody who doesn't know how to set up a civilian alert its
> Make or have existing burrows
> Go to military screen, alerts
> Create a new alert
> Set new alert to [CIV] by pressing enter over the new alert
> Go to alert, and move across to the right to press and click [Enter] on your burrow to assign the alert

Hmm i wonder if [CIV] being over inactive by default causes problems because usually in my past fortresses i've never messed with it. Dwarves are a lot less militant as per observation without it on, so i dont know if it passively affects global behaviour.

Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on January 06, 2019, 08:26:57 pm
Slight necro, but I made a very interesting (if useless) discovery in my current Fort.  If Dwarves are sheltered from stress for a long time, then exposed to a sufficiently high concentration of stress in a single burst, they can actually change from maximum happiness to depressed in 1 tick.  I used DFHack to reduce stress by the maximum amount, then had to hide from my first siege for ~1.5 years.  Eventually the invaders brawled with a pack of critters, resulting in numerous body parts scattered across my front lawn.  The map also rains Vile Sludge like 8 months of the year.

When the invaders retreated and I allowed everyone outside, a few Dwarves were paralyzed by terror; a combination of the body parts and accumulated sludge rain.  If they had been between early happiness and low stress, the stress hit of this event would have sent them into the unrecoverable 'haggard and drawn' state, effectively instantly.  The only reason I didn't have a considerable number of Dorfs become hopelessly depressed is because I artificially reduced stress by the maximum amount prior to exposure.  As it stands, I still had to pause all of my projects to build some emergency happiness boosters around the Fort.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on January 07, 2019, 05:26:12 am
I've heard of reports regarding this, also thanks for breathing life into it I dont mind the necro since there's still more to submit and I didn't feel like bump-double-posting over something if people have lost interest in it.

Quote
I've been using a new setup for my taverns, compiling public and private taverns together, then turning both of them off in autumn and winter so the dwarves distribute themselves without a location to visit by unassigning it but keeping it relevant with beds so people are still globally aware.

Spoiler (click to show/hide)

As you can see, there are 2 floorspace zones which are defined seperately for the public (larger) and private (inner) tavern, when the zones are off its overlayed onto a meeting/dining hall which gets regular use but becomes a gathering floorspace. Containers are attached to the barrel zones which themselves are mini meeting areas defined between private (left) and public (right).

The decoration and table/chair value has pushed it to be a legendary dining hall but i feel there's still more i could do to make it masterfully tasteful.
Spoiler (click to show/hide)

Turning the tavern off this way seasonally motivates my local monster hunter (in the 3x3 rented room adjacent with a cobaltite figure of himself on display) to actually work in spring and summer, else he'll slope off to the tavern eternally.

There are also interesting personal space setups in this thread in regards to personal temples so that devoted dwarves don't clutter up public areas (http://www.bay12forums.com/smf/index.php?topic=172900.msg7910396#msg7910396).
Dwarves are STILL not looking at my officiated public museum (2nd picture top right with green glass windows) but will idly observe personal museums, which is quite good regarding things that they like, they will notice, hence cheap home-made artifacts are always in demand for rooms with a extra edge of value (besides blue dyed bags being very good value containers)

Spoiler (click to show/hide)
Title: Re: Stress & Pysche: 44.11+
Post by: Sarmatian123 on January 07, 2019, 02:18:37 pm
From adventure mode.

My dwarf in his first 3 days created around 100-200 masterworks. Carpentry, knapping, bone carving y'know.

I jump upon camping fire. I drop one single master quality helve. I receive message "master quality item defaced something"... the usual.

I check my dwarf and he has HUUUGEEE in yellow color negative thought for the defacement.

I've thought master crafters with literally 100+ masterworks, should not be getting huge bad thoughts about 1 going missing... I suspect Toady on purpose amplified emotions in this derailed psycho system in order to make his thieving system work. If this spring coming thieving system works only with extremely sabotaged emotional system, then it will be a spectacularly wasted 9 months programming effort... Just saying.
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on January 07, 2019, 03:37:47 pm
Color actually isn't correlated with how negative the thought is afaik. See here. (http://dwarffortresswiki.org/index.php/DF2014:Emotion)
Title: Re: Stress & Pysche: 44.11+
Post by: zeves on January 08, 2019, 11:43:23 am
so they changed stuff, well im gonna start playing this game again afther over a year break atleast. wont change the way i play at all and hopefully evrything will work out fine, or not and i learn something new.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on January 08, 2019, 05:48:27 pm
New information, 'millbuilding' (dfhack named idle activity) drives dwarves to occupy a area even in the most mundane of circumstances, as they while actually standing up don't do much so long as there's a chair or walkable piece of furniture to seat upon wherein they will prefer to stop.

If a chair is adjacent to a occupied museum in a zone, they'll observe the seat, then the objects in a immediate 3x3 around them leading to a big dump of positive thoughts at once, therefore all personal dwarf rooms should have a chair centre & a dining table (to avoid no table bad thoughts when they attempt to eat), but this actually minimises the maximum amount of space and designs you can make for a dwarf to acknowledge, though 3x3's are quite basic and also spacious for a single dwarf and family when well outfitted.

(Chair/Museum Pedistal - Display case = 1 tick)
(Chair/Museum Pedistal - Display Case - Museum Display = 2 or more ticks)

Without a chair/walkable furniture (like another museum pedistal) dwarves wont hold attention there long enough and instantly shift position after a tick, constantly erratically moving about. This might also attribute to why they dont talk so much.

Quote
I believe this is crossover code from Toady messing with nobles on foriegn sites to make them sit at their offices for the player to see in adventure mode, and that it has transferred with the global offsite meeting room behaviour than previous 30. versions, dwarves were never noted to be sitters.
Title: Re: Stress & Pysche: 44.11+
Post by: zeves on January 10, 2019, 01:07:26 pm
so turns out if you ignore a emo dwarf for to long there are consequences.
my farmer that has been depressed for a long time went and killed my baron, witch normally isnt so bad but this noble was my only skilled armorsmith and trader.
well lessons learned. cull the weak early.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on January 18, 2019, 03:45:19 am
Made some significant headway into socialisation and happyness, the following configuration of chairs (in a 3x3) will work to smooth socialisation and friendship network building (not that all dwarves are good at it) will occur because dwarves will stand still over chairs for a prolonged amount of time and view them as well as adjacent furniture, which is long enough to get a conversation in. This works best over furniture assigned buildings, so the pictured simple stone statue garden can hold their interest as long as there are no other locations.

(https://puu.sh/Cywmh/487ef81e52.png)

All 'walkable' furniture like slabs in memorial halls are valid for this as dwarves will pause to observe, so in meeting areas, they should ideally take up a central 3x3 or the entire floorspace to entice dwarves in.

Secondly a case study on the application of museums, particular 'of interest' objects surrounded by chairs similarly or isolated chairs centre can view objects within/around them, and you will need 4 chairs for the maximum seating arrangement wherein dwarves will occassionally walk over to the chair, view the chair - the pedistal and the contained object after standing for a period of time.
Title: Re: Stress & Pysche: 44.11+
Post by: Sarmatian123 on January 18, 2019, 06:05:20 am
Chair without table sounds like mood's eating debuff.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on January 18, 2019, 06:45:14 am
Chair without table sounds like mood's eating debuff.

Happens a lot, but notably stone/wood chairs are cheap and more aesthetically sensible than covering a entire area with unengraved slabs, tables, empty museum pedistals/display. Key idea is that they hang around in the 'furniture' grid either conversing with dwarves on the outside of the 5x5 space or talking with dwarves immediately adjacent. Mathhmatically this room minus statue space, can fit 50 dwarves with 2 on each tile, especially if you burrowed them in there.

They'll also get the happyness from observing the chairs regularly, which keeps them sane and the art desire up to full. The thought for eating without a chair is significantly less hurtful than having no chairs in the fortress to eat at, all balanced out.
Title: Re: Stress & Pysche: 44.11+
Post by: Sarmatian123 on January 18, 2019, 09:41:52 am
All idle Dwarves are rather in library, tavern or temple. I have meeting area in my dinning hall, lots of chairs there, but it is empty. Is there an effective range for talk? How about sizing tavern location over dinning hall? Will that do the trick with chairs too?
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on January 18, 2019, 11:20:43 am
so they changed stuff, well im gonna start playing this game again afther over a year break atleast. wont change the way i play at all and hopefully evrything will work out fine, or not and i learn something new.
Ensure your dwarfs can do some unimportant crafting to improve their happiness. You will receive a migrant who considers craftsmanship to be important, but they have no crafting skills enabled. Over time, they will become less happy because they have not crafted for too long.
Title: Re: Stress & Pysche: 44.11+
Post by: Sorgklaan on March 16, 2019, 08:21:13 pm
So is it even possible right now to play a fortress with sieges and everything without an inevitable total collapse and without having to micromanage the absolute shit out of stress?

