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Author Topic: [DWARF] - Bug reports and known issues.  (Read 193292 times)

MuDD

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Re: [DWARF] - Bug reports and known issues.
« Reply #1770 on: January 31, 2014, 01:40:02 am »

I have Grimms, both for Dwarves and Kobolds.
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There Is No Vic

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Re: [DWARF] - Bug reports and known issues.
« Reply #1771 on: January 31, 2014, 08:28:09 am »

i did a few searches but came out empty on this, has anyone else noticed an endless loop with the sawmill? my lumberjack continuously grabs the same smooth wood log to "cut rough treetrunk" he continously grabs the same log and performs the action

I think it's a generic item task loop. I've seen it before at various stockpiles and workshops. You could try forbidding the item or deconstructing the sawmill.
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Catdwarf

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Re: [DWARF] - Bug reports and known issues.
« Reply #1772 on: February 02, 2014, 10:58:31 pm »

Game version: 4g - SWP BETA
Tileset: Phoebus
OS : Win 7 64

I'm having a repeatable Crash To Desktop in my current fort game. It's summer of the second year and the CTD occurs are the precise same time every reload. It's just after the humans arrive to trade, but does not appear to be related to them. The merchants and wagons appear on the map and proceed towards my fort as expected.
Instead, about 10 seconds after the traders arrive my game will close without further messages. It does this regardless of my interactions with DF, but has been sped by opening menus in the period just before I expect the crash.
I believe this is related to at least one of the two Towers nearby. The previous year I had a similar crash, only it happened a frame after "The dead appear!" warning. When I reloaded an earlier save the dead did not attack again and I was able to continue. The one undead siege that did process against my fort was small and quickly failed for unclear reasons (the undead fell dead). As I am in an untamed wilds biome, this is quite strange but I didn't think much of it.
I have no yet loaded the previous season save but I will hopefully get a chance to do that tomorrow.

PS: The blast furnace does not completely update its recipes if you are not using the ore processor.
« Last Edit: February 02, 2014, 11:05:17 pm by Catdwarf »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1773 on: February 02, 2014, 11:32:16 pm »

Thanks for that very detailed report. Did you try loading that save without dfhack active? (replacing the sdl.dll with sdlreal.dll in your df folder)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

splinterz

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Re: [DWARF] - Bug reports and known issues.
« Reply #1774 on: February 03, 2014, 05:24:42 am »

that might be caused by an issue with the dfhack digginginvaders plugin. i modified the dfhack.init to set the walk cost to zero when it's disabled in the gui, which seems to sometimes cause crashes. you can try either setting all the walk costs to -1, or disabling digginginvaders in dfhack to see if that fixes it for you. i had the same types of crashes whenever invaders/ambushes showed up.

Catdwarf

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Re: [DWARF] - Bug reports and known issues.
« Reply #1775 on: February 03, 2014, 11:17:42 am »

You guys seem to be right. I ran without DFHack and found the first culprit: a Goblin Cheese Maker Enchanter. I have both destroyers and diggers off in the launcher. I'll play with those settings and see if I can pinpoint the problem.

After setting walk costs to -1: No crash, but FPS still plummets. This was a symptom I forgot to mention earlier. I rapidly drop from cap by at least 30 FPS shortly after the traders arrive.
After disabling digging invaders (continued): FPS recovers by about 5 frames.
This time the invaders were Orc sneaks.
« Last Edit: February 03, 2014, 11:38:40 am by Catdwarf »
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splinterz

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Re: [DWARF] - Bug reports and known issues.
« Reply #1776 on: February 03, 2014, 11:26:40 am »

You guys seem to be right. I ran without DFHack and found the first culprit: a Goblin Cheese Maker Enchanter. I have both destroyers and diggers off in the launcher. I'll play with those settings and see if I can pinpoint the problem.
use enable to check what dfhack plugins are enabled in the dfhack console. what i meant about the digging invaders is that even if you disable the options in the GUI, the plugin itself is still enabled.

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1777 on: February 03, 2014, 12:09:20 pm »

Quote
use enable to check what dfhack plugins are enabled in the dfhack console. what i meant about the digging invaders is that even if you disable the options in the GUI, the plugin itself is still enabled.
I didnt knew that. I disabled digging invaders by default, mostly because you mentioned something about crashes... so it can still crash if its disabled?

