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Author Topic: [DWARF] - Bug reports and known issues.  (Read 190554 times)

urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1335 on: October 26, 2013, 07:48:19 pm »

Looks like I'm still seeing the Warehouse bug - guessing the crate is not deleted, and so is "opened" infinite number of times.  Easiest fix is to find it with "t" cursor over the warehouse and forbid it.
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1336 on: October 26, 2013, 07:52:48 pm »

Looks like I'm still seeing the Warehouse bug - guessing the crate is not deleted, and so is "opened" infinite number of times.  Easiest fix is to find it with "t" cursor over the warehouse and forbid it.
I checked the raws, there is nothing wrong with it. 100% sure. To keep the crate the reaction would require a "PRESERVE_REAGENT" tag, but none of the reactions in BUILDING:STORAGE or TRADER_WARREN have this tag. I checked each one.
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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 :::

tenshi99

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Re: [DWARF] - Bug reports and known issues.
« Reply #1337 on: October 27, 2013, 05:26:11 am »

masterwork 4b/windows

sometimes researcher's study doing multiply/unordered tasks after initial researches.
seems chaining is a little buggy.

incorrectly patched skill levels(eg *2 Novice Miner) in .exe it has +1 over real skill level(until legendary)
« Last Edit: October 27, 2013, 02:31:59 pm by tenshi99 »
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Baffler

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Re: [DWARF] - Bug reports and known issues.
« Reply #1338 on: October 27, 2013, 03:17:12 pm »

Not exactly a fort mode question, but I wasn't sure where else to put this. I am having trouble getting the "Claim a Site" reaction to work. I am far away from any villages and rivers, and there is for sure no lair or something here.
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

LMeire

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Re: [DWARF] - Bug reports and known issues.
« Reply #1339 on: October 28, 2013, 09:16:24 am »

Masterwork/4b/Windows:
The "Pray for Rain" reaction at the Shrine of Armok doesn't seem to refill ponds like normal rain, is that intended?
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

klipche

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Re: [DWARF] - Bug reports and known issues.
« Reply #1340 on: October 28, 2013, 10:42:21 am »

I have used masterwork in the past with zero problems, but this latest version I am having difficulties with.

All i have done is download zip.  Place zip in a folder and unzipped it there. 

I am able to load Masterwork via the settings.exe, pick my map, generate world and even select my region and setup my guys with skills and items.  But every time I hit the embark key after spending all my points on items and skills, the game crashes.
« Last Edit: October 28, 2013, 10:50:20 am by klipche »
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urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1341 on: October 28, 2013, 12:01:26 pm »

Looks like I'm still seeing the Warehouse bug - guessing the crate is not deleted, and so is "opened" infinite number of times.  Easiest fix is to find it with "t" cursor over the warehouse and forbid it.
I checked the raws, there is nothing wrong with it. 100% sure. To keep the crate the reaction would require a "PRESERVE_REAGENT" tag, but none of the reactions in BUILDING:STORAGE or TRADER_WARREN have this tag. I checked each one.

Hey, crates show up as bars ... didn't jellsprout mention somewhere about linux producing too many bars, like 150 concrete or sthing ... <urmane searches and greps>
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Another

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Re: [DWARF] - Bug reports and known issues.
« Reply #1342 on: October 28, 2013, 03:33:22 pm »

I get this in scary red letters in dfhack:
Spoiler (click to show/hide)

Looking at itemsyndrome.lua line 59 - it is probably nothing serious, but I suggest changing
Code: [Select]
    if material.mode ~= "inorganic" or not material then
to
Code: [Select]
    if not material or material.mode ~= "inorganic" then
because lua uses lazy logical evaluation by default.

"plugins\autoSyndrome.cpp line 284: Couldn't find unit -1." is not something I can estimate importance of right away.
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JodGap

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Re: [DWARF] - Bug reports and known issues.
« Reply #1343 on: October 28, 2013, 05:52:35 pm »

This bug is a really old one, but seems like nobody noticed it:

The tile used for MINECARTS in the raws [TILE:254] contains the art of a BLOCK.
It should use instead the art of a MINECART [TILE:152]

I edited the tile on this 2 files and the next tools inside them:

item_tool.txt
[ITEM_TOOL:ITEM_TOOL_MINECART]

item_tool_masterwork.txt
[ITEM_TOOL:ITEM_TOOL_TANKER]
[ITEM_TOOL:ITEM_TOOL_MINECART_BLADE]
[ITEM_TOOL:ITEM_TOOL_MINECART_SPIKE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_BLADE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_SPIKE]