I just want to play dwarf fortress, but I've tried like a half dozen forts doing every old trick in the book to keep happiness high and they totally and utterly collapse the first time a few dwarves die.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 17, 2019, 04:30:35 am
I believe so. My fortresses have been brought down by the raid equipment corruption crash bug, not stress (although the last one had a fair bit of stress, including dorfs that had to be dealt with). However, I use cage traps to deal with invaders, so there's not as much corpse bit hauling (and underwear replacement on the corpse strewn battlefield) as in ones where you engage the enemies in battle (I still get corpse hauling, both because of invaders butchering merc visitors, and because I have to use militia to get rid of campers once the siege is broken).
Don't ever raid, though, or you'll eventually have to chose between giving up (or proceed into crashing) or playing without any military force at all.
Title: Re: Stress & Pysche: 44.11+
Post by: Loci on March 17, 2019, 12:36:13 pm
So is it even possible right now to play a fortress with sieges and everything without an inevitable total collapse and without having to micromanage the absolute shit out of stress?

Yes. I have run a successful 30-year fortress in a haunted tundra with regular sieges, ambushes, and undead, so it can be done.

First, a note on stress: while it is possible to overwhelm your dwarves with stress, in my experience most "stress fatalities" are actually caused by personality changes either increasing the amount of stress or reducing the ability to handle it. A few "personality altering events" are much too common, and typical "good thought" tactics do nothing to combat the resultant personality changes.

Option A: Dwarves are expendable. Thanks to conquering and expulsion, you can easily retire overstressed dwarves off-site, to be replaced by unstressed migrants. At one point I probably replaced the majority of my 30-dwarf population in a single year. While losing peasants and potashmakers isn't particularly painful, exiling a legendary armorsmith really stings.

Option B: Avoid personality changes. You can avoid most of the common "personality altering events" by altering your playstyle. Things like not sending cave-adapted dwarves outside, avoiding inclement weather, assigning a dedicated "corpse cleanup" squad, and making sure you have clothing and goblets will significantly slow down the rate of "stress fatalities". My expedition leader has been with the fortress since it's founding (thanks to a good starting personality, protection from personality altering events, and some luck).

Option C: Cheating. You can mod dwarves to have higher stress-resistance, or just remove their stress with DFHack.


A few recommendations:

* Some personality altering events can be almost entirely avoided, like embarking in a desert to avoid rain, or building an above-ground fortress to avoid cave adaption.
* Stress is cumulative, but the chance of a personality change is not. Instead of spreading the stress widely (and risking many personality changes), assign problem tasks like corpse cleanup to a small, expendable squad.
* Some traits can mitigate certain bad thoughts and avoid any associated personality changes. A dwarf who "only grumbles mildly at inclement weather" is immune to rain and snow personality changes; a dwarf who "doesn't really care about anything anymore" can haul corpses without risk.
* Libraries can provide a barrage of happy thoughts (particularly if you have reserved books you can "release" when needed).
* Using the military equipment system to assign cloaks to stressed dwarves can grant several happy thoughts (one per quality-level). Enabling the mining or woodcutting labor will cause that dwarf to regularly re-acquire the cloaks for additional happiness boosts.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on March 17, 2019, 01:05:08 pm
In my experience, having a dedicated corpse team has only a partial success rate.  Simply viewing a sentient corpse can be enough to send Dwarves into irreversible depression.  Same thing with weather; you need to either forsake the surface entirely, or have a dedicated 'outdoors building team'.
So is it even possible right now to play a fortress with sieges and everything without an inevitable total collapse and without having to micromanage the absolute shit out of stress?  I just want to play dwarf fortress, but I've tried like a half dozen forts doing every old trick in the book to keep happiness high and they totally and utterly collapse the first time a few dwarves die.
I'm going to say the answer is definitely 'no'.  Even if you forsake the surface and build in such a way that siege fights are guaranteed to happen in the same place (boring, I feel), you still need to force socializing via Burrow once or twice per year.  Unfortunately, right now I'm forced to recommend anyone building a serious Fort use the DFHack command to remove Stress periodically.
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on March 17, 2019, 06:04:45 pm
So is it even possible right now to play a fortress with sieges and everything without an inevitable total collapse and without having to micromanage the absolute shit out of stress?
I have expelled a few and do little micromanagement. I do examine each new migrant, ensuring they have a crafting skill enabled that produces items with a quality level (there needs to be workshops set up to queue a few jobs of this type of work each month), and ensuring they are added to a military squad that has an assigned barracks for individual combat drills (excepting miners/woodcutters/hunters). If you look at the average dwarf, they all respect crafting and military prowess. These two activities are as important to most dwarfs as praying, socializing, and reading, and you need to change each dwarf to allow them to do the activity. If they have no "work" of this sort over a couple of years, they will be much closer to cracking.
Title: Re: Stress & Pysche: 44.11+
Post by: scourge728 on March 18, 2019, 09:43:12 am
ptw
Title: Re: Stress & Pysche: 44.11+
Post by: Sorgklaan on March 24, 2019, 07:27:49 pm
Eck, I really don't like any of these options. Constantly cycling out my dwarves is something that kinda ruins the game for me, because I lose that feeling of persistent growth and life. And avoiding any sieges or conflict sounds boring as hell.

Some guy on the subreddit said that if you expand the shit out of your justice system and jail every dwarf who commits a crime in a masterwork prison, you can totally prevent a tantrum spiral. I'm skeptical of this, has anybody tried it? If not I might give it a try and report back.
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on March 24, 2019, 08:49:18 pm
Eck, I really don't like any of these options. Constantly cycling out my dwarves is something that kinda ruins the game for me, because I lose that feeling of persistent growth and life. And avoiding any sieges or conflict sounds boring as hell.

Some guy on the subreddit said that if you expand the shit out of your justice system and jail every dwarf who commits a crime in a masterwork prison, you can totally prevent a tantrum spiral. I'm skeptical of this, has anybody tried it? If not I might give it a try and report back.
The only information on justice is from my own findings (middle of 'General Information' in the op).  I was using a modest prison with artworks & furniture, but all average quality, and not paying attention to favorite materials.  Taking the time to micromanage a prison would be good info to have.  That said, even if sufficient quality and favorite items can help the criminals, it won't necessarily prevent tantrums, since some unhappy Dwarves never commit a crime, they just become crazy.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 25, 2019, 02:36:32 am
It's rather doubtful prison management would be a major help to stress management, as the reason for dorfs tantruming typically aren't the lack of nice surroundings (if it is, you'd be better off giving them decent rooms of their own, rather than prison cells, to prevent them from breaking in the first place).

Rambling list:
Dorfs don't like being rained on, see dead sapients (citizens in particular, as a comparatively recent improvement), not being able to eat or drink favored food, not meeting friends or family (and typically having neither, with basically no capability to acquire them without player intervention, apart from the starting 7 or migrating as a family), as well as things preventable through player management such as acquisition of new clothes and trinkets (although some stubborn buggers may refuse to claim trinkets unless they're of a favored material), praying, reading, crafting, martial arts training, and fighting (which can result in an immediate breakdown when the fighting results in a dead gobbo in unlucky cases). Nothing new in this list, and I've probably missed a number of things.
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on March 25, 2019, 03:57:12 am
It's rather doubtful prison management would be a major help to stress management, as the reason for dorfs tantruming typically aren't the lack of nice surroundings (if it is, you'd be better off giving them decent rooms of their own, rather than prison cells, to prevent them from breaking in the first place).

Rambling list:
Dorfs don't like being rained on, see dead sapients (citizens in particular, as a comparatively recent improvement), not being able to eat or drink favored food, not meeting friends or family (and typically having neither, with basically no capability to acquire them without player intervention, apart from the starting 7 or migrating as a family), as well as things preventable through player management such as acquisition of new clothes and trinkets (although some stubborn buggers may refuse to claim trinkets unless they're of a favored material), praying, reading, crafting, martial arts training, and fighting (which can result in an immediate breakdown when the fighting results in a dead gobbo in unlucky cases). Nothing new in this list, and I've probably missed a number of things.
Sounds about right. Fixing the stacking stress items (bodies, probably rain and to a lesser extent vengeful feelings towards keas) combined with an overhaul to the dorven approach to relationship building might be enough by itself to make the game a bit more bearable.

Family won't ever be solved until dorfs are allowed to either leave permanently or go on vacation (except the occasional few who get married thanks to the relationship fix).

