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Author Topic: [DWARF] - Bug reports and known issues.  (Read 194022 times)

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #90 on: May 10, 2013, 05:17:54 pm »

Yes, and all the rune-armors would go crazy.
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drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #91 on: May 10, 2013, 06:10:02 pm »

For my game i have changed the script so that :ALL works and edited the raw file to change the end time to :2000 from :200. Still think the bonuses (particually to agility) are a bit large. Hmmm, i wonder if[CE_PHYS_ATT_CHANGE:AGILITY:0:5000:START:0:END:2000] would set the value to 0% of its existing and add 5000. If this works as hoping would seem to fit the powersuit theme. All users of the suit irrispective of their stat have the same when wearing the suit.

---

Another bit, from copying over changes to my live game.

Following reaction is trying to producing blocks for no longer valid reagents D->J.

[REACTION:ROCK_GRINDING]
   [BUILDING:GRINDER:CUSTOM_SHIFT_G]
   [NAME:grind non-economic rocks (3)]
   [REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [REAGENT:B:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [REAGENT:C:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:C:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:D:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:E:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:F:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:G:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:H:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:I:NONE]
   [PRODUCT:5:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:J:NONE]
   [PRODUCT:3:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]
   [PRODUCT:10:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BITUMINOUS]
   [PRODUCT:3:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_PLATINUM]
   [PRODUCT:3:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_GOLD]
   [PRODUCT:3:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_SILVER]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:DUST][PRODUCT_DIMENSION:150]
   [SKILL:STONECRAFT]
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #92 on: May 10, 2013, 06:37:55 pm »

Good morning to myself. -.- Maybe I shouldnt do that stuff while doing ten other things. ^^

The missing reagents IDs are such a stupid mistake, although I assume it would just take a random inorganic to fill the void.
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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 :::

lrdgreyscale

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Re: [DWARF] - Bug reports and known issues.
« Reply #93 on: May 10, 2013, 09:59:56 pm »

Quick question...Has anyone else been having trouble with tanning/cleaning mussel shells? Although I have a stockpile set to accept all globs (under "fat in the menu), nothing is appearing there. By contrast, my refuse pile is overflowing with what I guess are rotten shells. Meanwhile, my three dwarves with leatherworking aren't tanning a thing, and the "clean shell" option on the Tannery remains red. I am quite confused, since I was able to slaughter my pack animals and tan their hides without problem. Anyone else encountered this problem?
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Hefateus

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Re: [DWARF] - Bug reports and known issues.
« Reply #94 on: May 11, 2013, 02:12:31 am »

Is the bi-frost Forge still in the game? Mine isnt showing up buildable.
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fricy

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Re: [DWARF] - Bug reports and known issues.
« Reply #95 on: May 11, 2013, 02:48:59 am »

Is the bi-frost Forge still in the game? Mine isnt showing up buildable.

From the MW 3.0 changelog:

"- Removed great bifrost forge. Frost Giants now drop bifrost bars directly. Just kill a giant, get the metal. "

And Now: for something completly different:

I've been following the Topic: The Banners of Heart: ☼Masterwork the Fortress☼ and this has come up there:

Quote
"Awright, guys, we're ready to siege the dwarves.  There's about twenty of us and over a hundred of them, but we're WIZARDS!  We command the forces on which the world turns!  There's no way we can lose!"

"That's right!  I'll smite the dwarves with cold, dead air!"

"And I'll burn the flesh from their bones with acid!"

"And I'll raise the dead that surround us into insatiable undead who crave the flesh of the living!  ANIMUS!"

The wizards stared for a moment at their necromancer as they were surrounded by the sound of rattling bones.

"Zenzan, you utter ----ing imbecile."


********

Casualties:  Nine wizards plus their mounts.  They never even saw a single dwarf.

and

Quote
warlocks came in another siege.

They fell afoul of our traps for a bit, then started raising their own dead.  And fighting them.  Again.  But it looked like they were winning until one of them started a grass fire.  So the northeast third of the surface is burned, but at least the warlocks are gone.

This seems consistent with warlock sieges: They always bring a necromancer with them who raises the dead, the undead attack the wizards and sooner or later every invader dies either to the undead, an area attack spell or raging fire.

