Dwarf Fortress Bug Tracker - Dwarf Fortress
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0000110Dwarf FortressDwarf Mode -- Immigrationpublic2010-04-02 00:592012-04-23 09:53
NoctisVampire 
Toady One 
highmajorhave not tried
resolvedfixed 
Windows Vista Home Premium SP2
 
0.34.07 
0000110: Migrant hunters/miners/woodcutters can arrive with labors disabled, causing them to drop equipment
In some random cases, dwarves' job preference have to be set manually(like a migrant trapper without any job pref automatically set on trapping etc.)
Check migrant waves...also occurs on initial seven if memory serves right
labors
related to 0001451confirmed Dwarfu Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers) 
parent of 0000124resolved Toady One Immigrant farmer arrives with all farming labors enabled. 
parent of 0001486resolved Toady One Immigrant arrives with all farming skills, and all farming labors enabled 
parent of 0001609resolved Toady One Immigrant dwarves' skills often don't match their job settings 
has duplicate 0000281closed Footkerchief Immigrant Woodcutters without Woodcutting Enabled 
has duplicate 0000247closed Footkerchief Migrants arrive with all skill-related labours turned off. 
has duplicate 0000455closed Footkerchief Dwarf migrants drop equipment upon arrival 
has duplicate 0000139closed Footkerchief Hunter drops gear when arriving as a migrant. 
has duplicate 0000601closed Footkerchief Skilled Immigrant Dwarves Don't Have Jobs Activated 
has duplicate 0000962closed Footkerchief Immigrants drop all equipment at border. 
has duplicate 0001385closed Footkerchief Hunter drops job given items on area entry 
has duplicate 0002871resolved Dwarfu Immigrant dwarves drop tools 
has duplicate 0001064resolved Dwarfu Immigrant Hunters arrive carrying one boot. 
related to 0003877resolved Toady One Carpenters Always Have Axes 
Issue History
2010-04-02 00:59NoctisVampireNew Issue
2010-04-02 06:53TodestoolTag Attached: labors
2010-04-02 15:13AsmodeousNote Added: 0000302
2010-04-02 16:21yarrrrNote Added: 0000325
2010-04-02 16:21yarrrrIssue Monitored: yarrrr
2010-04-02 16:31garanisNote Added: 0000330
2010-04-03 11:45FootkerchiefRelationship addedhas duplicate 0000281
2010-04-03 11:45FootkerchiefRelationship addedhas duplicate 0000247
2010-04-03 13:01Draco18sNote Added: 0000634
2010-04-03 13:35Draco18sNote Added: 0000643
2010-04-05 02:02FootkerchiefRelationship addedhas duplicate 0000455
2010-04-05 02:03FootkerchiefSummaryAutomatic job preference not set => Migrant dwarves can arrive with labors disabled, causing some to drop equipment
2010-04-06 00:25boydstnpNote Added: 0001366
2010-04-06 00:29DoctorZuberNote Added: 0001368
2010-04-06 09:03FootkerchiefRelationship addedhas duplicate 0000139
2010-04-06 09:03FootkerchiefRelationship addedhas duplicate 0000601
2010-04-06 18:21garanisNote Added: 0001633
2010-04-11 00:31FootkerchiefRelationship addedhas duplicate 0000962
2010-04-20 22:40FootkerchiefSummaryMigrant dwarves can arrive with labors disabled, causing some to drop equipment => Migrant hunters/miners/woodcutters can arrive with labors disabled, causing them to drop equipment
2010-04-20 22:40FootkerchiefRelationship addedhas duplicate 0001385
2010-04-21 12:25FootkerchiefRelationship addedrelated to 0000124
2010-04-24 01:21jgoodwinNote Added: 0004858
2010-04-24 01:23jgoodwinNote Edited: 0004858bug_revision_view_page.php?bugnote_id=0004858#r1687
2010-04-24 02:43ProteusNote Added: 0004864
2010-04-28 10:00FootkerchiefRelationship replacedparent of 0000124
2010-04-28 10:00FootkerchiefRelationship addedparent of 0001486
2010-04-28 10:00FootkerchiefRelationship addedparent of 0001609