Food...could be solved same as above, but really, it's a bit daft right now (Urist flees for the hills "I must have penguin kidneys!") probably should be edited out and only ever brought back if it's for picky nobles and "do I like this tavern?" visitor calculations.
Title: Re: Stress & Pysche: 44.11+
Post by: Gigaz on March 25, 2019, 11:49:43 am
There is still one way to deal with sieges without putting stress on the dwarfs. Massive amounts of magma.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 25, 2019, 04:29:29 pm
There is still one way to deal with sieges without putting stress on the dwarfs. Massive amounts of magma.
There are two problems with that approach:
1. FPS. I tried using magma once, but when my test run showed an FPS of 0 I gave up on that approach.
2. Campers. I get camping siegers who just won't go forward nor flee. It's a lot better than it was, but I get it again (it seemed to be gone for a while, for some reason). You'll have to send your militia to remove those (or wait until they leave in bored disgust, which they may or may not do).
3. Sieges have a tendency to litter the surface with the bodies of stupid mercs who tried to enter/leave the fortress while it was under attack, so you still get corpse hauling, although not to the same extent.
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on March 25, 2019, 05:16:11 pm
I'd add 4: what do you do before reaching the magma sea?

My playstyle is very slow-paced, so my fortresses usually last about ten years (until I lose interest and let whatever disaster destroy the fortress), and I've never reached it, actually. I'd rather turtle and avoid battles altogether rathen than rush to the magma sea.
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on March 25, 2019, 05:28:12 pm
I've been running a topside for for a bit, and three years in, only had two who kept crying on the expedition leader due mostly to lack of friends and the constant mix of simultaneous snow and rain in winter and the first half of spring. Militia training seems to be helping one of them get out of that funk, the other I dunno what to do with (and can't get rid of because his wife's a legendary armorer.)

Everyone else I've made an effort to provide decent housing (included preferred material stuff where possible) and pets. Having family, pets, and a temple along with plenty of stuff to do mitigates the worst of it, and married dwarves pumping out kids stay remarkable sane, barring the most absolutely fragile of minds (though that is an issue of its own, it's preferable to losing skilled workers to stress.)

Pets are good, I guess is my main point. Seems to do their owners a world of good.

I'd add 4: what do you do before reaching the magma sea?

My playstyle is very slow-paced, so my fortresses usually last about ten years (until I lose interest and let whatever disaster destroy the fortress), and I've never reached it, actually. I'd rather turtle and avoid battles altogether rathen than rush to the magma sea.

Honestly, a slow playstyle and a love of above ground constructions and avoiding cave adaptation are why I usually follow the modded stress vulnerability option, though I didn't do that in this case.
Title: Re: Stress & Pysche: 44.11+
Post by: Tinnucorch on March 26, 2019, 01:27:53 am
Pets are good, I guess is my main point. Seems to do their owners a world of good.

Dwarf Fortress 44.12... now featuring therapy dogs!
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on March 27, 2019, 08:01:01 pm
I was doing some testing on socializing and relationships. When a unit socializes with another, either because one/both are idle or are socializing in a tavern zone, the "rank" counter in their relationship increments by one or more. When the counter hits 15, they become friends or grudges. It's possible for a unit to socialize several times per in-game day. I don't know if the number is influenced by the personality of the talker or listener. Range seems to be 1-4 per in-game day.

However... Standard good/bad news.
Bad: It looks there are some serious restrictions on which tiles a dwarf will interact with during the "socializing" activity. It looks like they will only interact with units on N,S,E,W adjacent tiles. They ignore units in the same and diagonally adjacent tiles.
Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

This should give you an option to push your lonely dwarves into having friends.
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on March 27, 2019, 08:11:18 pm
That would certainly explain why my soldiers tend to make friends with kids who loiter in the barracks.
Title: Re: Stress & Pysche: 44.11+
Post by: Naryar on March 28, 2019, 05:40:10 am
Pets are good, I guess is my main point. Seems to do their owners a world of good.

Dwarf Fortress 44.12... now featuring therapy dogs!

>pets
>good FPS

naaaah
Title: Re: Stress & Pysche: 44.11+
Post by: Sanctume on March 28, 2019, 04:08:07 pm
I've stuck with this honeymoon suite setup, that can be added as a tavern expansion.

(https://i.imgur.com/0SKOzBS.png) 

It takes micro managing by creating a squad for 2 dwarf, then station them inside, then lock the door. 

In the room, as 2 sets of cabinet+bed+coffer that can be assigned as separate 3x3 bedroom (including wall and empty floor space. 

The other half is a 3x4 tavern zone with: 2 tables, 2 chairs, a coffer, 1x4 drink stockpile, and 3 tiles for prepared food or cheese. 

For marriage, it takes about 1 to 2 season for hetero interested in marriage to get married. 
For no relation, not even passing acquaintance, it takes at least 2 seasons. 



Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on March 28, 2019, 07:03:16 pm
I was doing some testing on socializing and relationships. When a unit socializes with another, either because one/both are idle or are socializing in a tavern zone, the "rank" counter in their relationship increments by one or more. When the counter hits 15, they become friends or grudges. It's possible for a unit to socialize several times per in-game day. I don't know if the number is influenced by the personality of the talker or listener. Range seems to be 1-4 per in-game day.

However... Standard good/bad news.
Bad: It looks there are some serious restrictions on which tiles a dwarf will interact with during the "socializing" activity. It looks like they will only interact with units on N,S,E,W adjacent tiles. They ignore units in the same and diagonally adjacent tiles.
Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

This should give you an option to push your lonely dwarves into having friends.
Good stuff :)  I have added this to General Information.

Spoiler: Honeymoon Suite (click to show/hide)
I like the efficient design, but I don't think any fancy building will reduce the amount of micro currently required.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on March 28, 2019, 10:22:58 pm
It seems like the most effective honeymoon suite has a two dwarves, a 2x1 tavern, with burrows that restrict the dwarves from standing on the same square. With some luck from the RNG, friends are usually possible in 7 days, lovers at around a month, and married at six weeks. I'm sure personalities play a role, but I haven't finished testing that yet.

Example:
Spoiler (click to show/hide)
Title: Re: Stress & Pysche: 44.11+
Post by: Immortal-D on March 29, 2019, 08:08:22 am
New information, 'millbuilding' (dfhack named idle activity) drives dwarves to occupy a area even in the most mundane of circumstances, as they while actually standing up don't do much so long as there's a chair or walkable piece of furniture to seat upon wherein they will prefer to stop.

If a chair is adjacent to a occupied museum in a zone, they'll observe the seat, then the objects in a immediate 3x3 around them leading to a big dump of positive thoughts at once, therefore all personal dwarf rooms should have a chair centre & a dining table (to avoid no table bad thoughts when they attempt to eat), but this actually minimises the maximum amount of space and designs you can make for a dwarf to acknowledge, though 3x3's are quite basic and also spacious for a single dwarf and family when well outfitted.

(Chair/Museum Pedistal - Display case = 1 tick)
(Chair/Museum Pedistal - Display Case - Museum Display = 2 or more ticks)

Without a chair/walkable furniture (like another museum pedistal) dwarves wont hold attention there long enough and instantly shift position after a tick, constantly erratically moving about. This might also attribute to why they dont talk so much.

Quote
I believe this is crossover code from Toady messing with nobles on foriegn sites to make them sit at their offices for the player to see in adventure mode, and that it has transferred with the global offsite meeting room behaviour than previous 30. versions, dwarves were never noted to be sitters.
Just saw this, added to the OP.  Again, anyone please feel free to pm me if I overlook new information.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on March 31, 2019, 12:55:59 am
Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

Wait... This is amazing.  Do you mean to say that if I build tavern squares in the N,S,W,E directions of my workshops that dwarfs will go and socialise in those squares and make friends with anyone who is working at that workshop???  Because if is, that's an incredibly easy way to make sure someone makes friends: make a workshop only for them, set up a repeating task, close all your taverns except for those 4 squares around the workshop.  Result, every idle dwarf will go and try to make friends with the dwarf in the workshop!
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 31, 2019, 02:21:44 am
Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

Wait... This is amazing.  Do you mean to say that if I build tavern squares in the N,S,W,E directions of my workshops that dwarfs will go and socialise in those squares and make friends with anyone who is working at that workshop???  Because if is, that's an incredibly easy way to make sure someone makes friends: make a workshop only for them, set up a repeating task, close all your taverns except for those 4 squares around the workshop.  Result, every idle dwarf will go and try to make friends with the dwarf in the workshop!
While it would be a marked improvement (and the investigation results are rather interesting), just having everyone chatting up the dorf in the workshop will result in a lot of dorfs getting a small number of relations points towards the worker(s), rather than the worker getting friends he may get a large number of passing acquaintances (still an improvement of the current standard situation). Thus, you'd probably need to use burrows (or some other means of separation) to restrict the dorfs visiting that friend making tavern to a set of dorfs to become the future friends, while everyone else go to the "normal" tavern (or are partitioned to parallel friend making setups).
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on March 31, 2019, 05:45:42 pm
It seems to be a bit of a RNG gamble. The more dwarves, the slower any individual relationship advances. I tested with with a dedicated idler and a carpenter, with repeating/scheduled jobs. They eventually made friends, but it was significantly slower (months) than with two stationary dwarves. It seems like you need small, but uncrowded taverns for fast(est) advancement. Maybe have a common burrow and a migrant burrow (or two), and keep migrants idle until friendships or relationships form? Then release them back into the common burrow. I don't know that I would have the patience for that though as part of normal gameplay though.

