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Phew a lot to get through here! Thanks to Bofferbrauer to answering where possible:

First thing that I encounter is that the save game is not valid anymore, sounds reasonable.

Yep, it tries to be clever about it. If the save includes anything which isn't in the current version of the game, either because it was removed or renamed, it won't be compatible, but other than that saves should be compatible with older versions. When the game is closer to release I'll put more time into making sure saves are compatible.

The first thing I noticed is the resource and settlers tab, great.  The one thing I miss is to prioritize things.

A priority system is one of the biggest requests so I'll be working on this (for alpha 4) after the current update (for alpha 3).

At the start you get Iron plates, I haven't seen that before. What is the 'normal' purpose?

Just a new type of item/resource for more complex constructions.

Dwarfs carrying a rock walking in some circles in the resource zone before bringing the rock to the stonemason. ... Note: I was running on full speed

This is a bug with the pathfinding at faster speeds, I'll have to either come up with a solution to it or reduce the maximum speed. Obviously the former is much more preferable!

Order a door to be build on a spot with a rock on it is valid. But when the stones for the door arrive and the rock is not picked up yet the dwarf will return to the resource zone with the stone. ... I suggest a easy fast fix to not allow the build because the space is not empty.

Weird as that's how it's supposed to work already - there's a progress state to constructions and if there's anything blocking the tile, they should be removed before any new materials are brought. Let me know if this happens again and I'll see if I can recreate it.

My miners do not mine any more (still year one), see screenshot. For days the miners do not mine even when Idle.

From looking at your save I think this is because the mining pickaxes got stuck on "assigned". My current piece of work is to try and fix this.

The bedroom comfortable size has increased from 12 to 13 spaces, why? I like some symmetry so 15 or 16 spaces will be optimal then.

I did this just to mess with people like you and me that like it to be symmetrical :) I'll have to remember to make sure this is moddable in case it really bothers people.

What was the max room-size in the mountain again, like then to use pillars?

A mined-out area of 7x7 tiles with no walls or pillars will eventually collapse.

How to cancel more then one ordered wall builds? I tried a outside building but found out that the space was to small. I had to cancel each space at a time, that seems wrong.

This is an issue which needs improving. Some kind of UI tool to mass-deconstruct things. It's on the backlog to go with constructing outdoor rooms.

What is the purpose of the Earthworks?

At the moment it is just an outdoor-only type of area for the charcoal clamp to be built in. The name is a bit unusual and could do with improving.

Is it possible to add the feature for exclude or include resources in a resource zone

Yep this is also coming in the near future!

The new settlers don't chop/mine..

Were they assigned to these jobs when they arrived? If not, it's due to a lack of tools which I need to make clearer. Some of the points here and elsewhere are convincing me to put in a tutorial sooner rather than later.

I saw that I have some fishing rods. How can I use them?

Fishing is not implemented yet but some of the items are still in the game, similar to hops/barley for brewing which is also not implemented yet.

Gunborg Ironbeard one of the first 2 miners stopped mining. I can't fix it.

Hopefully this is also because of the assignments bug that I'm currently working on.

I don't know how to create a bronze anvil?

You need a forge to create an anvil, but creating a forge requires an anvil. Your settlers start with one anvil so don't lose it! :)

the blacksmith. This building has a bug, the placeholder is not replaced with the correct value

Thank you for pointing that out, wish I had seen this thread earlier and I would have fixed it sooner!

When you make an order to build something and you cancel it because it is the wrong thing, wrong type of stone or something the cancellation is not correct. It seems as the building is still on the stack/queue so the parts will still be delivered.

Thanks, that's something I need to look at.

One more assigned bug, I made a new resource zone close to the mountain I started making rooms. But then I didn't want them because I wanted the boulders close to the masonry workshop. So I removed the resource zone. As you can see in the next image the boulder assigned to the removed zone will not get a new assignment, event after reboots and days of game time. 

Sounds like the assignment bug again, here's hoping I can find out what's causing it.

Chairs seems always before the dwarfs, I thing it is niceer to do it on the chair position, so the upper one is wrong the lower one is correct

Down-facing chairs are set a bit higher up in the world and up-facing chairs lower so this is supposed to be what happens, but it doesn't always work quite right. I think there's a small change that can be done to make it work a bit better.

My tomato's where harvest in 2d day of winter, or not. Because it didn't work or they are lost, they are gone, I didn't get the tomato's or seeds.. To bad..

It is a case of "too bad" at the moment, sorry :)

In the winter (day 2) they still try to harvesting plants that are in 'rot/remove' state (first image). This can be hard because the farmers will remove pest instead of harvest good crops at the last day of autumn

I'll need to make sure that harvest jobs are higher priority by default.

I tried to produce alot of food and that worked with the problem of keeping it stored ofcaurse. I use about 50% of the settlers with a farm skill. 