This classic scene comes to mind: http://www.youtube.com/watch?feature=player_detailpage&v=NUHk2RSMCS8#t=1s

Any thoughts on how to prevent this from happing?
I was thinking that if necros only showed up as lone thieves/snatchers this problem would sort itself out. Wizards are formidable opponents against mele troops, and a lone necro thief with the undead acting as a distraction sounds logical too. To me at least. :)
« Last Edit: May 11, 2013, 04:06:03 am by fricy »
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Hefateus

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Re: [DWARF] - Bug reports and known issues.
« Reply #96 on: May 11, 2013, 09:47:21 am »

So its great that the bifrost forge was removed but that leaves no place for the bifrost bars to be forged. Did I get the first early update before this has been fixed?
I checked both the magma and regular forge but there isnt a bifrost option to fabricate items with said metal.
« Last Edit: May 11, 2013, 10:11:44 am by Hefateus »
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fricy

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Re: [DWARF] - Bug reports and known issues.
« Reply #97 on: May 11, 2013, 09:57:47 am »

I honestly don't know, I'm still on 2.h doing some SCIENCE before I gen a new world in 3.x.

But I'd look for bifrost in the (magma)forge, or try to order a bifrost weapon/armor from the manager screen, if you have the building the manager will sort it out.

Mithril Leaf

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Re: [DWARF] - Bug reports and known issues.
« Reply #98 on: May 11, 2013, 12:38:49 pm »

I seem to be getting an issue where no matter what I do English Dwarves is turned on. Genned a couple of new worlds where the option was both on and off, always resulted in my dwarves not using dwarvish.
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smakemupagus

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Re: [DWARF] - Bug reports and known issues.
« Reply #99 on: May 11, 2013, 12:53:34 pm »

It looks like [INORGANIC:BIFROST] lacks any items usage tokens that tell the forge what it is allowed to do with it. 

Probably, adding
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_ARMOR]
to it would help.

http://dwarffortresswiki.org/index.php/Material_definition_token
Spoiler: items tokens (click to show/hide)

Hefateus

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Re: [DWARF] - Bug reports and known issues.
« Reply #100 on: May 11, 2013, 01:26:06 pm »

Does it also need to have the reactions added to the forge under the raw of each item?

Edit
So adding the "[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_ARMOR]" to bifrost will allow it to be forged in whatever manner those tokens give i.e. axes, breastplates, greaves and so on?

Edit:
Got it thanks Smake!
« Last Edit: May 11, 2013, 04:23:34 pm by Hefateus »
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smakemupagus

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Re: [DWARF] - Bug reports and known issues.
« Reply #101 on: May 11, 2013, 01:34:46 pm »

No?  Not sure what you mean exactly.  The vanilla forge doesn't accept custom reactions.

Edit.  Cool.  Glad it worked!
« Last Edit: May 11, 2013, 06:51:07 pm by smakemupagus »
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drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #102 on: May 11, 2013, 02:51:24 pm »

Females can't join the jewelers guild. Typo, sets them to join the carft guild instead

[INTERACTION:TRANSFORM_GUILD_JEWELER_F]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:self]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:PROB:100:START:0:END:8400]
      [CE:CREATURE:GUILD:INTERMEDIATE]
      [SYN_CLASS:\PERMANENT]
      [SYN_CLASS:DWARF]
      [SYN_CLASS:CRAFTDWARF_FEMALE]

And on guilds, is the Runesmith skill meant to be part of any guild?
« Last Edit: May 11, 2013, 02:54:42 pm by drayath »
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Hefateus

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Re: [DWARF] - Bug reports and known issues.
« Reply #103 on: May 11, 2013, 08:47:08 pm »

Id like to comment on the english dwarves also. Im having the same issue. I didnt touch that option at all while doing the settings. Its not the biggest problem in the world but I do like Urist better than "dagger".
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smakemupagus

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Re: [DWARF] - Bug reports and known issues.
« Reply #104 on: May 11, 2013, 09:12:05 pm »

Haven't had a chance to test in game but in the raws the English dwarves looks like it's doing the right thing, just maybe that the initial condition was backwards of what it said on the button.  If you toggle the GUI english dwarves button on and back off again it might work properly after that.

-- confirmed, was able to embark with Dwarf speaking dwarves, after toggling the button on and back off
« Last Edit: May 12, 2013, 12:13:04 am by smakemupagus »
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