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Author Topic: [40d12] Mechanisms to be used for unbuilt traps are ignored on reclaim.  (Read 387 times)

jokermatt999

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Sorry for the confusing title, I ran out of characters.

Anyway, I had a raw-edited superpowered Bronze Colossus loose in one of my forts, and so I decided to take care of it via cage traps. Lots of cage traps. As in, I used every mechanism I had to make cage traps. However, my dwarves were tantrum spiraling at the time, and so I eventually abandoned the fort before more than 2 cage traps were built. I decided to try to reclaim it, as it was a fairly nice fort, but the ridiculous Bronze Colossus (set to size 200 during world gen so he'd survive, and I later found out you can't simply change the raws to fix the overpowering) was still roaming the fort, and so I decided that cage traps would once again be a good solution. After all, I had several dozen lying around on the top floor, clearly accessable, and not forbidden. However, when I went to build a cage trap, it seemed to think I had no mechanisms. I figured it may have been a bug with the building, but my dwarves also ignored a stock pile which I then created specifically for mechanisms. I didn't test if they would dump them or not, but I did try forbidding and reclaiming the mechanisms again to no avail. It appears that they are still counted as "in use" for building the cage traps which never got built, and since I abandoned without cancelling them, they were still counted as in use.
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Derakon

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Sounds like the standard "items marked for a task at the time you abandon cannot be used when you reclaim" bug. You can break the lock by forcibly moving the items, e.g. by digging the floor out from under them or pushing them around with water.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels