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Author Topic: Misc. issues now, compared to v0.34.11 (Recent: Mass pitting)  (Read 1187 times)

TruePikachu

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Misc. issues now, compared to v0.34.11 (Recent: Mass pitting)
« on: September 27, 2014, 06:42:44 pm »

I've decided that I will add to this thread instead of just making a new one every time I come across an issue.
-- Issue list --
* Door linking now requires a dwarf to enter the tile with the door (complicates water supply creation)
* Mass pitting gets messed up (a fighting turn can be put in between removal from cage and descent down hole)

-----

Working on getting my hospital set up, but I keep running into that message. It looks like the issue might be with the door access, since there is no mechinism on its T-menu (and the lever only has its base mechinism). The door is marked as forbidden, no-pets. It is dangerous to change that setting...
Spoiler (click to show/hide)
(no, there is no reason why I have it marked as Internal; neither choice works)
There is a path to that square just south of the door; this is confirmed by marking the tile just south of that for fortifications, and the job being accepted and given to somebody.

I know that this sort of setup used to work fine back on 0.34.11, I suspect that the fix for standing-on-the-tile-to-build-something might be having side effects (my memory of the issue, as present in my binary-patched 0.34.11, is that it triggers if someone gets to the location from a ramp).

Quick edit: Just dug a passage over to the door (without breaching the water), floored over the stairs, and reissued the link job (canceled the old one, and made it again). Still getting Could not find path errors.

Code: [Select]
path fail: dwarf,Link a Building to Trigger,77,71,101 -> 110,96,80: Id #3301:Path Goal Seek Target for Mechanism:Station Mill Building at 90,92,10
« Last Edit: September 28, 2014, 01:27:32 pm by TruePikachu »
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arcane

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Re: Urist McMechanic cancels Link a Building to Trigger: Could not find path.
« Reply #1 on: September 27, 2014, 08:50:14 pm »

Unforbid the door. Dwarves must stand in the doorway to link to trigger.
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TruePikachu

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Mass pitting
« Reply #2 on: September 27, 2014, 10:12:53 pm »

And now I have the issue with mass pitting. I made a pit near the hospital (I have since gotten water to flow to the cistern), to drop gobbos down. However, it seems that with the "split ticks" that were implemented for fighting, the gobbos or whatever can get a hit in before actually being dropped in the pit, after being removed from the cage. I had one escape the pitting area because of this.

My current "solution" is a trap exiting the holding area (the stockpile with cages). Each cage is ajacent to a hole (inc. diagionally; 1 hole per 8 cages), and the holes are covered with silver hatch covers. It is very unlikely that the goblins are catching something and climbing out, but I suppose it might be possible; I, for testing, have the covers marked impassable, but have not tested to see if this solves the problem.
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Max™

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Re: Misc. issues now, compared to v0.34.11 (Now: Mass pitting)
« Reply #3 on: September 27, 2014, 10:20:50 pm »

Just checking the problem that messed me up, do you have the walls of the pit smoothed?
I was trying to figure out how far they can make it back up, had one go down a couple of z levels and climb back up due to the rough walls.

Smooth it all or go with a 3x3 shaft and a floor extending so you can access the center tile to pit?
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TruePikachu

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Re: Misc. issues now, compared to v0.34.11 (Now: Mass pitting)
« Reply #4 on: September 28, 2014, 03:26:30 am »

Everything was smoothed, and the relevant tiles were natural (versus constructed). Stepping through frame-by-frame revealed that the goblins attacked the dwarves during the moment it was out of the cage but not down the hole. With the hatches forbidden (which does not affect pitting, tested with some livestock), it means that it had to have been before the goblin even passed through.
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GavJ

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Re: Misc. issues now, compared to v0.34.11 (Now: Mass pitting)
« Reply #5 on: September 28, 2014, 05:05:52 am »

You can get all their stuff without ever removing them from the cage (search for disarming caged goblins). And you can burn them up with magma while in cages, too. Mass pitting was never super necessary. If magma alone, it even sorts out the goblinite from the clothes for you! I never really understood the appeal of mas pitting by comparison.

For the odd creature here and there caged and immune to magma, there's always hooking up a lever to open the cage.
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TruePikachu

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Mass pitting
« Reply #6 on: September 28, 2014, 01:26:50 pm »

Yes, I know, I had disarmed them via DFHack (stripcaged command). However, I wanted to have them as "training dummies" for my milita.

My eventual solution was to just get rid of the pit and make an arena where I could build the cages and release the POWs with a lever.
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Mentalpatient87

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Re: Mass pitting
« Reply #7 on: September 28, 2014, 02:17:05 pm »

My eventual solution was to just get rid of the pit and make an arena where I could build the cages and release the POWs with a lever.

This is what I always do. I never trusted mass pitting to even try it with anything hostile.
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