Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Keeping children in burrows, even with unlocked doors  (Read 2671 times)

VerdantSF

  • Bay Watcher
    • View Profile
Keeping children in burrows, even with unlocked doors
« on: May 18, 2013, 11:52:58 am »

I could never consistently keep children separated from adults.  They ignored my burrow commands ("go to your room, NOW!"), they ran off into the woods to pick up equipment, and just got up to all kinds of shenanigans.  Then I came across something by accident.  After three abductions, I assigned each of the remaining 7 children a bed in the day care center they had completely ignored up until this point.  Once they got tired, they went to the day care center to sleep, then stayed there, even when hungry!  They actually waited patiently for adults to come feed them!  I've since added some prepared food and a small farm.  It's like a sandbox with mushrooms! 



So far, I haven't even had to lock the door.  Adults are welcome to visit their children, make changes to the room, add food, etc. while the kids eat, sleep, and keep out of the way for the most part.  The Duke's son ran off for a bit to hang out around the Manager's table ("you're not the Duke!  How come you get to tell everyone what to do?!"), while another kid followed his mother for a bit, before returning to the burrow once he got thirsty.  The rest of the kids have stayed put, allowing their working mothers to go about their business in peace.  I may lock the door in a bit, but for now I'm keeping an eye on things to see how well-behaved these kids remain.
« Last Edit: May 18, 2013, 01:04:31 pm by VerdantSF »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Functional Dwarven Day Care Center
« Reply #1 on: May 18, 2013, 12:30:04 pm »

Are there any zone or burrow designations on your DDCC?
Logged
Sort of back maybe?

BAMM! lets you switch up your graphics without destroying your mods. Currently in v0.1: The Graphicsenating.

Worship!

Tomcost

  • Bay Watcher
    • View Profile
Re: Functional Dwarven Day Care Center
« Reply #2 on: May 18, 2013, 12:36:04 pm »

I suggest changing the title of this thread so that there are not misunderstandings with the first idea of a Dwarven "Child Care" (a bloody project which, until now, has proved to be inviable).

Either way, this seems to be a god way of burrowing children, but the "bed trick" to control children movement was already discovered.

VerdantSF

  • Bay Watcher
    • View Profile
Re: Functional Dwarven Day Care Center
« Reply #3 on: May 18, 2013, 12:56:17 pm »

Are there any zone or burrow designations on your DDCC?

There's a fishing zone around the well for the adults and a single large burrow for all the kids.

I suggest changing the title of this thread so that there are not misunderstandings with the first idea of a Dwarven "Child Care" (a bloody project which, until now, has proved to be inviable).

Either way, this seems to be a god way of burrowing children, but the "bed trick" to control children movement was already discovered.

Changed, thanks!  I missed the earlier references to the bed trick, but they revolve around getting kids into a space, then locking them in.  Being able to leave the door unlocked... opens the door for more possibilities :).  On that note, some more !Science! on when particular kids do leave for a moment.

The Duke's son has stayed put after that first random foray. I'm still not sure what he was doing.  There was no job listed and he wasn't following his mother.  He's not related to the Manager and is only a passing acquaintance.  She wasn't there when he walked over to her desk, either.  Another of the kids, however, consistently leaves to follow his mother.  Of all the children, he's the only one with the "Loves a good thrill" personality trait.  Not sure if that has anything to do with it, but it would be cool if it did.  The other kids don't budge, even when their mothers are nearby.
« Last Edit: May 18, 2013, 01:07:36 pm by VerdantSF »
Logged

Kaos

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #4 on: June 08, 2013, 06:45:20 pm »

allowing their working mothers to go about their business in peace
Dwarven hookers? ha ha  :P

Seriously, how do the children react to remove construction designations? or harvest jobs outside their burrow?
Logged

VerdantSF

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #5 on: June 08, 2013, 07:08:31 pm »

They don't respond to either :).

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #6 on: June 08, 2013, 08:41:51 pm »

Children are fascinating creatures, and they most certainly Do As They Please.  They act almost like adults in regards to priorities of jobs, but at the same time act like animals in regards to ignoring burrows and orders.

An interesting thing is that dwarves with no job will generally default to meeting rooms or their bedroom.  In this way, children act like adults, and go idle in their designated bedroom when they have nothing to do (they never have anything to do) and may alternate between following their mother or loitering in their room.

In Adventure of Dwarven Child Care I discovered the single easiest way to lure a child into a turkeycage of terror was to make it his bedroom.  I think this alone speaks volumes, that you cannot push, order, or force a child into a location, but you can lie to them with the promise of something most dwarven fortresses never obtain - private bedding.

