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Author Topic: [DWARF] - Bug reports and known issues.  (Read 190574 times)

s20dan

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Re: [DWARF] - Bug reports and known issues.
« Reply #1275 on: October 18, 2013, 10:02:28 am »


Try to switch to 4b? I used to train animals in 4a but that crash never happens to me. weird.

 Hmm really you have no crash in 4a with taming animals?  Perhaps my crash has something to do with me using Dfhack 'mode set' (Lets you swap between adventure and fortress modes in the same game) to build my fort.
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JodGap

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Re: [DWARF] - Bug reports and known issues.
« Reply #1276 on: October 19, 2013, 12:05:51 am »

4b spacefox tileset
are the "end of minetrack" tile changed with the "Minecart on track" tile?
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #1277 on: October 19, 2013, 12:48:33 am »

4b

Don't recall if its been reported or not but I'm trying to use 'embark -e' to embark anywhere and get the error 'Offset for embark patch not found!'
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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)

Arasaki

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Re: [DWARF] - Bug reports and known issues.
« Reply #1278 on: October 20, 2013, 06:07:15 am »

Been playing 4b (Windows, Ironhand) for a little while, and I have a dwarf in platemail covered in runes which don't appear to work. He still sleeps, suffers extreme pain, becomes exhausted and falls unconcious during combat.

Also, I have been using the Magma Greatforge to produce armour. I noticed my dwarves had a very high number of foot injuries - the reaction only appears to create one boot?
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s20dan

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Re: [DWARF] - Bug reports and known issues.
« Reply #1279 on: October 20, 2013, 06:28:41 am »

4b

Don't recall if its been reported or not but I'm trying to use 'embark -e' to embark anywhere and get the error 'Offset for embark patch not found!'

 Embark anywhere works for me here (still on 4a though) but I access it through the Masterwork settings screen on the bottom right (Embark Tools).
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evictedSaint

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  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
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Re: [DWARF] - Bug reports and known issues.
« Reply #1280 on: October 20, 2013, 03:26:18 pm »

In Teduk's Fine Goods, you can buy a Breath of Armok for 5,000 gold coins, and then sell it right back for 99,999 gold coins.

And, in Bomrek's Bargins, copper bars cost shillings, despite the prompt claiming they cost coppers. Upon checking the raws, it actually costs 1500 silver, not 1000 copper like it claims.

The inventors workbench research item gets produced a step early during the research phase, and produced again at the end (resulting in a net gain of two inventors workbench research items.)
« Last Edit: October 20, 2013, 03:58:44 pm by evictedSaint »
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RickRollYou2

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Re: [DWARF] - Bug reports and known issues.
« Reply #1281 on: October 20, 2013, 10:09:59 pm »

I mentioned the Breath of Armok many pages ago, it IS an Easter egg. If you're able to sell the Breath, do turn temperature on and try again  ;D
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urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1282 on: October 20, 2013, 10:53:09 pm »

4b, on linux - it looks like there are a number of chained reactions that repeat indefinitely:
- Ammo Casting, I mentioned before, endlessly repeats step 2 and 3 (up to 122 ammocaster rare science discoveries :)  )
- in so doing, random non-requested discoveries are made - though perhaps that's not a bad thing ;)
- had a number of purchased crates (four) unpacked at the same time at the Trade Warehouse, and they keep getting "unpacked" even though they're gone, producing more and more trade goods (warning: deconstructing a very full warehouse will instakill your FPS - right now I'm at 2-15)

OTOH, the gnome/goblin/orc merchants requests from the Embassy work fine and I've got a coin mint going (though making spring steel is sometimes a challenge due to the relative rarity of nickel).
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Urist McTeellox

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Re: [DWARF] - Bug reports and known issues.
« Reply #1283 on: October 21, 2013, 06:00:51 am »

TL;DR: Composite bows should have their power dropped to 4000 from 10000

After my orcs defeated an Elvish raid, I went looking to figure out how to best use the great bows that we captured. However after looking at the raws, it was clear that my existing composite bows were far superior. This is almost certainly a bug.

The SHOOT_FORCE and SHOOT_MAXVAL for common bows are:

* Bow - 1000
* Recurve bow - 2000
* Great bow - 6000
* Composite bow - 10000
* Bladed composite bow - 4000

Given that the blade "upgrade" to composite bows brings their power down from 10k to 4k, and that great bows are described as being "even more powerful" than composite bows in the docs, it's pretty clear the 10k power rating is a mistake.

