Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Human town causes zones to not function? (33g)  (Read 445 times)

Narceh

  • Bay Watcher
    • View Profile
Human town causes zones to not function? (33g)
« on: February 02, 2008, 03:02:00 pm »

For a while now I've been wondering why dwarves refuse to gather sand in my current fortress. I ran a search on the forum and found two others reporting a similar case in this thread.

I'll quote parts of it here.

quote:
Ok, I've made a zone, it says sand collection (9), it is active, and it is reachable. I order the sand collection at the glass furnace, but I get the message that "sand collection cancelled: needs valid, active sand collection zone."

I've tried several zones on several levels, all sand floors. I've tried zoning outdoors as well. I have bags free too, but if that was the issue, then I should've gotten a message more like "no bags", shouldn't I

I'm in a human town btw. Maybe that interferes with the sand collection in some way? I'll try collecting some ways outside the town. Shot in the dark but oh well..


quote:
Sorry for the revive, exact same problem. Human town, both underground and overground sand collection zones but neither get recognized. Has anyone found a solution to this in the intervening time?

quote:
I have exactly the same problem described by two others in this post - lots of sand around, sand collection zone set up properly, but collect sand orders are always cancelled with "need valid, active sand collection zone".

AND I, too, share a map with a human town, as with both others. I don't know about you, but I see a certain pattern here.

Edit: Actually, this makes me think if there's a bigger problem with zones when the fortress is in a human town (possibly other civilizations as well), as throughout this fortress I've been wondering why dwarves ignore garbage dumps and dump orders - not a single item has been hauled to a dump during the four years my current fortress has been operational, and trust me, quite a few have been marked for dumping.

Ponds and meeting areas seem to work, though.


I can supply a save of this if need be.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Human town causes zones to not function? (33g)
« Reply #1 on: February 04, 2008, 07:54:00 pm »

Sure, I'll take a look at it.  I can't think of a reason off the top of my head why a town would interfere with it, but it's quite possible.

toadyone@bay12games.com or somewhere downloadable
region folder in some kind of zip/rar/7z
any new objects that were added to the raw folder

Logged
The Toad, a Natural Resource:  Preserve yours today!

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Human town causes zones to not function? (33g)
« Reply #2 on: February 08, 2008, 12:38:00 am »

Okay, I've fixed this problem for the next version.
Logged
The Toad, a Natural Resource:  Preserve yours today!