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Author Topic: [DWARF] - Bug reports and known issues.  (Read 194023 times)

atazs

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Re: [DWARF] - Bug reports and known issues.
« Reply #75 on: May 07, 2013, 05:03:48 pm »

Yes, not mod related.

Well, for me it happens once I know about the fortress.  I don't know what tricks you use to know about it, but perhaps it wakes them up?  I dunno about that part.
Well since there is only one in a 16x16 area, first i embark on half of it, and then see if theres a 1 next to upright cage trap. If there is none, i terminate the df application and try pinpoint it with regular embarks.
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Fairin

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Re: [DWARF] - Bug reports and known issues.
« Reply #76 on: May 07, 2013, 05:34:43 pm »

the pathfinding for 2000+ creatures causes FPS death when embarking over a fortress

use DFHack to reveal hell and find it =), runesmith /dump magma on their heads with the liquids command reduce their numbers and the lag would go down

just remember not to save the map while its revealed. and dont play with a revealed map since it bugs what your dwarves can see =)
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Grimdox

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Re: [DWARF] - Bug reports and known issues.
« Reply #77 on: May 09, 2013, 03:06:42 am »

- Not sure if this bug is related to the new version. My first immigrant wave consisted of 7 dwarves, all had the exact same skills as my first seven dwarves (i.e. I embarked with 3 miners and 4 others, the migrant wave contained 3 miners and 4 others), and had the same nicknames as them as well. They were different dwarves though, with different ages, genders, likes and dislikes, etc. Never seen this before.

- Also, just tried the new Garrison mechanic. My swordsdwarf with incredible healing, almost never sick & very agile physical traits went in and trained, then came out with strong, quick to tire and very flimsy. No positives to healing, sickness or agility as before. Might not be a workaround since you're making a whole new unit I guess?

- The new battlecries give away the (general) location of hidden units as well (via combat reports -> go to location). It makes sense that a creature could make noise and give itself away, but why would a sneaking kobold run around yelling or cursing dwarves?
« Last Edit: May 09, 2013, 08:38:37 am by Grimdox »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #78 on: May 09, 2013, 08:49:22 am »

Grimdox, thats a quirck of how DF reads out attributes. Normal dwarves max out at 2000. So if your guy has 1800 he is incredibly something. But the trained dwarves max out at 5000. If he for example gets 2500, 700 points more then before, he will still be "weak", because 2500 in comparison to 5000 is weak. Since his agility/recuperation attributes were not raised, but the maximum is raised, the ones he have are, relatively seen, worse then before, even if the total amount stays the same.

Atazs: Yes, its the high creature count... It has been there a long time, and I dont even know why they spawn so many more then a vanilla fortress.

Smake: Thanks for the decoy reagents ID. The product dimension on a boulder doesnt do anything btw, its a leftover from being bars at some point.

Hefateus: Nope, its fine. Its exactly 50% of vanilla, the normal one is 12.

Asva: Children shouldnt really transform, but its not a big problem I'd say. But if you cancel the job no boiling rock is created and your dwarves shouldnt transform, dont know how that happened.

Puddingkuchen & drayath: Thanks for both lists, are in my todo list now.

Quote
How do you use spitting orchid and treant seeds now?
You dont, they are removed from all reactions. I will remove the tradegoods form the next version as well.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Werdna

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Re: [DWARF] - Bug reports and known issues.
« Reply #79 on: May 09, 2013, 10:08:27 am »

- Not sure if this bug is related to the new version. My first immigrant wave consisted of 7 dwarves, all had the exact same skills as my first seven dwarves (i.e. I embarked with 3 miners and 4 others, the migrant wave contained 3 miners and 4 others), and had the same nicknames as them as well. They were different dwarves though, with different ages, genders, likes and dislikes, etc. Never seen this before.

Did you abandon an embark in this world already?  I believe what you got were immigrants from your abandoned embark.  This can happen in normal DF.
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Werdna

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Re: [DWARF] - Bug reports and known issues.
« Reply #80 on: May 09, 2013, 10:31:01 am »

I've run into the tanner problem, but slightly different I think?  I've butchered dozens of local beasts (no shearing) - centaurs, coyotes, a forgotten beast.  The food stockpile is covered in 'Skins".  Multiple tanner workshops up, built from unforbidden items.  The automatic 'Tan leather" job has appeared in all of them.  More than 6 jobless dwarves with Diplomacy enabled.  Workshops and stockpile in same burrow.  However, I can't get the job to go active - nobody will carry a skin over and tan it.  I've tried queuing Tanning jobs in the job manager, more jobs get added without going active.  Can build new Tanner shops, no problem (proving the Diplomacy-enabled dwarves are available and willing).  Save&reload didn't help.  In a previous MW3 fort, I swear they were tanning (from butchering) just fine, but its possible my leather stock was actually solely from caravans.  I think I would've noticed the stockpiles loading up on skin, however.

Is there a file I can tweak to create a workaround in the meantime?
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #81 on: May 09, 2013, 10:38:32 am »

Quote
More than 6 jobless dwarves with Diplomacy enabled.
Its leatherworking. The build-labor is the thing I cant change, so Ambassadors will build the tanner, but all reactions are done by leatherworkers.

