Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.)
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.
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.
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.
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).
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
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.
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.
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.