It probably needs changing then as 50% of settlers farming is higher than what I want it to be.

"Crafts items.." will not go away untill a reboot. I don't know who to reporduce but I have seen it more then once

There's an issue with the tooltip display. I need to figure out how to reproduce it myself to fix it. The tooltips also don't always show up when they're supposed to too.

Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..

Yes to avoid pathfinding from every dwarf to every water source they use "as the crow flies" distance for the nearest water source. I could make it so they always prefer a barrel over the river even if its further away?

With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the feasting hall for example, there is a lot of space to take an other path, or just wait so they can both can walk faster..

Thanks for pointing this out, I'm going to do something to improve this.

If you have multiple miners they will mine the same spot. In year 6 I even have seen them mine a mined spot.. So I think there is something with the alocation of the task going wrong:

Definitely seems like something is going wrong. If you see this happening please send me a save at that point in time and I should be able to fix it.

The resources viewer is realy handy to see the count of the block's and it type. I fount out that it is not working well for the cauldron's somehow they get mixed up:

Thanks! Didn't know that the cauldron wasn't working right but I think I know why, I'm going to fix this for the next update.

If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to. 

Great suggestion! I'm going to change it to work this way. It should have been obvious but I haven't played with complex settlements enough :) 

It seems that bringing plank's is a low priority task.

Hmm, almost everything is about the same priority right now. Perhaps they were further away than everything else? I'll look into it.

My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:

Thanks, this is a bug I'll look to fix too, I thought I had already fixed this one...

Water consumption seems odd.

Similar to the item assignments, I think there's a problem with water assignments too which I'm looking to fix.

 It would be nice if you can build a aqueduct or something to transfer water from the river into the mountain.

Yep that's the plan! Underground pipes to move water around rather than having to do it by hand.

Settlers will try to do the same task at the same time

That shouldn't happen, is this just the miners mining the same tile or are there others like this?


Thanks again for taking the time to go through all this and sending me those useful saves, it really helps!

Thanks for all the answers! And I am happy to help. I have made a list with items that need some reproduction, I will give it a try in December. Can I do this with 2.7 or not?  This will be easier for the one with settlers working on the same task because I can continue then.

Settlers will try to do the same task at the same time

That shouldn't happen, is this just the miners mining the same tile or are there others like this?

My question
Your answer
My Answer
    The new settlers don't chop/mine.. Were they assigned to these jobs when they arrived? If not, it's due to a lack of tools which I need to make clearer. Some of the points here and elsewhere are convincing me to put in a tutorial sooner rather than later.This was after the first year settlers where not mining.. I think the tools where not the problem.. I think this will be fixed with "Hopefully this is also because of the assignments bug that I'm currently working on."
Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..Yes to avoid pathfinding from every dwarf to every water source they use "as the crow flies" distance for the nearest water source. I could make it so they always prefer a barrel over the river even if its further away?Yes, because normally they drink and then eat. I have water and food always together. So it make no sense to go to the river end then to the feasting hall.
So maybe you can join this with the ration/feasting hall. If there is one just move over there and eat/drink. If there is not drink out of river and eat a ration.
If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to.Great suggestion! I'm going to change it to work this way. It should have been obvious but I haven't played with complex settlements enough :)I am happy to do that and give some input :)
It seems that bringing plank's is a low priority task.Hmm, almost everything is about the same priority right now. Perhaps they were further away than everything else? I'll look into it.Yes, I started a sawmill at the river and then working into the mountain.. So it was further away.

It is a idea to first look from jobs close by. Then have some counter on jobs and when they haven't been done for some days give them higher prioritization.. Or say that there range is bigger so it seems closer so it will get done. I would like it if settlers do jobs, eat/drink and sleep in a region if possible. I think it will need some different approach for assigning jobs.

I think that looking from the settler current location each time and have different list to pick work from would be great. So not assigning a rock to zone #7 at the moment it get mined. But give it a pickup task. Then the settler makes a decision where to bring it.  Let a zone next to a stonemason ask for 10x rocks as it has tables etc. If it is full just drop it to the closed location. This way a settler can drop its item anywhere if its getting hungry/tired etc and it will be picked op at a later time again.

I am looking forward to some of the improvements you have in the queue, like the work within one smelterworks, the underground pipes etc.

Glad I could be of assistance to both of you. Can't wait to see how the game will look like in a couple months with new updates.

One Question: Is there a way now or in the finished game to make the mushroom trees regrow? I hoped they would do by themselves but even if I left one per fertile ground spot standing nothing happened.

While we're at it, will any mushrooms (re)grow outside of the mushroom farm in the finished game?

At the moment, no both mushrooms and mushroom trees don't regrow naturally. This might be changed, but its based on the idea that mushrooms need something to grow from (like the logs), so perhaps they could grow around graves? The mushroom trees are meant to be very old so might not grow over the course of a normal game. Haven't really decided yet!