I guess it would be best to change the init and reupload, before more people report crashes.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

mahrgell

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Re: [DWARF] - Bug reports and known issues.
« Reply #1778 on: February 03, 2014, 01:59:01 pm »

So is there any explanation for the odd behavior of some frost giants when hit by a weapon? (as explained in Hexxedgarish)

in short:
something hits the frost giant, the frostgiant flies at insane speed in the strangest of ways about 40 tiles per hit around corners, through doors and up stairs along the way... So this is surely not the normal knockback and it is also triggered by random light attacks. This bug is slowly getting fairly annoying, because the frost giants end up deep in the city/fortress, far away from any soldiers and in the middle of all the civilians... (as there are no injuries from it)

Here a screenshot from Hexxedgarish-report....
Spoiler (click to show/hide)

rustyshack1

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Re: [DWARF] - Bug reports and known issues.
« Reply #1779 on: February 03, 2014, 02:18:01 pm »

One issue I keep getting, is that vers. 4h whenever I try to create a new  world with the adv. world gen the game crashes. Also if I use the standard world gen and I get all the way to embarking it starts me off as Orcs no matter what embark package I choose, and it also does it if I choose to prepare carefully. I'm running windows 7, I was using Obsidian Soul tileset, I only had kobolds and orcs enabled as a player race.

Also simple gem shapes was not working for some odd reason, when I try to turn it on it says "Invalid/missingtokens: !NOGEMSHAPE!"
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Niveras

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Re: [DWARF] - Bug reports and known issues.
« Reply #1780 on: February 03, 2014, 04:31:04 pm »

I think you're only supposed to enable a single playable (that is, fortress; multiples races can be enabled for adventure mode) race at a time. This may explain why you always start off as orcs.

That said, I cannot say with authority that this is causing the problems.
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arcturusthelesser

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Re: [DWARF] - Bug reports and known issues.
« Reply #1781 on: February 03, 2014, 06:48:23 pm »

I think you're only supposed to enable a single playable (that is, fortress; multiples races can be enabled for adventure mode) race at a time. This may explain why you always start off as orcs.

That said, I cannot say with authority that this is causing the problems.
Untrue, I currently have every playable race enabled, with no problem.
One issue I keep getting, is that vers. 4h whenever I try to create a new  world with the adv. world gen the game crashes. Also if I use the standard world gen and I get all the way to embarking it starts me off as Orcs no matter what embark package I choose, and it also does it if I choose to prepare carefully. I'm running windows 7, I was using Obsidian Soul tileset, I only had kobolds and orcs enabled as a player race.

Also simple gem shapes was not working for some odd reason, when I try to turn it on it says "Invalid/missingtokens: !NOGEMSHAPE!"
World gen crashes happen intermittently, you just have to try again. I can't remember what exactly they are, but I believe there are some important reasons why vanilla worldgen isn't "recommended" for Masterwork.

Embark profiles have nothing to do with your race, although I think things get messed up if you try to choose one that doesn't match. Actual race selection happens at the same time you choose your site, you can change your race by changing your civilization, and then checking to see who your allies/invaders will be. Note, of course, that frequently there will be more than one civilization for a race, or possibly races might be missing if they died out in the worldgen process.
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MoloMowChow

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Re: [DWARF] - Bug reports and known issues.
« Reply #1782 on: February 03, 2014, 08:16:41 pm »

There is a problem using the dfhack's workflow plugin(Alt+w for workshop repeating orders) for coal from ore and smelters. When I try adding a workflow range limit for "coke", dfhack gives error and I cannot set a workflow limit. This was a problem both in 4.g and 4.h
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #1783 on: February 04, 2014, 02:28:12 am »

Workflow and coal has some issues with the MW reactions at the smelter, crematorium, etc.  Anything that can make coal.

My workaround is to use the Wood Burner to set up the workflow for burning wood to charcoal.  The other workshops will respect the range when you set them to do their coal producing reactions.

Another thing I had tried in the past was to change all of these reactions to produce
[PRODUCT:100:xx:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS] instead of [PRODUCT:100:xx:BAR:NO_SUBTYPE:COAL:COKE]

The errorlog complains, but Workflow has no problem managing it then.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Corundum

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Re: [DWARF] - Bug reports and known issues.
« Reply #1784 on: February 06, 2014, 01:21:05 am »

Animating weapons doesn't seem to work. I tried the reaction a few different times, once with a steel axe and a few more times with iron war hammers. The dwarf goes to the stormtempest altar with the proper reagents, the smoke effect goes off but no animated weapon.

I don't know the first thing about programming, but there doesn't appear to be any reactions in the reaction_altar_air file for animating weapons.
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