2010-04-28 13:54FootkerchiefCategoryGeneral => Dwarf Mode -- Immigration
2010-05-30 09:35LeperousNote Added: 0007489
2010-06-02 12:46ContiIssue Monitored: Conti
2010-06-13 11:30liverlipsNote Added: 0008300
2010-07-16 09:03FootkerchiefRelationship addedrelated to 0000535
2010-07-20 12:38cbpyeNote Added: 0010735
2010-07-22 16:23Draco18sNote Added: 0010853
2010-07-22 21:26kwielandNote Added: 0010859
2010-07-22 21:26kwielandIssue Monitored: kwieland
2010-07-28 07:58DwarfuRelationship addedhas duplicate 0002871
2010-08-05 18:41HebaruSanIssue Monitored: HebaruSan
2010-08-06 03:43xrogaanIssue Monitored: xrogaan
2010-08-06 07:46kwielandNote Edited: 0010859bug_revision_view_page.php?bugnote_id=0010859#r4511
2011-01-08 14:53FootkerchiefRelationship addedrelated to 0003877
2011-02-28 21:42FootkerchiefRelationship addedrelated to 0001451
2011-02-28 21:42FootkerchiefRelationship deletedrelated to 0000535
2011-03-13 22:10FootkerchiefRelationship addedrelated to 0001064
2011-03-19 07:39DoradanNote Added: 0016366
2011-03-19 07:40DoradanNote Edited: 0016366bug_revision_view_page.php?bugnote_id=0016366#r6115
2011-03-19 08:53FootkerchiefSticky IssueNo => Yes
2011-10-29 04:57DwarfuRelationship replacedhas duplicate 0001064
2012-02-16 00:31etherflanTag Attached: 0.34.01
2012-02-17 06:59etherflanIssue Monitored: etherflan
2012-02-18 03:17PufferfishNote Added: 0020020
2012-02-18 03:17PufferfishNote Edited: 0020020bug_revision_view_page.php?bugnote_id=0020020#r7473
2012-02-18 06:47FootkerchiefIssue Monitored: Toady One
2012-02-19 06:12Orkel2Note Added: 0020116
2012-02-21 10:02janglurNote Added: 0020389
2012-02-21 12:04Granite26Tag Attached: Intentional/Expected?
2012-02-22 08:21etherflanTag Attached: 0.34.02
2012-02-22 08:21etherflanTag Detached: 0.34.01
2012-02-22 13:33ThomarNote Added: 0020483
2012-02-25 17:09oolon1Note Added: 0020691
2012-02-25 18:47oolon1Note Edited: 0020691bug_revision_view_page.php?bugnote_id=0020691#r7710
2012-02-25 19:34zombiejusticeNote Added: 0020694
2012-02-28 10:03etherflanTag Detached: 0.34.02
2012-02-28 10:09etherflanNote Added: 0020853
2012-03-03 23:05etherflanNote Added: 0021044
2012-03-03 23:10etherflanNote Edited: 0021044bug_revision_view_page.php?bugnote_id=0021044#r7834
2012-03-03 23:12etherflanNote Edited: 0021044bug_revision_view_page.php?bugnote_id=0021044#r7835
2012-03-03 23:13etherflanNote Edited: 0021044bug_revision_view_page.php?bugnote_id=0021044#r7836
2012-03-28 16:39Toady OneStatusnew => resolved
2012-03-28 16:39Toady OneFixed in Version => Next Version
2012-03-28 16:39Toady OneResolutionopen => fixed
2012-03-28 16:39Toady OneAssigned To => Toady One
2012-03-28 19:22DwarfuTag Detached: Intentional/Expected?
2012-03-28 19:24DwarfuSticky IssueYes => No
2012-03-30 16:37kwielandIssue End Monitor: kwieland
2012-04-23 09:53etherflanIssue End Monitor: etherflan

Notes
(0000302)
Asmodeous   
2010-04-02 15:13   
Especially noticeable when you have a dwarf with a weapon-based skill (hunters, miners, etc). Can cause hunters to strip naked and leave all their armor and weapons in a pile on the edge of the map if you do not have appropriate stockpiles.
(0000325)
yarrrr   
2010-04-02 16:21   
Had this happen as well and it's really annoying because you have to double check every immigrant
(0000330)
garanis   
2010-04-02 16:31   
I've had this also.
(0000634)
Draco18s   
2010-04-03 13:01   
I just checked and my *metalworkers* come with skills enabled (Blacksmiths, Furnace Operators, etc). Farmers come with *a* skill (not necessarily "Farming," I found a Farmer with only butchery Enabled, but a Cook without anything).