The relevant entry is in item_weapon_human_tech.txt. I've included the bladed composite upgrade entry next to it for comparison:

Spoiler (click to show/hide)
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cainiao

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Re: [DWARF] - Bug reports and known issues.
« Reply #1284 on: October 21, 2013, 09:51:02 am »

Somehow wooden blocks(planks) are accepted in Stonecrafter's workshop and now I got this:
Wooden Anvil
Spoiler (click to show/hide)
They are as good as steel anvil when building Masterwork added workshops, but not the vanilla Metalsmith's workshop since it is not firesafe.
« Last Edit: October 21, 2013, 10:36:43 am by cainiao »
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urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1285 on: October 21, 2013, 10:02:32 am »

Possible causes - I'm not sure if these are typos in the raws or not:

This reaction seems to have a typo in the third field of the REAGENT line:
Spoiler (click to show/hide)

The lines before and after these two ammocaster research steps seem odd - not all similar research reactions have similar lines, but at first glance those that do seem to match up with the reactions that have issues.  Wondering if this is a cut-n-paste or search-and-replace typo, and/or if this causes a misparse:
Spoiler (click to show/hide)
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cainiao

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Re: [DWARF] - Bug reports and known issues.
« Reply #1286 on: October 21, 2013, 10:50:50 am »

Slade are still needed when building slade turret and siegeammo.
Quote
[REACTION:SLADE_SIEGEAMMO]
[NAME:Attach slade to ballista bolt]
[BUILDING:SIEGEWORKS:CUSTOM_A][BUILDING:MAGMA_SIEGEWORKS:CUSTOM_A]
[REAGENT:A:1:SIEGEAMMO:NONE:NONE:NONE]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SLADE]
[PRODUCT:100:1:SIEGEAMMO:NONE:INORGANIC:SLADE]
[SKILL:SIEGECRAFT]
Quote
[REACTION:TURRET_SLADE]
   [NAME:Build a slade turret]
   [BUILDING:MACHINE_FACTORY:CUSTOM_ALT_S]
   [REAGENT:F:2:TRAPPARTS:NO_SUBTYPE:NONE:NONE]
   [REAGENT:G:300:BAR:NO_SUBTYPE:INORGANIC:COPPER]
   [REAGENT:H:300:BAR:NO_SUBTYPE:INORGANIC:IRON]
   [REAGENT:C:3:TOOL:ITEM_TOOL_AUTOMATON:NONE:NONE]
   [REAGENT:slade:5:BOULDER:NONE:INORGANIC:SLADE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SPAWN_TURRET_SLADE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_TURRET]
   [SKILL:OPERATE_PUMP]
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Labhras

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Re: [DWARF] - Bug reports and known issues.
« Reply #1287 on: October 22, 2013, 12:15:54 am »

Win 7 - 4b - Phoebus

I'm surprised it took me this long to learn of Masterwork's existence. Anyway, I can't seem to get the woodsplitting block to work. It won't autoqueue or let me queue stuff up myself like it can't find anything that fits. Does it require simple wood being on or not having extra flora/fauna turned on? Or am I missing an obvious reaction at a different building?
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There Is No Vic

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Re: [DWARF] - Bug reports and known issues.
« Reply #1288 on: October 22, 2013, 04:35:03 am »

Win 7 - 4b - Phoebus

I'm surprised it took me this long to learn of Masterwork's existence. Anyway, I can't seem to get the woodsplitting block to work. It won't autoqueue or let me queue stuff up myself like it can't find anything that fits. Does it require simple wood being on or not having extra flora/fauna turned on? Or am I missing an obvious reaction at a different building?

Have you tried queuing jobs from the manager?
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cainiao

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Re: [DWARF] - Bug reports and known issues.
« Reply #1289 on: October 22, 2013, 05:16:54 am »

Win 7 - 4b - Phoebus

I'm surprised it took me this long to learn of Masterwork's existence. Anyway, I can't seem to get the woodsplitting block to work. It won't autoqueue or let me queue stuff up myself like it can't find anything that fits. Does it require simple wood being on or not having extra flora/fauna turned on? Or am I missing an obvious reaction at a different building?
According to RAW, you need to turn on simple wood to use wood splitting.
Quote
[REACTION:SPLITTING_WOOD_ROUGH]
[NAME:Cut rough treetrunk]
[BUILDING:SPLITTING_BLOCK:CUSTOM_A]
YESSIMPLEWOOD[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:ROUGH:WOOD]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:NAKEDWOOD:WOOD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:WOOD:NO_SUBTYPE:PLANT_MAT:NAKEDWOOD:WOOD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:SEEDS:NO_SUBTYPE:PLANT_MAT:TREE_SMALL:SEED]
[PRODUCT:10:1:TOOL:ITEM_TOOL_SAWDUST_PILE:INORGANIC:SAWDUST_SOLID]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING][AUTOMATIC]
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