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IDProjectCategoryView StatusDate SubmittedLast Update
0002959Dwarf FortressDwarf Mode -- Interface, Military Screenpublic2010-08-06 03:382012-03-27 19:47
ReporterChthon 
Assigned To 
PrioritylowSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformPCOSWindows 7OS VersionPro 64bit
Product Version0.31.12 
Target VersionFixed in Version 
Summary0002959: Equipment picked up to perform a job does not show on military screen.
DescriptionIf a dwarf is holding a piece of equipment to perform their job (Axe, pick) this weapon will not show on the military screen. Also if a dwarf is assigned to a labor requiring one of these weapons and you assign them a weapon they will neither perform the job nor pick up their equipment till you deactivate their job and they pick up the equipment. Instead they sit at no job.

My fortress is not yet large enough to need an arsenal dwarf as no position is listed yet.
TagsEquipment, military screen, Save Included
Attached Files

- Relationships
child of 0001451confirmedDwarfu Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers) 

-  Notes
(0011545)
Footkerchief (manager)
2010-08-06 07:31

It would be helpful to upload a save demonstrating this problem to http://dffd.wimbli.com/ [^]
(0011558)
Chthon (reporter)
2010-08-06 13:44
edited on: 2010-08-06 13:50

I will try to recreate it. After reading that thread which I did not see before I posted this I have a few ideas I want to try though it will not help that I've been fending off almost constant werewolf attacks.

Honestly I've been testing dwarf darwin's theory up till now. If my military picked up their stuff they lived, otherwise they died. Survival of the equippist.

(0011571)
Chthon (reporter)
2010-08-06 18:41
edited on: 2010-08-06 19:18

http://dffd.wimbli.com/file.php?id=2908 [^]

Lets take a look at Tobul Ebalamost the dabbling carpenter in this save. He refuses to pick up an axe and cut a tree. I think the elves are getting to him. Lets see if I can change his mind:

Note that there are 2 battle axes in the weapon stockpile next to the hospital.

Step 1: Look at labors. All carpentry type labors, hauling labors, and several others are selected. Hrm... Lets force him to pick wood cutting next. Turn off all others.
He goes to the common room to pout.

Step 2: Hrm.. Ok, lets try to reboot his brain. Turn off wood cutting, then turn it back on.
No change in his behaviour.

Step 3: That didn't work, so lets put him in the military. Squad 1 slot 4 has personal choice melee. That should work right?
Still no change, not even armor pickups.

Step 4: Maybe he doesn't know what to pick. Lets make his decision for him. Remove personal choice melee and replace with (copper battle axe).
Still nothing.

Step 5: Ok, maybe he's getting confused about his job. Lets turn off Wood Cutting for now.
Now he picks up all armor, and then the (copper battle axe)

Step 6: Now he's armed and ready, maybe we can get him to work now. Turn on Wood Cutting.
Off he goes making a rude gesture at the elves as he passes.

Ok, this is what I have to do to convince my wood cutters and miners to equip their items.

Note that there is a (bronze battle axe) in the weapon stockpile too and also a (bronze battle axe) equipped to my other wood cutter. If you try to specify this one he will take the other wood cutter's axe. They ignore extra weapons of a type that are the same material for some reason. Not sure if quality makes a difference here yet. So basically your military can equip 1 copper, 1 bronze, 1 iron, 1 steel, 1 bismuth bronze, 1 adamantine, and 1 of each kind of wood battle axe, but never more than one of any type because of this.

Update, this last note went away after a while, however the picks now no longer show up. However my miners happily pick them up to get to work on their own. Strange.

(0011577)
Chthon (reporter)
2010-08-07 00:24

Another observation. Any dwarf with Wood cutting or Mining jobs active in the military, upon being given an order, will pick up the appropriately assigned equipment for their military position. After order is canceled however they will not switch back to previous weapons if they are not holding the appropriate weapon for their job.
(0011578)
Chthon (reporter)
2010-08-07 00:55

Ok, another possible issue with military equipment. Now I've set my miners into their own squad so I can have them train peridically for defensive purposes. However they exhibit an odd behaviour now. Every time they finish a mining job, they go back to the weapon stockpile to trade picks out. Uploading save now.
(0019456)
M_So (reporter)
2012-02-02 15:29

I had the same problem, I wanted to make a wood cutter that also used his axe to attack beast men. The best I could do is he uses the weapon until it gets logged in a wound then drops it and stats wrestling Or when changing him back to off duty he would drop the axe and make it forbidden thereby stop cutting trees.

I would love to be able to set him to do both jobs with the same axe, rather then have him equip two. :)
(0021617)
Footkerchief (manager)
2012-03-20 19:48

Toady may need an up-to-date save (0.34.02+) to fix this problem. It would be helpful for someone to upload a save to http://dffd.wimbli.com/ [^] and post the link here.
(0021638)
kaypy (reporter)
2012-03-21 06:36

http://dffd.wimbli.com/file.php?id=5957 [^] covers this case
(0021800)
thvaz (reporter)
2012-03-27 15:43
edited on: 2012-03-27 15:48

forget it, I misunderstood the report. This bug still happens in 34.06. A save to confirm it: http://dffd.wimbli.com/file.php?id=6018 [^]


- Issue History
Date Modified Username Field Change
2010-08-06 03:38 Chthon New Issue
2010-08-06 05:46 Footkerchief Relationship added child of 0000535
2010-08-06 07:31 Footkerchief Note Added: 0011545
2010-08-06 13:43 Chthon Tag Attached: Equipment
2010-08-06 13:43 Chthon Tag Attached: military screen
2010-08-06 13:44 Chthon Note Added: 0011558
2010-08-06 13:50 Chthon Note Edited: 0011558 View Revisions
2010-08-06 18:41 Chthon Note Added: 0011571
2010-08-06 19:18 Chthon Note Edited: 0011571 View Revisions
2010-08-07 00:24 Chthon Note Added: 0011577
2010-08-07 00:55 Chthon Note Added: 0011578
2012-02-02 15:29 M_So Note Added: 0019456
2012-03-20 19:48 Footkerchief Note Added: 0021617
2012-03-21 06:36 kaypy Note Added: 0021638
2012-03-21 08:32 Kogut Tag Attached: Save Included
2012-03-27 15:43 thvaz Note Added: 0021800
2012-03-27 15:48 thvaz Note Edited: 0021800 View Revisions
2012-03-27 15:48 thvaz Note Edited: 0021800 View Revisions
2012-03-27 19:46 Footkerchief Relationship added child of 0001451
2012-03-27 19:47 Footkerchief Relationship deleted child of 0000535


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