Doctors had nothing, as did a miner. Animal Trainers were ok, as was my one Trapper. Gem Cutter had the job enabled, one of two Gem Setters did, the other did not.

Conclusion:
Its random.
(0000643)
Draco18s   
2010-04-03 13:35   
After watching a wave come in one Clothier had his jobs enabled, the other did not. The miner who showed up did not have mining enabled, so he dropped the pick he was given (wood cutters are likely the same--the one that showed up had his job enabled though).
(0001366)
boydstnp   
2010-04-06 00:25   
I've had this happen. A carpenter arrived, without the woodcutting skill but with a battle ax. Since he didn't have the woodcutting skill enabled he dropped it at the edge of the map. I enabled it for him and he circled back to pick the ax up.
(0001368)
DoctorZuber   
2010-04-06 00:29   
I can also confirm that I've seen immigrants that lacked appropriate labors. I haven't really tried to watch for this, but it's pretty hard not to notice when you stop to adjust labors on somebody and find they lack the labors for their primary profession.
(0001633)
garanis   
2010-04-06 18:21   
It seems like the migrants often have multiple skills, but have the weaker skill enabled or none at all. Thus the migrant may have the occupation "Farmer" and have weaponsmithing enabled.
(0004858)
jgoodwin   
2010-04-24 01:21   
(edited on: 2010-04-24 01:23)
Repro'd for me: A woodcutter arrived and dropped axe at border. This guy had only two skills: Novice Woodcutter and Novice Observer, nothing else under labor, nothing under combat or misc. He had no wood skills enabled. So it's not because the game picked some other work-skill to enable, the only jobs he had enabled were Hauling(all), Healthcare(feed,recover) and Other(cleaning).

I disagree with priority=high, this is trivial to deal with in-game.

(0004864)
Proteus   
2010-04-24 02:43   
Yep, observed it several times...
miners drop their pick, woodcutters their axe
and hunters get rid of their crossbow, quiver and all of their leather clothes/armor
(0007489)
Leperous   
2010-05-30 09:35   
This always seemed to me just a case of migrants not having jobs enabled unless they're better than 'novice' (which is sufficient to give them the profession title). Novice miners will drop their picks, yep, but anything higher shouldn't...
(0008300)
liverlips   
2010-06-13 11:30   
Still happens in 31.06.

Worst case I seen yet:
2 "Architects" with Proficient Architect skill, however I noticed stuff wasn't building, and neither had architecture labour enabled. They ONLY had the normal default hauling/health labour turned on by default.
(0010735)
cbpye   
2010-07-20 12:38   
Still happening in 31.10. I think what's happening is that these dwarves are like the ones you read about in Legends mode that "started farming" or "became a farmer" or "became a blacksmith." They have skills in what they were doing up until that point, but now they're doing something else. They still show as whatever is appropriate for their highest skill.

As for the miners and woodcutters, it could just be giving them their tools upon seeing that their highest skill is miner/woodcutter/hunter/whatever, and since they are no longer actively doing that, they drop it.
(0010853)
Draco18s   
2010-07-22 16:23   
Confirmed still occurring in 31.10, I just had to enable Milking on a Milker.
(0010859)
kwieland   
2010-07-22 21:26   
(edited on: 2010-08-06 07:46)
My experience is that Architect is the exception. A dwarf with any skill better than proficient will have that labor enabled, and sometimes other ones without any skill will be enabled. Random? Has anyone seen migrants with skills higher than proficient and the labors not enabled?

EDT. Scratch that. It could be that skills outside of a group are not enabled. For instance, if you had mast stonecrafter and proficient brewer, the brewer skill might not be enabled.