I should mention that I've been doing all my positional testing with two dwarves. I'm now doing tests on three or more dwarves after I got some unusual results from a couple of test runs.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on April 01, 2019, 11:45:28 pm
Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).

Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on April 02, 2019, 01:36:10 am
Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).


Weird. I wonder if this "logic" is related to the one that allows dorfs to build things from ramps and diagonals only if they could have stood in a perpendicular position?
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on April 02, 2019, 01:41:11 am
So my plan of long 2xn meeting halls actually doesn't have any issues?
Title: Re: Stress & Pysche: 44.11+
Post by: Sanctume on April 02, 2019, 11:57:40 am
So my plan of long 2xn meeting halls actually doesn't have any issues?

in a 2x6, you can get this issue.  but the chance to get 2 adjacents will be common. 
xx
1x
x2
3x
x4
xx

I use a 3x4 tables and chairs with chairs in the center 
tcct
tcct
tcct

But I am thinking a 2x4 on the upper left might be more productive. 
tcct
tcct
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on April 02, 2019, 08:56:01 pm
IIUC, the NSEW adjacency is only important for the one socialising.  So if you have tables and chairs to encourage eaters to be socialised with someone, I wonder if it would be a good idea to paint individual tiles as part of the tavern.  And, in fact, I'm thinking that the biggest long term activity is praying, so this would be pretty interesting:

Code: [Select]
  C
 CTC
  C

Where C represents a tile for a church and T represents a tile for a Tavern.  This would allow people to socialise in the curch and almost certainly have it be productive...  With tables and chairs in a tavern, make the "dining room" portion of the tavern *not* be part of the tavern, but rather surround a single tavern tile with chairs and tables, which would allow people to socialise with diners.  At the very least, dwarfs will be able to appreciate poetry while they eat.
Title: Re: Stress & Pysche: 44.11+
Post by: fortunawhisk on April 02, 2019, 11:49:20 pm
So my plan of long 2xn meeting halls actually doesn't have any issues?
Only when n<3? I got the fastest socialization with a stack of 2x1 meeting locations zones set to the same tavern. Each instance seems to do its own thing, rather than synchronize activity like a single zone. But the hassle of setting it all up every time you start a fort would... be a hassle? And then there's the dwarves that just hang out on the outside edge of the zone...

Weird. I wonder if this "logic" is related to the one that allows dorfs to build things from ramps and diagonals only if they could have stood in a perpendicular position?
I know a guy we can ask. :) My own guess was a check for adjacency that missed the combination of X and Y for diagonals (e.g., NE=X+1,Y+1).


Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on April 29, 2019, 06:36:50 am
Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).

Im a little rusty with the game after taking a break from *science and general gameplay for a month or two but i feel like burrows, chairs and deliberate obstructions can definitely be rigged up with my chair method.

Quote
XD1
D2(3C)
(4C)TT

C is chairs, T are tables, D are decorations, so effectively you get a clean grid of these (below) which should be on a repeating pattern for acknowledgement to keep dwarves stimulated while they are waiting.

Quote
XDX
DXC
CTT

You could try rotating this counter clockwise, and then filling in the gaps with unwalkable furniture like wall grates and statues in the corners, not that the tables have to be explicitly within the area

Quote
XDXXDX
DXCCXD
CTTTTC
CTTTTC
DXCCXD
XDXXDX

Funnily enough it makes a pleasing shape of a dining room that can seat six to eat in peace, memorise the mirrored positions of where the dwarves should stand for a burrow (or just burrow in number 3's to a seperate burrow). Hopefully if this is a bug it can be fixed.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on May 12, 2019, 05:09:17 pm
I've worked on the directional design and i think i've found something that fits, been trying it out on masterwork (which also gives a bit of breathing space from dwarf social awkwardness) and im getting slow but steady friendships. TWBT helps illustrate it anyway, even angry aggressive folks like these orcs can get along and (slowly) build up the xp for social skills.

A single 1x10 strip goes between the tables of the dining room which is a civilian and long term resident restricted tavern, and when people go eat their meals & hover over the chairs (entire room is a meeting hall) since the tavern is easily over capacity (only 20 people can fit inside, one 1/10'th of a 200 population fortress) leaving room for (3-4) barrels, one goblet stockpile + prepared meals if you feel like it inside the strip.

On the opposite side of the tables is a prayer area with the 5x5 minimum area closed in with a road (a road on the tavern strip will also be noticed by diners)

(https://puu.sh/DqyGS/800ca486e9.jpg)

All the workers are usually too busy to get married or be over-commited to collecting more than 3 friendships, so honeymoon booths + family rooms for migrant married couples work fine thus far. Its still determinable by chance whether a person will idle in the right spot but they'll talk to anybody adjacent in the tavern on NSEW logic.
Title: Re: Stress & Pysche: 44.11+
Post by: Schmaven on May 14, 2019, 05:13:38 am
Sometimes expelling the Haggard dworf who has racked up 10+ confirmed kills of fellow citizens is the best option.  That, or a magma execution.  Having to see the crazy dwarf murder everyone is bad for morale. 

In general, the fatalities I get from stressed dwarves are more than compensated for by migrants.  It is annoying when the legendary armorer is either killed by a dwarf, or goes crazy himself, but I've never found it to be fortress ending or to change my play style.
Title: Re: Stress & Pysche: 44.11+
Post by: Symmetry on May 19, 2019, 03:41:15 am
There's a lot of talk further up in the thread about furniture distracting dwarves from making friends, as it takes time to look at it.
Was this wrong? Or are these "strip" designs still better even so?

I find my dwarves just stand around reciting poetry and stories to each other :(
I can't find a good way to make them rank up friendship at all, beyond locking two of them in a tiny room.
Do we know the poetry stuff definitely gets in the way of relationship ranking?  Is there a way to reduce it?
Even in my 3x3 no books library dwarves still tell stories, I can't see friendship going up at all.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on May 19, 2019, 04:26:31 am
Findings and what is the common consensus on the 'fix' change very often as people look for the causes, if I or anybody else was 'wrong' or in light of new findings are disproved then its nothing particularly to dwell upon besides that we're making progress towards better models of running our fortresses.

Strip is the most efficient one i have, but im always looking for better. I've written up a suggestion thread that should help make better use of location zones, in particular taverns to evenly distribute their population and fill out a bit (http://www.bay12forums.com/smf/index.php?topic=173962.0).
Title: Re: Stress & Pysche: 44.11+
Post by: Symmetry on May 19, 2019, 09:00:12 am
oh yeah, this stuff is maddening to test.  Dead ends, false leads and better approaches are inevitable.
I remember a suggestion that social skill level had an impact on this, I'll try giving everyone legendary social skills and see if it affects anything.
Title: Re: Stress & Pysche: 44.11+
Post by: Schmaven on May 19, 2019, 04:43:25 pm
Findings and what is the common consensus on the 'fix' change very often as people look for the causes, if I or anybody else was 'wrong' or in light of new findings are disproved then its nothing particularly to dwell upon besides that we're making progress towards better models of running our fortresses.

That's a good point.  The current stress system is certainly an added challenge to smooth fortress operation; and given that it's very much in a work-in-progress state, the methods to adapt to it are not very intuitive.  Definitely requires some experiments.  The harder part of that for me is limiting the factors involved to draw clear conclusions.  I'll try and get an established fort running and see if that makes it easier for me to test this stuff.
Title: Re: Stress & Pysche: 44.11+
Post by: Incantatar on May 24, 2019, 12:15:38 pm
My marks dwarves tantrum one after another due to their fragile psyches while my hammer dwarves have no issue at all with killing. What's the reason for this? They all have good discipline. I even started everyone with natural discipline.
Title: Re: Stress & Pysche: 44.11+
Post by: Splint on May 24, 2019, 01:31:34 pm
Discipline simply lets them keep on functioning in the face of adversity - dwarves with high discipline are more apt to keep things bottled up for longer even while stressed the hell out (and when those dwarves finally do crack, pray they aren't the violent sorts or people get shot, beat with things, or fatally punched in the head,) but they're also unlikely to flee or be overwhelmed by horror when allied sapients die, gritting thier teeth and continuing to fight.