ChuckWeiss

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #7 on: June 08, 2013, 09:34:52 pm »

Are the beds assigned to the children? or are they a dormitory? just sitting there? Tests should be made in all three situations; as well as tests to see how the children react to changing from one to the other 'post-capture'.
Logged
When he dies for the Mountain, the Mountain will weep not tears, but Blood for the Blood God!

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #8 on: June 08, 2013, 10:31:01 pm »

Are the beds assigned to the children? or are they a dormitory? just sitting there? Tests should be made in all three situations; as well as tests to see how the children react to changing from one to the other 'post-capture'.
As I said, dwarves with no job idle in their personal bedroom.  Pinning children away works if you assign them personal bedrooms, NOT dorms or loose beds.

VerdantSF

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #9 on: June 08, 2013, 11:17:30 pm »

Are the beds assigned to the children? or are they a dormitory? just sitting there?

After three abductions, I assigned each of the remaining 7 children a bed in the day care center

As Girlinhat mentioned, the personal bedroom is the lure :).  Once they're in the burrow, most of them rarely leave.  When they do, they rarely get far.  As soon as they get thirsty, hungry, or need to replace their old clothing, they head back to the burrow.  Most of the time, they're content to just sit around by their beds and statues.  They also hold parties, but adults rarely attend those.  There have been several parties held over the 40 years of my fort and the most I've seen is 2 adults out of 30+ idle ones actually attending.  Meanwhile, the kids are having fun and keeping out of everyone's way :D.  Not sure if it's a coincidence, but kids with the "loves a good thrill" trait tend to wander a LOT more than the rest.
« Last Edit: June 08, 2013, 11:25:04 pm by VerdantSF »
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #10 on: June 09, 2013, 12:37:50 am »

Not sure if it's a coincidence, but kids with the "loves a good thrill" trait tend to wander a LOT more than the rest.
Not coincidence.  It's very well known that personality traits influence random action options.  Dwarves who are very altruistic tend to wounded faster, while antisocial are more likely to dawdle while patients scream.  You'll also see antisocial dwarves dining alone more often, not attending parties, and finding the less occupied statue gardens.  Spontaneous or quick dwarves are more likely to take jobs and spend less time idle between jobs.  Therapist actually has a plugin thinger that shows what job a dwarf is most suited for based on their attributes and personalities.

Not ever stat is understood, and none of the stats are really sure on how much they influence actions.  About the only thing we do know, is that "doesn't really care about anything anymore" essentially strips all personality traits.

VerdantSF

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #11 on: June 09, 2013, 12:41:20 am »

I knew about the others, but not the "thrill" one.  That's awesome!

Kaos

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #12 on: June 09, 2013, 01:14:37 am »

Girlinhat IS HERE!! Children RUN FOR YOUR LIVES!!!
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #13 on: June 09, 2013, 03:30:54 am »

Girlinhat IS HERE!! Children RUN FOR YOUR LIVES!!!
If the children start running, the only course of action is to weaponize their little pitter patter...

Whackjob

  • Bay Watcher
    • View Profile
Re: Keeping children in burrows, even with unlocked doors
« Reply #14 on: June 09, 2013, 01:54:50 pm »

If the children start running, the only course of action is to weaponize their little pitter patter...

What, you mean like loading the kids into carts and then firing them into goblin faces?

Because I am totally behind that!

#EDIT:  Holy crap.  A vision comes.  A room, with bedding, designed as Dorfy's Day Kare.  Kids sleep there.  One side, unlocked doors that lets the parents visit.  On the other, locked doors that lead to the minecarts on tracks that lead to the Main Chamber of Fun.  A siege happens, enemies come to the Main Chamber of Fun.  Daycare entry doors are locked, minecart doors open.  The kids are lured to riding the carts by the promise of EvenBetterPrivateRooms elsewhere.  The carts are accelerated by rollers and fired directly into the faces of the goblins, knocking them off the bridge in the Main Chamber of Fun, causing them to fall onto the Fun Spikes.

For the second inevitable firing, the children are accompanied in the carts by the engraved slabs depicting the brave members of the previous salvo For Even Greater Fun Impact.

It's Dwarven Engineering, it's Fun, it's population control, and it's Murder!   So in other words, it's perfect.

#EDIT2:  "Okay, son.  Just sit here in this mine cart.  Nothing bad will happen.  Look!  I made you a throne made of lead spiked balls, skulls menacing with spikes of dingo leather, and fine serrated steel discs."   *pulls lever*
« Last Edit: June 09, 2013, 03:54:18 pm by Whackjob »
Logged
Pages: [1] 2