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Author Topic: [DWARF] - Bug reports and known issues.  (Read 193416 times)

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #570 on: August 03, 2013, 11:43:30 am »

Nothing I can do about it, I think they are removed when they die, but wont be added when resurrected...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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vaderflag

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Re: [DWARF] - Bug reports and known issues.
« Reply #571 on: August 03, 2013, 11:50:14 am »

Now I'm tempted to get all of my citizens killed and resurrected so I can see who (if anyone) will fill the expedition leader slot. A fortress without leadership -- will anarchy reign? Will they throw down their tools and refuse to work?
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Gamerlord

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Re: [DWARF] - Bug reports and known issues.
« Reply #572 on: August 03, 2013, 11:50:22 am »

Dunno if this is a bug, but some weird thing just happened. The game said a deity had appeared, that it looked like a shrew or something and that it was crazed and thirsting for blood. After fighting a warlock it turned into a giant. Is this normal?

fricy

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Re: [DWARF] - Bug reports and known issues.
« Reply #573 on: August 03, 2013, 12:02:51 pm »

Nothing I can do about it, I think they are removed when they die, but wont be added when resurrected...

I remember a similar problem with the makeown command: when caravan guards were recruited they couldn't became nobles. Then it was fixed by adding them to the list of the historic figures? I'm not sure, but it could be a solution.

vaderflag

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Re: [DWARF] - Bug reports and known issues.
« Reply #574 on: August 03, 2013, 12:08:41 pm »

Making a white staff/aura has in reaction_magic:

[REAGENT:wood:1:WOOD:NONE:PLANT_MAT:FEATHER:NONE]

...which gives me "need feather tree plant logs" error, even though I have many.
Changing this to the following seems to work:

[REAGENT:wood:1:WOOD:NONE:PLANT_MAT:FEATHER:WOOD]

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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #575 on: August 03, 2013, 04:08:46 pm »

You can make resurrected members nobles in the military by using Dwarf Therapist to assign them to the first position of a newly formed squad.  Works for making them the commander as well.
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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)

silentdeth

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Re: [DWARF] - Bug reports and known issues.
« Reply #576 on: August 04, 2013, 12:44:53 am »

Bug:

Code: [Select]
[NAME:unpack loot (frost giant)]
[BUILDING:EXPEDITION_OUTFITTER:CUSTOM_J]
...
[PRODUCT:33:5:TOOL:ITEM_TOOL_LOOT_BIFROST:INORGANIC:BIFROST]
[PRODUCT:33:5:TOOL:ITEM_TOOL_LOOT_BIFROST:INORGANIC:BIFROST]
[PRODUCT:33:5:TOOL:ITEM_TOOL_LOOT_BIFROST:INORGANIC:BIFROST]
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Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #577 on: August 04, 2013, 01:03:11 am »

Dunno if this is a bug, but some weird thing just happened. The game said a deity had appeared, that it looked like a shrew or something and that it was crazed and thirsting for blood. After fighting a warlock it turned into a giant. Is this normal?
Thats normal. You just have a deity that is also a werebeast. A megabeast was attacked by a werebeast, infected with lycanthrophy, later started being worshipped and then migrated to your fort.

Dogfax: No idea what might cause this crash... but if its spatter_add, then maybe ask in the dfhack thread. But I encountered no problems with it while testing.

All other bugs are noted and will be fixed.
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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 :::

Bigheaded

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Re: [DWARF] - Bug reports and known issues.
« Reply #578 on: August 04, 2013, 06:40:47 am »

Not sure if mentioned or wtf is going on.

My hunters keep spamming "Hunting cancels hunt: could not find path" i removed 2 others from hunting to lower the spam a little. It's still literally 1 every second coming up.

Currently got centaurs on the surface, so perhaps not hunting those but i've no more animals on the map?
so perhaps it's trying to hunt something in the caverns and i've revealed very very little of the caverns, so would make sense in that respect, cos it doesn't know the path to the enemy in the caverns.

edit:
Was correct in my guess that he wanted to hunt something in the caverns, not smart seeing he committed suicide by attacking a bunch of giant bats.
So solved (he died therefore no spam of announcements lol)
« Last Edit: August 04, 2013, 06:55:45 am by Bigheaded »
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Dear Urist McStockpileDrone
I just found a barrel which contained a wheelbarrow. Inside the wheelbarrow was another barrel. I don't even understand how that is possible.

Mayama

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Re: [DWARF] - Bug reports and known issues.
« Reply #579 on: August 04, 2013, 07:24:52 am »

Looks like v.3e does not store seeds in barrels or bags :/
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Gamerlord

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Re: [DWARF] - Bug reports and known issues.
« Reply #580 on: August 04, 2013, 08:39:49 am »

Dunno if this is a bug, but some weird thing just happened. The game said a deity had appeared, that it looked like a shrew or something and that it was crazed and thirsting for blood. After fighting a warlock it turned into a giant. Is this normal?
Thats normal. You just have a deity that is also a werebeast. A megabeast was attacked by a werebeast, infected with lycanthrophy, later started being worshipped and then migrated to your fort.
Huh. Cool. Maybe I should deal with the guys he bit...

Z1000000m

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Re: [DWARF] - Bug reports and known issues.
« Reply #581 on: August 04, 2013, 09:47:46 am »

Looks like v.3e does not store seeds in barrels or bags :/

This is awkward.

Also, dont put seeds into barrels. Ever. Forbid barrels from seeds stockpiles.
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thistleknot

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Re: [DWARF] - Bug reports and known issues.
« Reply #582 on: August 04, 2013, 12:48:01 pm »

not sure if a bug
but I was writing a lua script that reads the bin values for attributes, and noticed that all standard dwarf's phys_attr_range are the same across physical attributes and the same for across mental attributes, i.e. "normal" as found here
http://dwarffortresswiki.org/index.php/DF2012:Attribute#How_Your_Dwarf_Gets_Attributes

which means maybe they have human ranges?

Physical: 200:700:900:1000:1100:1300:2000
Mental: 200:800:900:1000:1100:1300:2000

I noticed when I was browsing the data structures via dfhack
gui/gm-editor  df.global.world.raws.creatures.all[1096].caste[0].attributes

verified that you don't have any ranges specified for default dwarfs, so it's defaulting to the ingame "normal" range.

according to Q, if you didn't define these, they'll have default ranges as well
Spoiler (click to show/hide)
« Last Edit: August 04, 2013, 12:49:37 pm by thistleknot »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #583 on: August 04, 2013, 01:05:20 pm »

Thistleknot: Whats wrong with having default physical/mental attributes? 
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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 :::

thistleknot

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Re: [DWARF] - Bug reports and known issues.
« Reply #584 on: August 04, 2013, 01:51:00 pm »

Not wrong if thats what u intended (just lack of variety). I always thought non caste dwaffs were vanilla. The way I assumed the attributes were setup is that maybe human were the only all normal caste.  Id have to look at raws to verify that.
« Last Edit: August 04, 2013, 01:53:42 pm by thistleknot »
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