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Topics - awdball

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1
DF Bug Reports / [40d] [dwarf mode][moods] Crash
« on: October 31, 2008, 03:20:51 pm »
I got a crash on the job list screen when my mayor was in a Strange Mood and apparently needed a shop I didn't have yet. I had queued up the construction of the last few shops but am pretty sure none of them had been finished yet.

I went into the job list screen 'j' and noticed the character with the mood had a building associated with the job (a Jewelers Workshop, one of the new ones) so I hit 'b' to go to the shop and see if he had the materials he needed. The game paused for about 3-4 seconds then crashed.

I don't have a save game where this repros yet

2
I just saw something that may explain a few folks problems with merchants bolting for no apparent reason. I had a corridor walled in to "protect" the merchants from the indigenous species but I hadn't finished paving it. While I was watching the wagons rolling in I saw them suddenly explode, horses started wandering and merchants turned around and started heading for the edge of the map. What had happened was a sapling in the middle of the corridor had just grown up to be a tree in the middle of the wagon.

I'm not sure what a good solution would be. I think I'd prefer killing a sapling that grows up into an occupied square simply becoming a dead sapling instead of a full tree. That would include a sapling that was walled, paved, or bridged over. Any thoughts folks?

Was what I saw the intended behaviour Toady?

AWDBall

3

http://mkv25.net/dfma/movie-630-howtominefortrees

This is part of a fort I've been playing with for a LONG time. Zero immigration, only offspring of starting 7. Zero imported wealth. And they almost never go outside because they're not numerous enought o deal with the goblins.

There's a few bugs shown here with temperature in 38c, but I laughed my ass off when I realized my dwarfs could now mine for alder.

I flooded an area with magma to play with magma, to kill a few goblins outside my fort and more specifically to destroy their gear they left lying around. Then on a lark I pumped some water out there too. The magma did not burn the trees because the magma is blocked from entering the tree squares and because they never share a square the tree never gets hot enough.

After dousing it with water I now have trees that are completely surrounded by obsidian that I can mine my way to.

AWDBall

4
DF Dwarf Mode Discussion / Encouraging your dwarves to get married
« on: May 12, 2008, 09:24:00 pm »
After waiting many years for my dwarves to have their first wedding, then even longer waiting for the second couple to tie the knot, I thought about how and why it did happened and realized we can speed the process along.

I was working them too hard, they never had very many parties. And when they did they were just making more friends. Of the 7 starting dwarves, 6 were already paired up as lovers at the very start, but the first wedding didn't happen until Spring 1065.

Three offspring later in 1071 I realized I could lock the lovers into a room with a meeting place table and a statue garden, with enough food and booze that they'll never be without. They'll have nothing to do but throw parties and get to know each other better, no-one else to talk to but each other. Quickly make squads out of the existing couples, recruit one, set their guard station to the center of a 5x5 room with all the amenities, lock em in and convert them back to civilians.

Sure enough Momuz Adlogem and Rovod Udibudil decided to tie the knot after only one season of sequestered counseling. The second couple recruited to gaurd the love nest were only in there for a few days before they tied the knot. I was even able to take a pair all the way from passing acquaintance to honeymooners in only two seasons.

It's a wonder what a little one-on-one time can do for a relationship.

AWDBall


5
DF Gameplay Questions / Stuff not getting moved to stockpiles/bins/barrels
« on: December 15, 2006, 02:42:00 pm »
I've noticed lately in a game I have been running that certain workshops are just becoming huge piles of clutter. 6 idle dwarves for seasons on end all with hauling turned on, open stockpiles gallore, spare bins and barrels, open slots for more bins and barrels and still nobody bothers moving any of these items.

The only way to get rid of the clutter is to breakdown and re-build the workshop. but that just leaves piles of things scattered around the shop.

The dwarves are aware the stuff is there, they move it out of the way to build the workshop or if I place anything like a trap or door. But they will not move it to a pile.

Even designating a pile under the stuff and then asking for one pile to take from the old pile doesn't help. Neither does saving or re-loading, with the last two upgrades.

Is there ANY other way to re-seed the haul orders? It's not a problem until some exceptional food item rots, but I need to fix this sooner than that.

[ December 15, 2006: Message edited by: awdball ]


6
DF Bug Reports / [38c] "valid?" farm plots in reclaimed ocean w
« on: April 05, 2008, 11:29:00 am »
If I reclaim a section of ocean, then in the mud left behind I can build a farm but it complains that there are no valid seeds. I have lots of overlander seeds of every type available (through many years of herbalism plant gathering).

I've tried outside light above ground, inside light above ground. I've tried pond filling to make mud ( using the trick that water pumped from salt water into a walled and floored area becomes potable ). But the only way I can farm in the middle of the ocean is if it's under an overhang and therefore underground. And that doesn't care if it was sea water or potable water that got it wet.