Additionally, your melee dwarves are the ones right in the thick of the fighting, so they've been bombarded with enough emotional trauma to not be bothered by it nearly as much due to the nature of melee combat.

Your marksdwarves simply aren't cut out to be soldiers mentally speaking, which is a separate issue from discipline.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on May 24, 2019, 02:06:37 pm
Give them time off to drill in a regular training room to naturally rise passives like discipline, a champion noble ought to help out directing them, archery ranges are very time consuming so they don't normally get the nitty gritty stuff the melee grunts do. Turn them off when the squad is proficient enough to stop rusting the crossbow and archery skill at about 'skilled' level i would recommend.
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on May 24, 2019, 04:48:49 pm
My marks dwarves tantrum one after another due to their fragile psyches while my hammer dwarves have no issue at all with killing. What's the reason for this? They all have good discipline. I even started everyone with natural discipline.
Are you able to see common differences in the source of stress between the hammer and marksdwarfs? Killing things is usually not a source, but seeing the dead bodies or being vengeful from joining an existing conflict are sources. Maybe your marksdwarfs are seeing the same dead bodies but are accumulating vengeful stress at a higher rate. When you say they all have good discipline, how good?
Title: Re: Stress & Pysche: 44.11+
Post by: Incantatar on May 25, 2019, 03:22:46 am
The melee squad did train between 0.5 and 1 year longer so they had better stats. It was just strange that 6/8 of the archers ended up with a red arrow, I've never seen this in all my years df. I tried expelling some people but I couldn't change a tantrum spiral. I'll try a new world with a tweaked raw file.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on May 25, 2019, 04:05:59 am
Like other people hve said, if they're not actively moving towards the enemy they're shooting while standing next to corpses which might be more detrimental because crossbow fights can stretch out for a long time.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 11, 2019, 06:11:46 am
What was the last DF version before the personality/stress update? I am currently using a very old version of DF and i'd like to get some new features without (heh) stress.
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on August 11, 2019, 06:19:47 am
The ones that made the game hard were in 0.44.10.
Title: Re: Stress & Pysche: 44.11+
Post by: NordicNooob on August 11, 2019, 09:06:13 am
Also, if you're exceptionally worried about stress you can take the modding approach and change dwarves' [STRESS_VULNERABILITY] trait.
Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 12, 2019, 03:16:11 am
Also, if you're exceptionally worried about stress you can take the modding approach and change dwarves' [STRESS_VULNERABILITY] trait.
I'm not having bad thought about stress per se, it's just that i don't want to restart the game every so often because of something i can't prevent or fix.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 12, 2019, 07:41:31 am
As far as I've seen, you have to shift the view from "if I can't save them all I've failed" to "you have to accept some losses, as long as the whole continues to work". Thus, exile or unfortunate accidents for those who can't be saved (avoid killing them directly), and take some care with exposing the dorfs to stress (which further penalizes play styles where you engage in direct confrontation with the enemies, unfortunately). Also, if you don't want to restart every so often you should never use the raiding functionality.
Title: Re: Stress & Pysche: 44.11+
Post by: zennyrpg on August 14, 2019, 12:38:19 am
I tried playing humans with the "All Races Playable" mod so as to avoid rain related personality disorders when building above ground.  Some of my humans had the description: "She likes working outdoors and grumbles only mildly at inclement weather."  None of these humans have had rain related personality changes in 5 years.

However, a significant number of my humans do not have that in their description.  Those humans have been getting various personality changes.  Its a bit disappointing, since they are humans and are meant to live in villages.  I can't really prevent them getting rained on without moving them underground.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on August 14, 2019, 02:02:39 am
Well. DF is currently DWARF Fortress, and mods/raw hacks to make other races playable have to butt heads against that limitation. Comments/complaints about mods are better placed in their respective mod threads, though.

DF is intended to get a broader range of playable races, but it's still a way off.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on August 14, 2019, 07:51:31 am
Annoying as it might look from an overviewer / almighty / omniscient player, just think of a small villagr of 200-200something people.

There's always somebody angry, somebody depressed, somebody who is a troublemaker, someone cheerful...

Of course, stress needs balancing and all that, but you must accept you can't have everybody happy.

Some time ago I read the story of the first Spanish attempts to settlements in America, early 1500. Hunger, scarcity, disease, rain, fights, murders, executions... Many of them just went insane.

So thinking about it, melancholy and insanity and depression are not out of place when you live in a hellhole in the jungle with constant rains.

(But yeah, it needs tweaking)
Title: Re: Stress & Pysche: 44.11+
Post by: zennyrpg on August 14, 2019, 09:19:44 am
Well. DF is currently DWARF Fortress, and mods/raw hacks to make other races playable have to butt heads against that limitation. Comments/complaints about mods are better placed in their respective mod threads, though.

Agree, I shouldn't have framed it in relation to my disappointment with the mod.  I added it as an insight into how stress works (since the mod is basically vanilla).  Maybe everyone already knew that personality blurb prevented rain stress?  I thought it was interesting that rain stress still effects humans.  You could simulate the same thing by making a dwarf fort accept a bunch of human petitioners and using those humans as your "outdoors crew".  However, this alone is not enough since some humans still would be vastly happier underground away from the rain.

There's always somebody angry, somebody depressed, somebody who is a troublemaker, someone cheerful...

Of course, stress needs balancing and all that, but you must accept you can't have everybody happy.
I don't want everyone happy-- I don't want people to get "in a constant state of internal rage" due to being exposed to rain.  Once someone gets a disorder like this, their stress is likely to build and they will try to murder someone.  As you say, it needs tweaking. 
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on August 14, 2019, 10:10:44 am
I tried playing humans with the "All Races Playable" mod so as to avoid rain related personality disorders when building above ground.  Some of my humans had the description: "She likes working outdoors and grumbles only mildly at inclement weather."  None of these humans have had rain related personality changes in 5 years.

However, a significant number of my humans do not have that in their description.  Those humans have been getting various personality changes.  Its a bit disappointing, since they are humans and are meant to live in villages.  I can't really prevent them getting rained on without moving them underground.

It's a hardcoded trait that is given to the starting 7 to make the first few minutes of embark less punishing. However, high personal value of NATURE also seems to prevent bad thoughts from rain.
Title: Re: Stress & Pysche: 44.11+
Post by: scourge728 on August 14, 2019, 10:25:56 am
Think about it, you live above ground (I assume) and you probably don't like getting drenched while working
Title: Re: Stress & Pysche: 44.11+
Post by: zennyrpg on August 14, 2019, 11:10:14 am
Think about it, you live above ground (I assume) and you probably don't like getting drenched while working
Sure.  But I go autonomously go inside when its raining.  There's no way to make dwarves do this on their own.  Maybe have a civilian alert every time it rains?  Turn off all outdoor labors when it rains?  Even then, being rained on for a very short time still generates the bad thought (so i assume also the personality disorders that do with it)-- so even running for cover wouldn't avoid it.

I end up getting rained on all the time where I live.  Commuting in the rain (or in df walking from building to building) is different than working all day in the rain.  Maybe differentiate "caught" in the rain vs "was drenched" in the rain where the later happens if you spend more than X amount of time in the rain.  (I'm imaging an outdoor workshop where some poor drenched dwarf is laboring all day in the rain, yeah I agree that's bad)

Annoyed at being rained on == great
Annoyed was rained on a year later == ok
In a constant state of rage due to being rained on == rain too op
Title: Re: Stress & Pysche: 44.11+
Post by: anewaname on August 14, 2019, 12:44:21 pm
...
Sure.  But I go autonomously go inside when its raining.  There's no way to make dwarves do this on their own.  Maybe have a civilian alert every time it rains?
Needs a new type of pathing... one for "rain avoidance". It would be like "walk" pathing, but would exclude "Outside Light Aboveground" tiles while it is raining.

So each time it stops or starts raining, the available set of tiles for "rain avoidance" pathing type changes, and "rain avoidance" dwarfs will refuse to go into the rain until it stops or until the dwarf is starving (this is like the current situation with dwarfs stuck in a tree or on a wall, and they refuse to use Climb pathing to get out of the tree until they are starving). If the dwarf was already in the rain, they will use Walk Pathing (or even Climb pathing) to get out of it (just as dwarfs in water switch to Swimming mode until they are out of the water).

So, this would not be like a burrow, where the player has anything to say about what happens. The dwarf says "not going in the rain, no no no" and that is it.

