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Author Topic: [DWARF] - Bug reports and known issues.  (Read 190674 times)

Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #495 on: July 24, 2013, 03:28:24 am »

version: 3d
tileset: Meph's

Grind boulder to sand reaction doesn't look right.  I haven't actually tried it, as is, but when I tried to use workflow to specify the boulders, I couldn't. Only the bag could be specified.
Spoiler (click to show/hide)
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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)

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #496 on: July 24, 2013, 04:02:42 am »

It does look odd. The reagent is messed up. It should probably look more like this:

Code: [Select]
[REACTION:STONE_GRIND]
[NAME:grind rock into sand]
[BUILDING:GRINDER:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]

Is_Stone is just used to filter out clay boulders. Worthless stone only is to stop the reaction from using flux or mineral ore.
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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 :::
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firons2

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Re: [DWARF] - Bug reports and known issues.
« Reply #497 on: July 24, 2013, 04:48:25 am »

A lot of crashes in adventurer mode in kobold fort.
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #498 on: July 24, 2013, 05:01:25 am »

I never had a crash while testing this version, and I did play 2 solid years of kobold camp. Granted, I never played adv mode... could you give more infos ?
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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 :::

firons2

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Re: [DWARF] - Bug reports and known issues.
« Reply #499 on: July 24, 2013, 05:09:18 am »

Also crashes on orc fort adv mode. World cursed uborg. Played as fiend spider and as chaos dwarf both crash. Though in orc for crashes less.
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silentdeth

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Re: [DWARF] - Bug reports and known issues.
« Reply #500 on: July 24, 2013, 05:39:15 am »

Bug: Golems are limited by civilian burrow military alerts. If all civilians are confined to a burrow the golems will not leave the burrow either, not even if you tell them to be stationed outside of the burrow. Still happens if the golems are active/training.


For the embassy, is there not a way to limit the civilizations you can declare war on, ect, by which races have been chosen via the settings.exe gui?
« Last Edit: July 24, 2013, 05:42:37 am by silentdeth »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #501 on: July 24, 2013, 05:46:15 am »

I can remove the reactions fitting to the disabled races, yes. So lets say you turn "warlocks:off", then I can also remove the "challange warlock civ" reaction. But if you play with "warlocks:on", and warlocks die in worldgen, then you will still have the reaction. Still, it would be an improvement I guess.

Nothing I can do about the golem AI concerning burrows...
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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 :::

silentdeth

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Re: [DWARF] - Bug reports and known issues.
« Reply #502 on: July 24, 2013, 06:32:51 am »

minor issue with the visability of golems using the masterwork tileset.
Where's Waldo the golems?
Spoiler (click to show/hide)

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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #503 on: July 24, 2013, 06:53:03 am »

The tiles are completely wrong.. is that with 3d? the grass has crossed swords and gnome tiles, that shouldnt be.
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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 :::
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silentdeth

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Re: [DWARF] - Bug reports and known issues.
« Reply #504 on: July 24, 2013, 07:15:27 am »

It is with 3c, posted before I noticed the update. But I'm not wanting to regen a new world right now and don't know how to update the tileset in an existing save.

Setting with 3c are as follows: Tileset: Matrix, color: default-, Creature Sprites: Yes, Truetype: Yes, Masterwork Font.
« Last Edit: July 24, 2013, 07:18:10 am by silentdeth »
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00112

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Re: [DWARF] - Bug reports and known issues.
« Reply #505 on: July 24, 2013, 10:59:33 am »

Ver. 3d
Titleset: Vherid; no creature sprites; masterwork front

Sometimes after worldgen, some civs get nameless gods like this one.


The guild descriptions for dwarves gets cut off when looking at a dwarf's preference/mood.
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #506 on: July 24, 2013, 04:44:19 pm »

It does look odd. The reagent is messed up. It should probably look more like this:

Code: [Select]
[REACTION:STONE_GRIND]
[NAME:grind rock into sand]
[BUILDING:GRINDER:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]

Is_Stone is just used to filter out clay boulders. Worthless stone only is to stop the reaction from using flux or mineral ore.
The ROCK_GRINDING reaction right above it needs the same tweak.

Here are some others you may want to consider:
CRAFT_ROCK_BRAZIER
CRAFT_ROCK_CANDELABRA
CRAFT_ROCK_FIREPLACE
CRAFT_ROCK_RING
CRAFT_ROCK_CROWN
CRAFT_ROCK_FIGURINE
CRAFT_ROCK_AMULET
CRAFT_ROCK_SCEPTER
CRAFT_ROCK_EARRING
CRAFT_ROCK_BRACELET
CRAFT_ROCK_TOY1
CRAFT_ROCK_TOY2
CRAFT_ROCK_TOY3
CRAFT_ROCK_INSTRUMENT1
CRAFT_ROCK_INSTRUMENT2
CRAFT_ROCK_INSTRUMENT3
CRAFT_ROCK_TOY_RANDOM
CRAFT_ROCK_INSTRUMENT_RANDOM
BATTERING_RAM_UPGRADE_ONE
.
.
.

Holy carp. There's a lot of them.  Anyway, you get the idea.

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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)

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #507 on: July 24, 2013, 09:27:17 pm »

BillyJack: Wow, for a second you had me worried... you mean adding the IS_STONE to prevent clay from being used, right? Because my raws show "[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]" on all of those reaction, which works perfectly fine... and not like the broken Grind_Stone reaction that was discussed earlier.

00112: Do I see it correctly, the god has a blank name?

Silentdeth: Mh.. I completely forgot that there was something about the grass in 3c... no wonder people rather kept playing phoebus/ironhand... just try the new version, you will see the difference.
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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 :::

00112

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Re: [DWARF] - Bug reports and known issues.
« Reply #508 on: July 24, 2013, 09:33:11 pm »

Yes, the name is blank.
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #509 on: July 24, 2013, 09:51:03 pm »

Right, Meph.  Just talking about the ability to use clay for all sorts of non-appropriate reactions.  Since it's firesafe, I've got my smelters wearing clay breastplates, boots, and helms.  I'll need to throw some copper on them to fill the gaps since there isn't rock reactions for greaves and gloves.

And on the subject of gloves, the Tailor's leather reactions still create standard gloves, which are then picked up by citizens. I've mentioned in the past that I think you should change it to the GAUNTLETS_D type and then add the [LEATHER] token to the GAUNTLETS definition so that we can specify the particular type of leather in the military equip screen.
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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)
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