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DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 10, 2010, 11:16:22 pm »Burrows issue.
Suddenly two of my better craftsdwarfs head out to replace traps in the path of the goblin invasion and Urist McWFT? (fish dissector) heads out with no job to wander the wilderness.
What am I doing wrong? How do I make them just stay in the burrow?
I've heard it said that what a burrow actually means is "Nothing outside of this burrow is usable for any jobs you need to do." Rather than "You must remain within this burrow." So, a dwarf with No Job can still go wandering randomly anywhere his stupid little heart leads him.
Clearly the answer to that is to give them more work. Lazy little nuggets. For example, it's obviously extremely vital to your fortress that this whole quantum stockpile of mica be moved over there. Immediately.
Good ideas - moved everything on lowest level. Put down drawbridge to lure goblins into traps. F%^$#!!! 8 CHILDREN SPRINTED OVER THE BRIDGE!!! Why are they as dumb as maggots? Also one of my few remaining legendary miners (cave-in issues last night).
Please, please, please bring back the 'stay inside' command, as it shouldn't be this hard to stop the little twerps from charging out and playing next to a squad of invading trolls.