Now you will have some dwarfs acting like some RL people do when a downpour starts... they wait in shelter until the rain stops or until their needs overwhelm their dislike of the rain. You may even see one dwarf walk through the rain to bring food or water to another dwarf, because one was willing to walk through the rain and the other was not.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on August 14, 2019, 02:33:22 pm
That sounds too good and sensible.

Is it even possible ?
Title: Re: Stress & Pysche: 44.11+
Post by: Atarlost on August 14, 2019, 09:38:33 pm
Should any race that travels overland have an extreme aversion to weather?  If your starting seven began the game on the first cavern layer and immigrants and dwarven merchants came through the caverns it would be different, but they all travel overland.  It doesn't really make sense for dwarves to suffer complete breakdowns over rain in forts given how they behave outside forts. 
Title: Re: Stress & Pysche: 44.11+
Post by: Superdorf on August 14, 2019, 10:49:29 pm
Maybe you could have rain-rage be a side effect of cave adaptation. Dwarf-merchants don't go vomiting everywhere either, after all...
Title: Re: Stress & Pysche: 44.11+
Post by: Shonai_Dweller on August 14, 2019, 11:22:52 pm
It's a bug. Some stressers are stacking when they shouldn't. Rain isn't meant to drive dwarves insane. Stress system is currently not working as intended.
Title: Re: Stress & Pysche: 44.11+
Post by: Loci on August 14, 2019, 11:38:03 pm
I can't really prevent them getting rained on without moving them underground.

Sure you can. You could disable weather in d_init, embark in a biome with extremely rare or non-existent rain, build roofs, or use burrows to constrain most of your population to weather-proof tiles. I've successfully used the latter three in several above-ground forts in v0.44.12.

Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on August 15, 2019, 06:12:40 am
I can't really prevent them getting rained on without moving them underground.
Sure you can. You could disable weather in d_init, embark in a biome with extremely rare or non-existent rain, build roofs, or use burrows to constrain most of your population to weather-proof tiles. I've successfully used the latter three in several above-ground forts in v0.44.12.

Building is very slow is partly the problem without some form of hobbit hole sheltered accomodation, but taking a masterwork approach and modding more ways to get efficient materials to build with (and using DFhack for its smarter box building setting) is immeasurably better for building platforms to shield dwarves from the rain and structures.
Title: Re: Stress & Pysche: 44.11+
Post by: pamelrabo on August 16, 2019, 05:28:10 am
Disabling the weather looks like a really good option to me. Weather doesn't affect anything apart from the dearves' mood, I think. Ponds don't refill with rain, rivers don't flood, and snow storms don't slow movement or prevent birds from flying.

So disabling weather is like assuming weather's there but your citizens don't care about it more than the world around them. I think I'll do it next fort.
Title: Re: Stress & Pysche: 44.11+
Post by: Sver on August 16, 2019, 05:54:00 am
Rain cleans outside contaminants, such as blood on the grass, which the dwarves themselves won't clean. Can be cruicial if you play with temperature on, in a biome that does freeze in winter (each blood spatter will demand its fair share of FPS). Still, you can only enable weather for such clean ups, while your dwarves are safely hidden inside.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 16, 2019, 11:31:05 pm
@pamelrabo: In my experience, river basins and ponds both refill with rain(if they're filled with magma, you get clouds of steam instead). Maybe you only have part of your embark raining?
Title: Re: Stress & Pysche: 44.11+
Post by: feelotraveller on August 17, 2019, 04:56:58 pm
My experience is that it depends on how much rain compared to how much temperature.  Sometimes the biome is too hot for ponds tor refill.  Also the size of ponds matter with bigger ones having a greater tendency to refill and single tile ones having great difficulty (would guess that runoff from rain is not modeled).  But totally agree that ponds/river basins can refill from rain... at times.
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on August 17, 2019, 10:55:39 pm
Oh yeah, totally have an embark where in summer even 7/7 ponds evaporate.
Title: Re: Stress & Pysche: 44.11+
Post by: Crabs on August 18, 2019, 01:51:20 am
Hello,

(tl;dr: What of the stress system is intended and what will be gone after the Big Wait?)

dug up my old account just to chime in. Came back to DF after a long time how so many people do but without checking the forums.
Now after I tested out the cool new raiding and pillaging mechanic and happily awaited a siege from the nearby goblin civ I started a war with and very obliviously stumbled into the stress problems this entire thread is about (and now I understand why this thread got so many pages...) The cleanupcrew got emotionally destroyed.
So my question is what of that is actually intended and what is not? For me personally it would be too much mircomanagement to go through all the dwarves and see who would suffer the least from cleaning up a battlefield so I'm wondering if Dwarves are supposed to be this... vulnerable.
If you ask me, they should care way less about certain corpses (e.g. corpses of another species that just moments ago tried to kill you with a huge army...) I'd even go as far and say that most dwarves should feel relieved after seeing a goblin corpse.

Title: Re: Stress & Pysche: 44.11+
Post by: Splint on August 18, 2019, 02:31:43 am
Hello,

(tl;dr: What of the stress system is intended and what will be gone after the Big Wait?)

dug up my old account just to chime in. Came back to DF after a long time how so many people do but without checking the forums.
Now after I tested out the cool new raiding and pillaging mechanic and happily awaited a siege from the nearby goblin civ I started a war with and very obliviously stumbled into the stress problems this entire thread is about (and now I understand why this thread got so many pages...) The cleanupcrew got emotionally destroyed.
So my question is what of that is actually intended and what is not? For me personally it would be too much mircomanagement to go through all the dwarves and see who would suffer the least from cleaning up a battlefield so I'm wondering if Dwarves are supposed to be this... vulnerable.
If you ask me, they should care way less about certain corpses (e.g. corpses of another species that just moments ago tried to kill you with a huge army...) I'd even go as far and say that most dwarves should feel relieved after seeing a goblin corpse.

Title: Re: Stress & Pysche: 44.11+
Post by: clinodev on August 18, 2019, 02:32:31 am
Hello,

(tl;dr: What of the stress system is intended and what will be gone after the Big Wait?)

[...]

So my question is what of that is actually intended and what is not? For me personally it would be too much mircomanagement to go through all the dwarves and see who would suffer the least from cleaning up a battlefield so I'm wondering if Dwarves are supposed to be this... vulnerable.

It's broken, confirmed broken, intended to be fixed for next release. The framework is probably okay and a very cool addition to the game, but it's hard to tell, because very many of the things that relieve stress and fulfill needs are themselves broken. It is specifically not intended to be micromanagement hell.

My advice at this point would be to use either DFhack (remove-stress and fillneeds,) or the mod that's going around
(https://www.reddit.com/r/dwarffortress/comments/af3sx0/mod_how_to_remove_stress_completely_or_lower_the/)
rather than learning all the micro tricks in this thread.
Title: Re: Stress & Pysche: 44.11+
Post by: feelotraveller on August 18, 2019, 02:45:46 am
I would put it slightly differently, but its (mainly) a matter of emphasis.  :)

The system as a whole is intended and in all likelihood will remain intact after the big wait. Toady has stated that one of the intentions over the last cycle has been to make the game hard(er) again.

However there can be expected to be a (major...?) rebalancing of some effects, and one hopes a fixing of (at least some of) the bugs that result in other effects not correctly activating.  Everyone (Toady included) agrees that the balance is off at the moment - although various people have different opinions on the what's and wherefore's and how to 'fix' it.  ;D
Title: Re: Stress & Pysche: 44.11+
Post by: Crabs on August 18, 2019, 05:34:42 am
Thanks for all the replies.
That relieves me a little that many people aren't exactly happy with how fargile the dorfs are at the moment.
I agree that all the new stress and bliss factors are a nice addition but as you guys said, it's not working in a fun way at the moment.
Also thanks for the mod suggestions, I might try that out.
Personally, I think the 7 starting dorfs should kinda expect what they're getting into as should the first 3-5 migrant waves.
Once you have a fortified small town with lots of luxury (compared to the first weeks people sleep in the dirt, no goblets/dining hall etc.) I could see dorfs who never go outside getting pampered and fragile. But ideally dorf society should raise their offspring in a way so that they don't break down at the sight of a battlefield since it's a relatively common thing to see in most DF worlds.
But I get that it might be a very finnicky thing to balance. You don't want robots that don't feel anything either.
Title: Re: Stress & Pysche: 44.11+
Post by: clinodev on August 18, 2019, 06:22:36 am

Personally, I think the 7 starting dorfs should kinda expect what they're getting into as should the first 3-5 migrant waves.

I believe you'll find each of your starting seven, at least, "likes working outdoors and grumbles only mildly at inclement weather," which does help a bit. (Apparently this only applies to cave adaptation, sorry.)

It's a great time to practice mountain, glacier, and evil embarks, by the way. There's so much less temptation to send dwarves outside!

