Dwarf Fortress

Dwarf Fortress

Herr Seeker Mar 8, 2023 @ 10:58am
How to satisfy the "acquire object" need ?
I've got a few dwarves that are stressed out by not being able to "acquire objects".

I think what might cause issues is the fact that I disable all but their professions for these dwarves as their professions are too "important" and I would not want my legendary armorsmith to rush out and get mauled by wildlife trying to get logs or to haul lead cages to the depot when he should be making good gear

Notably this particular dwarf , I've tried making him craft his own bone rings, was not interested in picking it up, even if I set him as the sole hauler of the fort, with a binless stockpile nearby

Perhaps he will pick up a more valuable object, like say made of gold ?

Does the "disdains decorum" clash with dwarves picking objects as their own ?

And I do have a lot of new clothing, despite the wear on his own, this dwarf doesn't seem to be picking any new ones up

Did you manage to find a way to help these crybaby dwarves get new stuff ?
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Showing 1-11 of 11 comments
Esca Mar 8, 2023 @ 11:13am 
I'm not sure what other items will qualify, but I've noticed several of my dwarves pocketing coins when hauling them. Crowns seem popular too, though less so. Valuable materials might help, though I'd try things listed in the stressed dwarves' preferences first.

I don't think any personality traits will prevent them fulfilling their needs, but it's hard to test during normal play.

(PS: I was making platinum coins, which actually weigh ~2 units, so now a couple dwarves are weighed down all the time...I recommend sticking to light materials.)
Nellvan Mar 8, 2023 @ 11:16am 
As far as I'm aware you just need to have stuff (rings, bracelets, earrings, crowns, scepters) stored and they'll pick up what they want, similar to clothes.

I've just noticed a child carrying some cachobon (when they used that to bash an agitated raven's skull), maybe try producing some large(?) gems, too.

Decorum means something like "proper" etiquette / behavior I think, not decor.
Personality traits could be part of it though, or perhaps that dwarf needs more idle time.
Last edited by Nellvan; Mar 8, 2023 @ 3:22pm
Fel Mar 8, 2023 @ 12:29pm 
They only acquire those items when transporting them to a stockpile.

Basically they have a chance of keeping the item for themselves when doing a "store item in stockpile" task related to trade goods.
It also needs to be the item itself that they are transporting and not a bin with items in it.

I like to use rings, usually from bones since I tend to have way too many bones from butchering anyway.

There are many ways to make loops where the same items are transported to stockpiles repetedly in order to "force" dwarves to get an item but it depends on their traits as well for the chance of taking the item as their own.
Naryar Mar 8, 2023 @ 2:00pm 
Yeah, you have to micromanage them with bin-less finished goods stockpiles and generating lots of item hauling jobs. It is quite annoying.

But it's not particularly hard to satisfy, just tedious. I usually begin with mass producing stone crafts, or bones when I have enough animals to butcher.

I am very unsure on how they pick up items. They will however pick up clothing when necessary, and that will satisfy the need.
Nellvan Mar 8, 2023 @ 3:27pm 
Originally posted by Fel:
They only acquire those items when transporting them to a stockpile.
Oh, ok. Guess I managed to get an ok-ish distribution by not using dedicated haulers recently, and by producing lots of the stuff for trade. Seems like I gotta pay closer attention to this in the future.
Fel Mar 8, 2023 @ 3:31pm 
To be fair I thought I had a good system to clear that need by just leaving the rings and stuff in workshops and bringing them in mass to the trade depot.
I just learnt that it doesn't work while double-checking on the wiki (on top of noticing that I had many dwarves with that need in yellow even when changing clothing counts).
Nellvan Mar 8, 2023 @ 4:43pm 
Well, I thought I'll just have a look around and yup there is a solution via DFHack:
https://github.com/skeldark/scripts/
Read http://www.bay12forums.com/smf/index.php?topic=177125.0 for more detailed info and instructions.

Should be safe, but make a backup of your save just in case.

I've for now only tried specifically need-acquire.lua, without the configuration and automation that is possible with need-all.lua, and that seems to work just fine. Got no idea if everything else still works, or if any of those systems were changed by now.

Basically, you need trinkets stockpiled (they can be in a bin); run the script; the script assigns trinkets to any dwarf that has the need; the dwarfs then will go and fetch their item(s). Text output in the DFHack console window tells how many were assigned and wether there were enough or if you need to make more.
Last edited by Nellvan; Mar 8, 2023 @ 4:58pm
Herr Seeker Mar 9, 2023 @ 4:20pm 
Originally posted by Nellvan:
Well, I thought I'll just have a look around and yup there is a solution via DFHack:
https://github.com/skeldark/scripts/
Read http://www.bay12forums.com/smf/index.php?topic=177125.0 for more detailed info and instructions.

Should be safe, but make a backup of your save just in case.

I've for now only tried specifically need-acquire.lua, without the configuration and automation that is possible with need-all.lua, and that seems to work just fine. Got no idea if everything else still works, or if any of those systems were changed by now.

Basically, you need trinkets stockpiled (they can be in a bin); run the script; the script assigns trinkets to any dwarf that has the need; the dwarfs then will go and fetch their item(s). Text output in the DFHack console window tells how many were assigned and wether there were enough or if you need to make more.


Considering the fact that this particular dwarf also deeply desired to "be with family" despite NOT HAVING a family, I did have to use DFHack , I hope the next update doesn't break my game

Needs are still pretty broken
Fel Mar 9, 2023 @ 4:25pm 
If they don't have a family, you could also let them socialize a lot and preferably have at least one unmarried of the opposite sex do so as well.
Unless one of them doesn't care about family (usually the ones with such need do want a family) they should become lovers, marry and have children fairly quickly.
Sophtopus Mar 9, 2023 @ 4:58pm 
Originally posted by Nellvan:
Well, I thought I'll just have a look around and yup there is a solution via DFHack:
https://github.com/skeldark/scripts/
Read http://www.bay12forums.com/smf/index.php?topic=177125.0 for more detailed info and instructions.

Should be safe, but make a backup of your save just in case.

I've for now only tried specifically need-acquire.lua, without the configuration and automation that is possible with need-all.lua, and that seems to work just fine. Got no idea if everything else still works, or if any of those systems were changed by now.

Basically, you need trinkets stockpiled (they can be in a bin); run the script; the script assigns trinkets to any dwarf that has the need; the dwarfs then will go and fetch their item(s). Text output in the DFHack console window tells how many were assigned and wether there were enough or if you need to make more.

Not the OP but thanks for the link! Trying to satisfy needs is a huge headache in default.
Have you tried this out with certain no-workshop nobles like Champions? Because my champ really wanted to craft an object, except I couldn't assign her to one.
Nellvan Mar 12, 2023 @ 5:30am 
Champions can use workshops. I'm not even sure there is any (noble) postion that doesn't do work.

Which means, the script would work since it doesn't cheat, only enables and disables labor. But it's one where I'm not sure if it still works, the instruction refers to something that's not in the steam version.
Last edited by Nellvan; Mar 12, 2023 @ 5:39am
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Date Posted: Mar 8, 2023 @ 10:58am
Posts: 11