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DF Gameplay Questions / Re: Migrants Stuck in corner of map (already 2 wave)
« on: April 21, 2013, 04:10:50 pm »
The reason you get this bug is because the dwarf civilization sends you, for some reason, a dwarf with skills in brokering, or a former broker noble. For some reason, the game treats them as pseudo-diplomats, and this causes the rest of the migrants to plug up. (This can be confirmed by waiting for the dwarven caravan, the bugged migrant will follow the same pathing as the merchants.)
A good way to reset them is carefully knocking them out with a controlled cave-in. Build an upward staircase about five or so tiles away from the migrant in question, build a bridge that extends a couple tiles away from the top level of the stairs, and have a wall constructed at the edge of the bridge. They'll build it since they can path to it, but once it's finished, it won't actually be supported by anything, so it'll fall and cave-in, releasing a giant plume of cave-in dust that will instantly knock out any creature caught in it. This should jolt the migrant out of its bugged AI routine, and allow the rest of the wave to enter, along with (maybe) making him a pseudo-normal member of your fort.
If you can introduce a hostile creature to him, that would also cause him to freak out and run away, allowing the rest of the guys in. Beware, however, that under NO circumstances should you send your military to attack him. You will encounter something known as a Loyalty Cascade, which is like a tantrum spiral, but much, much worse.
The phenomenon you have described is commonly referred to as a "Migrant Plug." A quick search of the forums should produce stories (and SCIENCE) shared by others before you who have suffered this fate. It's annoying, yes, but non-fatal. Usually.
And besides, do you really need all 35 of those cheese makers?
A good way to reset them is carefully knocking them out with a controlled cave-in. Build an upward staircase about five or so tiles away from the migrant in question, build a bridge that extends a couple tiles away from the top level of the stairs, and have a wall constructed at the edge of the bridge. They'll build it since they can path to it, but once it's finished, it won't actually be supported by anything, so it'll fall and cave-in, releasing a giant plume of cave-in dust that will instantly knock out any creature caught in it. This should jolt the migrant out of its bugged AI routine, and allow the rest of the wave to enter, along with (maybe) making him a pseudo-normal member of your fort.
If you can introduce a hostile creature to him, that would also cause him to freak out and run away, allowing the rest of the guys in. Beware, however, that under NO circumstances should you send your military to attack him. You will encounter something known as a Loyalty Cascade, which is like a tantrum spiral, but much, much worse.
The phenomenon you have described is commonly referred to as a "Migrant Plug." A quick search of the forums should produce stories (and SCIENCE) shared by others before you who have suffered this fate. It's annoying, yes, but non-fatal. Usually.
And besides, do you really need all 35 of those cheese makers?