Also I have no problem creating and seeding farm plots in inside or outside light above ground areas in the soil layers.
AWDBall

[ April 05, 2008: Message edited by: awdball ]


7
DF Bug Reports / [38c] Minor glitch with walls vs natural ramps
« on: June 13, 2008, 05:14:00 pm »
Not sure which part of this is the bug, or if this has been reported. I read through a few ramp bug posts and didn't find this mentioned.

Building a wall over a natural ramp is allowed. De-constructing that wall removes the ramp as well as the wall.

So with this bug I can remove ramps even if I don't have a pick. (Mind you I found it useful for the hunter gather challenge build. )

AWDBall


8
Wait until the dwarf has collected all of the parts for their artifact and started the mysterious construction. Then use 't' to look at the items assembled in the shop for the task. Scroll to one, then 'f'orbid it. It gets removed from the task. The resulting artifact doesn't use the material and the material is left over for re-stocking after re-claiming.

I first did this by accident while trying to husband the few silk thread and cloth I have. As the dwarf started the mood he collected everythng up to the cloth he wanted. I had previously forbidden the few silk items we had just to keep them in reserve for such a mood. I re-claimed all the silk we had now since he was not satisfied with any of the pigtail cloth or thread we had in stock. Then once he started the construction I re-forbid the remaining ones, but actually forbid the one he was trying to use. Only after his final artifact didn't use silk did I realise what might have happened.

I just now reproduced this using the repro steps I mentioned firt. So now as long as no one dwarf asks for more than two silk threads or cloth bolts I never actually have to use them up if I choose to exploit this bug.

I'm not sure what would be a good way to fix this. Should he go get silk again until he's satisfied? Should he immediately go nuts from frustration? Should you not be able to forbid items already being used in a task?

I just gotta love programs so massive they can have edge cases like this. Thanks again Toady!

AWDBall


9
I noticed this before, but my current version is df_27_176_38a. I've found that when the drive my save games are on gets full during a save it can corrupt the save so it can't load. But the save does not always fail, sometimes it doesn't crash until the second save when the drive is full.

I like to save after every season and am currently running from a 1Gb USB drive. More than once now I've made the mistake of not leaving enough room for the next save. This last time my main, winter and spring saves were all corrut and I had to go back about 3 hours of playing to utumn save. It seem like it ran out of room during the winter save but didn't crash until it tried to make the spring save.

Please save me and my dwarves from my own carelessness and add a bit more sanity checking to the save process.

AWDBall

[ March 12, 2008: Message edited by: awdball ]


10
I doubt too many other folks want this but I thought I'd suggest it, just in case it's trivial.

I'd love to have an init setting to turn off traders. It seems to fit with the [INVADERS:YES] tag in the init settings. And it may add some extra challenge for a few folks.

AWDBall


11
DF Suggestions / Dwarf breeding
« on: December 14, 2007, 07:31:00 pm »
Would it be possible to let dwarves have kids before you get around to implementing marriage? The one mission I keep trying is to survive with only your starting 7 dwarves, no immigration whatsoever, but without childbirth you never get too far. Since childbirth is already implemented would it be simple to make an option to allow dwarven childbirth without requiring marriage?

Thanks in advance for any consideration, and for such a wonderful game that I never get around to building my own!


12
If the cage/pit animal User Interface automatically zoomed to the selected animal in a manner similar to how the link level UI does, then you would be able to see what you're doing a lot better.

Today if I want to put a specific animal out a collection into a cage I need to know what order I'll find the animal on the creature list before I open the cage-assign. Something like "Okay I want the 3rd through 5th grizzly cubs after the four horses".

I only noticed this because I have a number of pets that are innacessible at the moment and any cage order for them causes FPS to plumet.


13
DF Suggestions / Stop getting jobs on forbidden buildings
« on: May 10, 2008, 11:30:00 am »
I've noticed that stone fall traps that were in the area when I forbid a bunch of goblin debris, get forbidden also. These traps happen to be innacessible to my dwarves now, so I thought this would be a good thing.

I've also noticed though that jobs were created to reload these traps, even if they were forbidden before they became "unloaded".

I've also noticed that if I forbid the trade depot then the merchants have nowhere to go. So it seems like the intended purpose is that forbidding a building makes it unusable.

If forbidding these sorts of buildings is expected, then it might make sense to stop generating jobs for the forbidden buildings, or even to cancel those jobs.


14
DF Suggestions / Minor suggestion for more character on the maps
« on: June 13, 2008, 06:42:00 pm »
There are ponds, trees and shrubs around the wooded areas. There are pebbles and boulders strewn arround rocky terrain and lightly dusted through wooded areas. It really seems like there should be some few stones laying around that would be useful for construction in fortress mode. There could be some dead trees and shrubs and perhaps the odd natural tree fall log that would be useful for construction too.

AWDBall


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