If you skin globs will remain too long, they will rot, like skin usually does, and cant be used for the reactions anymore.
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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 :::

Werdna

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Re: [DWARF] - Bug reports and known issues.
« Reply #82 on: May 09, 2013, 11:57:39 am »

Leatherworking, of course.  Thanks!
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Blackworth

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Re: [DWARF] - Bug reports and known issues.
« Reply #83 on: May 10, 2013, 12:18:26 am »

i know it has been the third post i made, sorry about that just this issue is ANNOYING! thanks a lot!

hello, i am in a evil Arctic area and I have a big problem. i have cave wheat and other crops growing under ground, however NON of them are BEING harvested.
 My stockpiles have been reset and a dwarf moves up stating the action "Harvest plant" or of the like and he goes into the tile and leaves the plant there untouched.

 Is this issue only with me or with the entirety of everyone else? i don't understand what is going on. is there somthing i need to build extra to harvest crops? thanks.
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drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #84 on: May 10, 2013, 04:08:16 pm »

The special armors made in the Machine Workshop do not give their bonuses.

It looks like [INORGANIC:STEAMRUNNER] [INORGANIC:STEAMGUARDIAN] [INORGANIC:STEAMPOWER] etc. are incorrect

remove all the [SYN_AFFECTED........
and replace with just this line (this fixes the issue, don't know if any of the rest are required for the modular system)
   [SYN_AFFECTED_CLASS:DWARF_INTER]


E.g.
[INORGANIC:STEAMRUNNER]
..... snip ....
[SYNDROME]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
         [SYN_NAME:technology is awesome]
         [SYN_CONTACT] [SYN_INHALED]
   [SYN_CLASS:DFHACK_ITEM_SYNDROME]
   [SYN_AFFECTED_CLASS:DWARF_INTER]
   [CE_PHYS_ATT_CHANGE:AGILITY:5000:0:START:0:END:200]


---

looking at the debug output i added to the itemsyndromes script, it look like the [SYN_AFFECTED_CREATURE:DWARF:ALL] entry does not match the dwarf (at least not one in a guild, not tried others).

---

Edit: This can be corrected in a live game. Just save and edit the entry in data\save\xxxx\raw\objects\inorganic_zmasterwork.txt. Back the save up before hand, can use the showunitsyndromes script (see dfhack thread) to check the unit now gets the syndrome.

Just checkin behaviour as well, dfhack applies the affect (at the moment) every 499 ticks, is it intended that you get the bonus for 200 ticks then have no bonus for 300. Would seem much easier to see what is happening if it was a constant bonus (even if bonus was reduced to compendate (e.g. instead being active for 200 of 500 ticks at +5000% run 500 of 500 at +2000%). Very finally is it meant to be +5000% (e.g. x50) or should it be +5000)


Edit: Edit: Good luck to your travels.

« Last Edit: May 10, 2013, 04:22:57 pm by drayath »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #85 on: May 10, 2013, 04:22:15 pm »

Ah... no. ^^

Itemsyndrome only accepts classes, not creatures? Noes. I just uploaded an update.  :-[

Edit: Yep, Putnam raised it to 499 ticks, I just failed at updating the raws for the gnomish stuff as well.
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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 :::

drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #86 on: May 10, 2013, 04:25:46 pm »

You can use creatures but you cant use the ALL tag for caste.

E.g. fail to apply because

race(DWARF) equals requiredRace(DWARF) but caste(SMITH_FEMALE) not equal requiredCaste(ALL) so the match fails.

Just checkin behaviour as well, dfhack applies the affect (at the moment) every 499 ticks, is it intended that you get the bonus for 200 ticks then have no bonus for 300. Would seem much easier to see what is happening if it was a constant bonus (even if bonus was reduced to compendate (e.g. instead being active for 200 of 500 ticks at +5000% run 500 of 500 at +2000%). Very finally is it meant to be +5000% (e.g. x50) or should it be +5000)
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drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #87 on: May 10, 2013, 04:32:31 pm »

Alternative it to update the itemsyndrome.lua script to allow [SYN_AFFECTED_CREATURE:DWARF:ALL] to work.

#### COMPELTELY UNTESTED ####

around line 130 replace

if affected_creature == unitracename and affected_caste == castename then affected = true end

with

if affected_creature == unitracename and ( affected_caste == "ALL" or affected_caste == castename ) then affected = true end

could also change the time at the bottom of the script from 499 back to 199 as a temp fix.
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Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

drayath

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Re: [DWARF] - Bug reports and known issues.
« Reply #88 on: May 10, 2013, 04:56:10 pm »

That above script change does work with the present masterwork raw file, but reducing the script timer to 199 tick destoys the relability of the syndrome being re-added. Even with the the script applying the effect applying every 499 ticks, syndome does not reliably stay on the dwarf unless the syndrome duration is at least 2000 (and even larger is better).

Script handles this correctly (resets syndromes each time it runs and does not apply the syndrome twice). Just get a few seconds of additional syndrome duration after the armour is removed.
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Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

smakemupagus

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Re: [DWARF] - Bug reports and known issues.
« Reply #89 on: May 10, 2013, 05:00:32 pm »

could also change the time at the bottom of the script from 499 back to 199 as a temp fix.

But then orcish warriors would get 2.5x the intended boost to KINESTHETIC_SENSE when the elite bloodsteel wolf mask enchants stack up ;)
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