(0016366)
Doradan   
2011-03-19 07:39   
(edited on: 2011-03-19 07:40)
I just got an immigration wave of 12 dwarves. I did a quick check of their labors/proffesions, and here's a summary (this counts that they all have the standard hauling/medical labors enabled):
Master Diagnosis / Diagnosis enabled
Adequate Beekeeper / nothing enabled
Proficient Swordsdwarf (and all accociated skills) / nothing enabled, dropped all his bronze gear off at spawn
High Master Suturer / Suturing AND Bone Setting enabled (had no skills in bone setting whatsoever)
Proffesional Wood Burner / Wood Burning enabled
Adequate Glassmaker/ Nothing enabled
Peasant / Nothing enabled (guess that one doesn't count)
Proficient Miner / Nothing enabled
Master Brewer (with novice Beekeeping) / Beekeeping enabled
Novice Dyer / Nothing enabled
Master Jewelcutter / Gem cutting and Gem setting enabled
High Master Carpenter / Nothing enabled

So yeah, my guess is its either random, or there's a variable we're just not getting.

EDIT: Sorry for not mentioning it earlier, this is with .21.

(0020020)
Pufferfish   
2012-02-18 03:17   
I haven't had a single migrant come with labors enabled. It's really quite annoying.

I'm on 34.01 currently

(0020116)
Orkel2   
2012-02-19 06:12   
Still in 34.02. Migrants arrive with labors disabled.
(0020389)
janglur   
2012-02-21 10:02   
Save example here:
http://dffd.wimbli.com/file.php?id=5644 [^]
(0020483)
Thomar   
2012-02-22 13:33   
It's also still in 34.02 for me (on Linux). Makes Fortress Mode annoying.
(0020691)
oolon1   
2012-02-25 17:09   
(edited on: 2012-02-25 18:47)
I want to confirm that -all- new migrants in 34.02 arrive without labors enabled.

(0020694)
zombiejustice   
2012-02-25 19:34   
Agree with Oolon: I haven't noticed ANY migrants with anything other than hauling, recover/feed, and cleaning enabled. Can't be sure, but I haven't noticed it.

Isn't this intended behavior, though? Or am I just so used to toggling labors that I don't know what's what? I definitely PREFER that all labors start disabled - that way I don't have some know-nothing dwarf all up in my carpenter's workshop, and so on.
(0020853)
etherflan   
2012-02-28 10:09   
Just learn that I should be commenting like Thomar and oolon1 instead of adding the tag "34.02" and will be doing things the right way. (sorry about that footkerchief)

zombieJustice, I am not sure if it was in 34.02, but in 34.03 init.txt contains the following by default.

"
You can have your dwarves start/arrive without any labor types enabled here by setting this to NO.

[SET_LABOR_LISTS:YES]
"
(0021044)
etherflan   
2012-03-03 23:05   
(edited on: 2012-03-03 23:13)
They seem to not drop their equipment now as of 0.34.04. Instead they come with the job "store item in stockpile". This still happens when the appropriate job is equipped, so it is more of improved efficiency than a "fix" atm.
Dwarves arrive with their best skill enabled. However no supplementary skills were included (for example: Great glassworker = enabled, but proficient woodburner is not)
Additionally, the "storing item in stockpile" from the moment they appear on the map means you can't tell who is new by the "no job" status anymore, you must visually scan the trail of immigrants from the edge of you map to your fort to make sure you enable the skills for the entire wave.

EDIT:
Also, I noticed that when a dwarf has equal skills of the same category, they can come with the entire category enabled.
A dwarf who is "skilled" at both bonecarving and weaving will often times have _all_ crafting skills enabled despite not even having "dabbling" skill level in them. Another one was a "master" mason who came with engraving enabled as well, despite having no skill in it whatsoever.

This seems to be the same story told by the other reporters here, but they no longer drop their equipment, but store it. Making progress though, at least my busy dwarves don't stop to go running across the map to pick up dropped equipment anymore :)

I was not able to reproduce this well as reloading prior to immigration seems to change who is in the wave (semi-randomly generated?).