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Author Topic: [DWARF] - Bug reports and known issues.  (Read 193439 times)

silentdeth

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Re: [DWARF] - Bug reports and known issues.
« Reply #915 on: September 10, 2013, 03:40:50 pm »


Gilith:  :o  ???  :o => You just fixed a bug I deemed unfixable. Amazing work, and a very simple and logical solution. I will make sure to pass this around to other mods that have the same problem. Much appreciated.
Before you go to far on incorporating this, consider the issue that I now need to make sure that I store said item in a bag that is in a barrel.  If I don't have enough barrels or have a custom stockpile to hold the bags of stuff, but has no barrels assigned to it, the reaction won't work.

Perhaps make 2 reactions, one for barrels and one without.
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Etarip

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Re: [DWARF] - Bug reports and known issues.
« Reply #916 on: September 10, 2013, 06:48:07 pm »

Body size for Pekyt's goes 0, 1, 3:

   [BODY_SIZE:0:0:6000]
   [BODY_SIZE:1:0:35000]
   [BODY_SIZE:3:0:60000] -- 20% bigger than sheep

Used to seeing 0, 1, 2. Not sure if bug.
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #917 on: September 10, 2013, 09:44:23 pm »

Body size for Pekyt's goes 0, 1, 3:

   [BODY_SIZE:0:0:6000]
   [BODY_SIZE:1:0:35000]
   [BODY_SIZE:3:0:60000] -- 20% bigger than sheep

Used to seeing 0, 1, 2. Not sure if bug.
As I recall, that means at birth (0), at 1 year (1), at 3 years (3).
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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)

Etarip

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Re: [DWARF] - Bug reports and known issues.
« Reply #918 on: September 10, 2013, 11:00:13 pm »

Body size for Pekyt's goes 0, 1, 3:

   [BODY_SIZE:0:0:6000]
   [BODY_SIZE:1:0:35000]
   [BODY_SIZE:3:0:60000] -- 20% bigger than sheep

Used to seeing 0, 1, 2. Not sure if bug.
As I recall, that means at birth (0), at 1 year (1), at 3 years (3).

Yep, you're right. Serves me right for guessing. Pekyt's take longer to grow to adults than mountain tuskox, or any vanilla domestic animal. ??? Guess that's the price of good leather.
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BoffoDorf

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Re: [DWARF] - Bug reports and known issues.
« Reply #919 on: September 11, 2013, 12:42:21 am »

To add to the Body Size fun... Giant Olms shrink when they get older!

   [BODY_SIZE:0:0:30000]
   [BODY_SIZE:1:0:150000]
   [BODY_SIZE:2:0:80000]

Full RAW
Spoiler (click to show/hide)
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #920 on: September 11, 2013, 11:27:47 am »


Gilith:  :o  ???  :o => You just fixed a bug I deemed unfixable. Amazing work, and a very simple and logical solution. I will make sure to pass this around to other mods that have the same problem. Much appreciated.
Before you go to far on incorporating this, consider the issue that I now need to make sure that I store said item in a bag that is in a barrel.  If I don't have enough barrels or have a custom stockpile to hold the bags of stuff, but has no barrels assigned to it, the reaction won't work.

Perhaps make 2 reactions, one for barrels and one without.
I wouldn't recommend 2 reactions because you still need to know where the bag is.
Stockpile management is a standard method of working around some of these "features" and I would recommend sticking to that.
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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 #921 on: September 11, 2013, 11:38:11 am »

I will incorporate this new fix only for bread and candy in the kitchen. Harmless reactions, so I can see from user-feedback if everything is ok with this, or not. I was just very surprised when I saw this very simple solution to the problem. ;)

Best thing would probably not to use any reagents that are stored within layers... and I used NONE:NONE:NONE:NONE CONTAINS:B, so its not just barrels, all containers would work.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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cainiao

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Re: [DWARF] - Bug reports and known issues.
« Reply #922 on: September 11, 2013, 12:06:29 pm »

It seems that every creature from "Deeper Dwarven Domestication" still have their specific type of blood.
Which can be seen under extracts when you embarks.
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #923 on: September 11, 2013, 12:13:30 pm »

Yes, I noticed that two. Didnt fix it yet, its very low priority on the list. ;)
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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 :::

RickRollYou2

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Re: [DWARF] - Bug reports and known issues.
« Reply #924 on: September 11, 2013, 09:39:38 pm »

Very minor, but all attacks with "sitestep" should be spelled "sidestep" :) just a heads up, shouldn't be hard to fix with Ctrl+H

Edit: Slightly bigger issue, the manual (and entity raws) list making scarecrows in the thatchery, when it's in the Craftdwarf's Workshop.

Edit2: Major issue: Scarecrows don't spawn. Not sure about other creatures, but the coding has an issue. I would give you the DFHack errorlog if you could tell me where to find it :) (you seem to be calling "spawn" although in my case calling "spawn1" works, not "spawn". The creatures also have no natural skill, not sure if this can be remedied.)

Edit3: Major issue: the projectileExpansion ammunition don't seem to be working, looks like its the same problem as last time, with the whole "number expected" error. Tested in arena with "exploding bolts" and "exploding cannonballs". Is the material different now?

Other than these, seems to be going well :)
« Last Edit: September 12, 2013, 04:00:15 am by RickRollYou2 »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #925 on: September 12, 2013, 05:02:31 am »

Quote
Scarecrows don't spawn. Not sure about other creatures, but the coding has an issue. I would give you the DFHack errorlog if you could tell me where to find it :) (you seem to be calling "spawn" although in my case calling "spawn1" works, not "spawn". The creatures also have no natural skill, not sure if this can be remedied.)
Spawn was the original that I tested with... apparently it had a bug with bodysizes/materials, so putnam send me a fix a few minutes before I uploaded... I never tested it, just copy-pasted it over  :-[ If the scarecrow doesnt work, nothing does...
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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 :::

Zeebie

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Re: [DWARF] - Bug reports and known issues.
« Reply #926 on: September 12, 2013, 06:30:19 am »

I don't know if this has already been fixed in 3i, but in 3h my sawmill has a bizarre bug - it automatically processes every food plant into spore tree logs! I couldn't figure out why I had hundreds of spore logs, and then I noticed I couldn't brew anything...
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #927 on: September 12, 2013, 07:23:54 am »

Yes that was fixed... not automatically though, you must have left it on on repeat, it did accept any plant.
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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 :::

CheatingChicken

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Re: [DWARF] - Bug reports and known issues.
« Reply #928 on: September 12, 2013, 12:04:20 pm »

OS: Windows; MDF Version 3i
I am not sure if this is an issue of the mod or a general DF issue, so ill try it here first.
There seem to be some black tiles that keep overwriting some areas of the UI.
Heres a sample screenshot:

the bituminous coal as well as the aluminum reaction should also be on repeat and suspended. if i press r or s twice, the corresponding symbol appears again, but as soon as i move around in the list after that it changes back to black and also overwrites the tile in the height-meter right next to it. Do you have any idea what is causing that?

EDIT:
It is as it always is. As soon as i post about something i find the solution seconds later. It seems to be a problem with truetype fonts. I think since it shows more letters than usual when truetype is on, it it sets that amount of tiles behind the text to black. Now my question is, is there some kind of fix for this? Didnt some of the dfhack plugin people come up with solutions for such problems?
« Last Edit: September 12, 2013, 12:08:29 pm by CheatingChicken »
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #929 on: September 12, 2013, 12:08:28 pm »

Vanilla issue when using TrueType fonts.  Hit F12 to revert to standard font.

Ha!  I beat your edit.
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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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