Title: Re: Stress & Pysche: 44.11+
Post by: Adequate Swimmer on August 18, 2019, 06:26:15 am
IMO it should work like it does in 44.09. Stress should only become a problem if the player is blatantly doing things wrong, or under extreme enviromental pressure.
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on August 19, 2019, 04:40:45 pm


Personally, I think the 7 starting dorfs should kinda expect what they're getting into as should the first 3-5 migrant waves.

I believe you'll find each of your starting seven, at least, "likes working outdoors and grumbles only mildly at inclement weather," which does help a bit.

That's pretty much exclusively a message about cave adaptation, doesn't do anything about inclement weather at all actually, just makes them not feel nauseous upon surfacing
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on August 19, 2019, 08:08:45 pm
That's pretty much exclusively a message about cave adaptation, doesn't do anything about inclement weather at all actually, just makes them not feel nauseous upon surfacing

Wiki says the opposite:
Quote from: https://dwarffortresswiki.org/index.php/DF2014:Thought#Weather
Went outside while it was raining, snowing, or in evil weather. Ambushers are used to bad weather and don't get this thought, and dwarves who like working outdoors won't get stressed from this.

Quote from: https://dwarffortresswiki.org/index.php/40d:Cave_adaptation
A dwarf with the description, 'likes working outdoors and grumbles only mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is. In fact, said dwarf may even have cave adaptation - this description simply indicates that the dwarf gets reduced happiness penalties from having to do without the comforts of civilization.
(This quote's from 40d, though.)
Title: Re: Stress & Pysche: 44.11+
Post by: Putnam on August 19, 2019, 08:16:20 pm
That 40d quote's very wrong--it's literally a flat indicator of cave adaptation, nothing to do with resistance.
Title: Re: Stress & Pysche: 44.11+
Post by: TeaAndRum on August 20, 2019, 09:13:50 pm
Captain of the Guard is definitely bugged, at least for me. In my current fort I've had maybe 50+ CotG's since they always, aaaalways go nuts in a few months, no matter how peaceful it is. I would leave the position empty, but solved crimes are nice.
Title: Re: Stress & Pysche: 44.11+
Post by: mikekchar on August 22, 2019, 09:12:46 pm
Just a quick tip for the rain: Make travel routes where you have cover from the rain.  This will reduce the amount of unnecessary rain that your dwarfs experience, without needing burrows.
Title: Re: Stress & Pysche: 44.11+
Post by: zennyrpg on September 17, 2019, 09:16:52 am


Personally, I think the 7 starting dorfs should kinda expect what they're getting into as should the first 3-5 migrant waves.

I believe you'll find each of your starting seven, at least, "likes working outdoors and grumbles only mildly at inclement weather," which does help a bit.

That's pretty much exclusively a message about cave adaptation, doesn't do anything about inclement weather at all actually, just makes them not feel nauseous upon surfacing

I had a 35 year old above ground fort.  I went back and counted the living dwarves (plus one I exhiled and had a screen shot for).  All the adults had lived there more than 2 years and there were 3 children 2 years or less old.  ~2 years seems to be the time after something bad happens to the dwarf that it manifests as a personality change.  I counted the dwarves that had changes cited as "caught in the rain".  This is on 44.12  Here are my results:

"Likes working outdoors and grumbles only mildly"- Has rain change: 0 No rain change: 9
"Does not mind being outdoors, at least for a time"- Has rain change: 0 No rain change: 9
No "outdoors" description- Has rain change: 22 No rain change: 0
Equal or less than 2 years old- No rain change: 3

As you can see, both of those descriptions were a perfect predictor of rain related personality changes in my fort.  Therefore, lacking other evidence, I believe dwarves with those traits are immune from related personality changes.  This does not necessarily make them immune from unhappy thoughts-- only that the unhappy thoughts do not manifest into personality changes.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on December 19, 2019, 08:58:18 am
Interesting new report by Hedrawig "0011193: Quarreler and Flatterer reputations seem unobtainable despite clear actions to get them." (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11193)

I've never really looked into it but the Reputations (http://dwarffortresswiki.org/index.php/DF2014:Reputation) wiki entry has fort specific examples, is this the reason why dwarf behaviours socially are so regressive because these are broke? I can't even see any gui fields for GM editor.

This is mind blowingly relevant, considering the failure much of the time to complete bandit killing quests, identifying yourself to kill neutral nations (which doesnt work), and tamed creatures that are meant to be bonded flipping out. Some of these are fortress specific or adventure specific, but the more i look into it the more things turn up.

Biggest one is where dwarves all collectively gain amnesia, which is word for word the same as the issue report if a reputation is meant to be attributed between modes.
Title: Re: Stress & Pysche: 44.11+
Post by: therahedwig on December 19, 2019, 10:38:51 am
so... I am doing the reputation science that led to that bugreport, as well as the updates on the wiki here: http://www.bay12forums.com/smf/index.php?topic=175195.0

Relationships and reputation is indeed very interconnected. As far as I can tell, most reputation has a relationship status associated with it, so friends have a friend reputation, grudges a grudge reputation. Familial relationships are a separate thing here, so is romance. I am still not sure how everything is exactly stored, it seems at the least a part of the relationship is stored on a per-unit level, another part on a hist-fig level and yet another part on an entity level. (DFHack lua reading results in entities carrying the big reputations, such as bard, poet, killer, defender of the weak, and histfigs carying the interpersonal ones, so quarelling, good for bussiness, friends, friendly, source of info. But there's also, when you do a dance, that adventure mode npcs know you as a dancer now, but it hasn't propagated to the entity yet, nor is it stored at the histfig level, so I suspect there's another place this stuff is stored which isn't the relationship ids in the unit)

But yeah, this also kind of blew my mind when I saw it, as it seems from the dfhack values and string dump that all of the reputations have an associated relationship status (considers quareller, considers poet). But you don't see them in fort mode for some reason???

I still think the main problem here is dwarves' chatting radius being super small, but the lack of reputation-related relationships showing up indicates there's other messiness going on as well.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on December 19, 2019, 11:28:26 am
I've ran super efficient talking spaces before as tight as i can pack them, and arguementiveness is usually one of the core needs that are always fufilled but never go anywhere so im not fully sure if that is the case. Sorry if i've come across as rather over-enthusiastic but its a very interesting development.

*ah i've had time to read through your research now, good stuff.

I set up some suggestions too to help try and regulate and work out some bridge-gap links where i think the AI is disjointed in its reaction. Like alcohol guzzlers and vermin, which might be seen as 'not innocent' and therefore worthy of little thought when they die. (http://www.bay12forums.com/smf/index.php?topic=175233.0)
Title: Re: Stress & Pysche: 44.11+
Post by: Fleeting Frames on January 09, 2020, 06:40:17 pm
I made a support DFHack script to attempt to buy liked stuff from caravans today, and I've seen some dorfs actually eat various kinds of cheese they like after the human caravan provided stuff (including lots of fish). It's tested on exactly one caravan, so there are probably bugs (no animals bought for slaughter, for instance).
Spoiler (click to show/hide)

The script is run from while you're on the trade screen, and it simply goes through the list of items for sale and match them against preferred food of citizens, marking each match for purchase. There is no check against what you have in stock or whether you can afford it, though, so it will happily select everything it finds matching. It might be useful to handle at least some food preference issues, as the dorfs I'm losing essentially are lost to the combination of no friends, no family, and no decent meals.
Huh, neat idea; though I was contemplating marking all desired prefs as requested goods (also gets around "want to eat giant lovebird heart in particular"). Should be relatively easy adaptation.

2018 was long ago, but felt like doing it: https://dwarffortresswiki.org/index.php/User:Fleeting_Frames/order_takeout

Doesn't work on tree growths yet (I lack test save for that atm).
Title: Re: Stress & Pysche: 44.11+
Post by: Robsoie on February 12, 2020, 09:37:06 pm
Looks like the new version have changed nothing in term of dwarves unable to make new friends without some forced setup like this one :
http://www.bay12forums.com/smf/index.php?topic=171185.msg7799648#msg7799648

I have been running a normal fortress with no modded files (with normal tavern+normal temple) as in "nothing is made to "game" the system to force relationships" and after some years with that fort , the dwarves out of the starting seven only have lots of "passing acquaintances" and never made any new friend (and so even less find someone to marry).
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on February 13, 2020, 04:14:12 am
I have a super efficient tavern/performance area here, developing the method i've show before, the 1x12 strip allows dwarves & visitors to interact with people at the tables and overall it a legendary dining room and gives nice thoughts to offset.

