- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.31:Immigration"
(food or farm? elaborate pls) |
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Smaller migrant waves (3 to 9) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark). Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things. Max wave size reported to date is 25{{verify}}. | Smaller migrant waves (3 to 9) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark). Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things. Max wave size reported to date is 25{{verify}}. | ||
− | Migrants also often bring animals with them. These are often not pets of the migrants, but | + | Migrants also often bring animals with them. These are often not pets of the migrants, but will always be domestic animals. |
== Labour preference bug == | == Labour preference bug == |
Revision as of 12:53, 11 April 2010
This article is about an older version of DF. |
Immigration can occur once per season, and can happen at any time throughout (both early and late season immigrations have been reported)
Smaller migrant waves (3 to 9) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark). Be prepared with adequate Template:L, Template:L, and Template:Ls, among other things. Max wave size reported to date is 25[Verify].
Migrants also often bring animals with them. These are often not pets of the migrants, but will always be domestic animals.
Labour preference bug
Migrants each can arrive with a wide collection of (often unrelated) skills, far greater than possible with one of the Template:L, and Template:L levels (at least) as high as Legendary. Any and all skills might be represented, including obscure military skills (like Template:L), high levels of one or more Template:Ls, Template:L, Template:L and others.
Immigrants may have high skills in certain Template:L without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bonecrafting on "high master", albeit turned off in his preferences. The dwarf in question is listed as a bonecrafter on screen and in the Template:L tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far.