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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 22, 2015, 11:12:43 am »Ah, thanks a lot. I had a feeling that it had something to do with bins when this problem would suddenly disappear every winter and then come back with the next harvest. I bypassed it by mandating hundreds of units of cloth weaved.The job priorities update theoretically fixed that, though.
No it didn't. The job priorities update just made Urist McWeaver prefer weaving cloth to hauling rock.
There was an item hauling bugfix which would have theoretically prevented this, but it fell short (details below).somehow ignoring like 20 pieces of thread in the same bin he just took one out of.
When Urist McHauler takes a "store item in bin" job, he no longer carries the bin with him, but he still blocks access to all the other items in the bin until his job is complete. Don't store your thread in bins and the problem will disappear. (I generally don't even store thread in a stockpile; I just build the web-collection looms and threshing/spinning workshops next to the weaving loom, so all thread is always available for weaving. It takes a massive amount of thread to clutter a workshop.)
Got another question: I've been looking at uncompressed files, and it seems like all procedurally generated creatures have a separate attack trigger. Can I add similar tags to demons and vault inhabitants right into the .sav file and have them drop by, too?