(http://puu.sh/F9YUW/03925d47fc.png)

All that's required is a 5x5 space to do their dancing/musical activities for needs, but they 'socialise' in areas without distractions (like guild halls) and pick up dabbling skills, not really progressing their dabbling social skills though. Migrants are also arriving 8/10 with no social skills either.
Try modifying the rate of social skills to a baseline of adequate and get back if there's any development.
Title: Re: Stress & Pysche: 44.11+
Post by: Symmetry on February 13, 2020, 02:50:52 pm
FantasticDwarf, I understand the theory but when I implement these 1 wide strips of tavern I get almost 0 progress in friendships still.
There are a very few non starting 7 dwarves with 2 or 3 friends after years of this.

Is there anything else to it?  Am I expecting too much progress?
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on February 13, 2020, 03:10:54 pm
FantasticDwarf, I understand the theory but when I implement these 1 wide strips of tavern I get almost 0 progress in friendships still.
There are a very few non starting 7 dwarves with 2 or 3 friends after years of this.

Is there anything else to it?  Am I expecting too much progress?

I did mention dabbling social skills (of which in 47.xx do improve in ALL fields when not working), the theory least makes them meet other dwarves and also visitors successfully and some other comments on investigating mind structures, usually yields that the visitors have a 1 sided friendship with the dwarf if there long enough or on repeat visits because they can already speak fluently from offmap experience.
If dwarf relationships level is like a scale of 1 to a 100, if they're already friends then its like median anywhere for the starting seven of '50-75' before they marry, or become kindred spirits (which is the new exalted type of friendship above 'close friends') then its easy to see why a big period of inactivity gives in to rust and low skills count the single digits rather than rapid progression. Friendlier less insulated personalities often immigrate with better worldgen skills, like a expert comedian and pacifier who became my compulsary mayor.

All things in DF take time though, im trying to progress my fort design without implicitly changing anything.
Title: Re: Stress & Pysche: 44.11+
Post by: doublestrafe on February 13, 2020, 06:28:04 pm
I made a quick 5x5 dining room in my current fort, and by a year and a half in two of my dwarves were getting married. Which upsets me because I don't want death driver babies.
Title: Re: Stress & Pysche: 44.11+
Post by: Superdorf on February 13, 2020, 07:04:49 pm
Death driver babies aren't a thing anymore, apparently. The last bugfix release took care of that!
Title: Re: Stress & Pysche: 44.11+
Post by: Superdorf on February 17, 2020, 01:35:55 am
Guys
guys guys guys

Quote from: Toady One
Released Dwarf Fortress 0.47.03

Quote from: Toady One
- Added person-seeking behavior to socialize activity and to jobless milling about in zones
- Changed stress calculation for high vulnerability personalities

New stress mitigations! :))
Title: Re: Stress & Pysche: 44.11+
Post by: Orkel on February 17, 2020, 06:48:04 am
Many of my stressed dwarves became unstressed when I ported the save to 47.03, so it seems to be working. The dwarves are also clumping up nicely in temples, guildhalls and the tavern, implying social relationships are finally being made.
Title: Re: Stress & Pysche: 44.11+
Post by: FantasticDorf on February 17, 2020, 12:18:03 pm
Social cohesion is a little bit disproportionate even though they seem to be correctly talking to each other.

It might just be a lot like planters, small skills with small yields, definitely tapping into my previous comments about modifying the social skill rate or setting a baseline so that they can interact with other dwarves from a social skill of 0 non awkwardly without taking seasons to get anywhere (Or if you like that, just keep it at that. Dwarves already have quite reclusive personalities and refer to honeymoon suites)

I've actually not seen any thoughts of improving a social skill anywhere outside of leaving the dwarves at the trade depot for extended periods of time (and thankfully that dwarf was a ex-peddler and pre-supplied a decent amount of social skills, so maybe the bigger interaction gave a bigger xp reward)
Title: Re: Stress & Pysche: 44.11+
Post by: Dragonborn on March 01, 2020, 11:00:58 am
In my current 47.03 fort, I had a particular dwarf who was distracted by many different needs.  He worshiped about 10 different gods, and was complaining that we couldn't communicate with one of his gods.  So I watched him for a while.  I think the newer versions of the game handle polytheist dwarves a lot better than they used to.  He stood in my temple with a purple text "Worship!" task, and it would cycle through each of his gods.  Eventually it got to the one he was distracted over and that need got satisfied.  So not only do they cycle through different gods properly, they stop worshiping when needed and don't constantly pray.

Then I noticed he was distracted over lack of making merry, and lack of taking it easy.  He fixed this himself by going to my tavern and drinking/socializing/telling a story/listening to a story.  It seems the "taking it easy" need is simply satisfied by giving your dwarfs some down time and a tavern to hang out in.  After all of that, he went from "distracted to unmet needs" to "he is somewhat focused with satisfied needs".

It seems the key here is to give your dwarfs time off to fulfill their needs outside of work.  Dwarfs that worship a lot of gods may need more time off to satisfy their prayer need.  My fort had everything he needed to fulfill the need, but he couldn't do it because I had him working too much.  Fixing it didn't require disabling any labor, but I gave the fort a month or two off of major jobs, i.e no mass creation of items.  The only persistent job I had was a lot of hauling.
Title: Re: Stress & Pysche: 44.11+
Post by: sly on March 26, 2020, 03:32:47 pm
so i've already modified raws to decrease stress, namely the STRESS_VULNERABILITY trait and natural skill in discipline. and generally i keep my pop count at about 70. yet I still found that corpses (from sieges) were consistently causing a slow but ever increasing blight of stress among my dwarves.

to combat corpse stress, I built a minecart track close to the surface that dumps corpses into a very deep pit. after each siege, I've burrowed all the happier and hardened dwarves at the surface (and around the track) and disabled every labor except refuse hauling.

though they dont always decide to haul (i dont know why), they usually get rid of most of the invader corpses. in the "emotions" dock in Dwarf Therapist, this ended up bringing down the "see dead body" thought count from over 4000 instances to just a few hundred. this seemed to have a positive effect on my dwarves' stress levels long term, but the haulers predictably were a bit traumatized. Still, many of my dwarves seemed completely unsaveable, with several reaching stress levels of 100k even with natural discipline 5 and much lower stress vulnerability. so i'm wondering if there are any other recent advancements in dealing with corpse stress.
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 26, 2020, 04:16:18 pm
The reason your dorfs aren't hauling corpses when ordered to haul garbage is that corpses of sapients are hauled using the corpse hauling (burial) labor rather than the refuse hauling one, so beak dog corpses should be hauled off, but not gobbo ones. Also note that corpses of regular undead aren't considered corpses of sapients, even though they might have been sapients before being killed and raised.
Title: Re: Stress & Pysche: 44.11+
Post by: Bumber on March 26, 2020, 04:20:11 pm
Surest way to avoid corpse stress would be to burn them with magma before anyone can see them. Have the goblins go through a staircase that goes a long way down and back up again, then drop magma on their heads. IIRC, brief exposure to the falling magma causes the goblins and clothes to burn while leaving fire-safe items intact.
Title: Re: Stress & Pysche: 44.11+
Post by: sly on March 28, 2020, 02:52:57 pm
The reason your dorfs aren't hauling corpses when ordered to haul garbage is that corpses of sapients are hauled using the corpse hauling (burial) labor rather than the refuse hauling one, so beak dog corpses should be hauled off, but not gobbo ones. Also note that corpses of regular undead aren't considered corpses of sapients, even though they might have been sapients before being killed and raised.

i had burial on as well but they seemed to haul off goblin corpses fine without it. might be wrong but i recall "corpses" only means dwarf corpses. goblin & troll & beakddog corpses all show up in the refuse section, for, well, "corpses."

Surest way to avoid corpse stress would be to burn them with magma before anyone can see them. Have the goblins go through a staircase that goes a long way down and back up again, then drop magma on their heads. IIRC, brief exposure to the falling magma causes the goblins and clothes to burn while leaving fire-safe items intact.

i'll have to try this. i really dislike the process of moving magma up to my fort, though. so finicky. maybe i'll do a volcano embark next time. :P
Title: Re: Stress & Pysche: 44.11+
Post by: PatrikLundell on March 28, 2020, 04:08:11 pm
Your info is out of date, so it's not exactly "wrong". It used to be that only dorfs and pets were sent to the corpse stockpile, but that changed when visitors (and thus multi racial fortresses) were introduced. The refuse/corpse section is unchanged, and so lists all races (including dorfs). This allows you to send undead remains elsewhere, should you want to, but you don't need to do that as their scare factor is now on par with regular animals. However, the corpse stockpile hasn't been given any sub entries, so you can't send troll/troglo/ogre corpse for direct destruction, but have to sort your citizen that should be sent for burial from the "trash" in a commmon stockpile. I have to admit, though, that I might be wrong about the hauling labor, confusing it with the stockpile changes.