-- [TILE:254]
++ [TILE:152]
« Last Edit: October 28, 2013, 06:12:42 pm by JodGap »
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tenshi99

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Re: [DWARF] - Bug reports and known issues.
« Reply #1344 on: October 28, 2013, 06:20:04 pm »

This bug is a really old one, but seems like nobody noticed it:

The tile used for MINECARTS in the raws [TILE:254] contains the art of a BLOCK.
It should use instead the art of a MINECART [TILE:152]

I edited the tile on this 2 files and the next tools inside them:

item_tool.txt
[ITEM_TOOL:ITEM_TOOL_MINECART]

item_tool_masterwork.txt
[ITEM_TOOL:ITEM_TOOL_TANKER]
[ITEM_TOOL:ITEM_TOOL_MINECART_BLADE]
[ITEM_TOOL:ITEM_TOOL_MINECART_SPIKE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_BLADE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_SPIKE]

-- [TILE:254]
++ [TILE:152]

you missed wheelbarow )
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #1345 on: October 29, 2013, 01:21:47 am »

Meph,

Could you add the    [ITEMS_WEAPON],    [ITEMS_WEAPON_RANGED],    [ITEMS_AMMO], [ITEMS_ARMOR] tokens to [INORGANIC:MAGMA_METAL] (volcanic) in inorganic_stone_mineral.txt?

With the change, Volcanic material can be specified for armors and weapons in the military screens.

As an added bonus, anyone who mistakenly melts a volcanic item in the standard smelter, could at least be able to do something with the resulting bars, even if it does remove the immersion of all volcanic handling being done at the Volcanic Foundry.
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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 #1346 on: October 29, 2013, 07:46:31 am »

This bug is a really old one, but seems like nobody noticed it:

The tile used for MINECARTS in the raws [TILE:254] contains the art of a BLOCK.
It should use instead the art of a MINECART [TILE:152]

I edited the tile on this 2 files and the next tools inside them:

item_tool.txt
[ITEM_TOOL:ITEM_TOOL_MINECART]

item_tool_masterwork.txt
[ITEM_TOOL:ITEM_TOOL_TANKER]
[ITEM_TOOL:ITEM_TOOL_MINECART_BLADE]
[ITEM_TOOL:ITEM_TOOL_MINECART_SPIKE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_BLADE]
[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_SPIKE]

-- [TILE:254]
++ [TILE:152]
Which tileset?

BillyJack: Yep. Still cleaning up menus I see. Keep at it :) The stone stockpile is giving me trouble, there is so much odd stuff in there.
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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 :::

Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1347 on: October 29, 2013, 07:48:11 am »

I have used masterwork in the past with zero problems, but this latest version I am having difficulties with.

All i have done is download zip.  Place zip in a folder and unzipped it there. 

I am able to load Masterwork via the settings.exe, pick my map, generate world and even select my region and setup my guys with skills and items.  But every time I hit the embark key after spending all my points on items and skills, the game crashes.
What OS do you have, which tileset do you use, do you set it to Rendermax ?


masterwork 4b/windows

sometimes researcher's study doing multiply/unordered tasks after initial researches.
seems chaining is a little buggy.

incorrectly patched skill levels(eg *2 Novice Miner) in .exe it has +1 over real skill level(until legendary)
You have a 1% random chance for other researches to finish... lucky discoveries. I might as well delete that, it confuses too many people. Novice is level 2. Dabbling is level 1. It all depends where you start to count, I really didnt want to say *0 Dabbling. So its all moved by 1, no problem.
« Last Edit: October 29, 2013, 07:50:16 am by Meph »
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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 :::

Mr. Orange

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Re: [DWARF] - Bug reports and known issues.
« Reply #1348 on: October 29, 2013, 07:58:36 am »

Meph,

The 'Make mead (3)' task in the Brewery is not specific enough for Workflow to be able to know that the Beetlemead, Mead, etc. CAN be a product of it. I did manage to add a task for Beetlemead specifically, but maybe other people would like to be able to manage all the different meads with Workflow? Here's the raw I added:

Code: [Select]
[REACTION:MAKE_MEAD_BREWERY]
[NAME:Make beetlemead (3)]
[BUILDING:BREWERY:CUSTOM_B]
[REAGENT:honey:150:LIQUID_MISC:NONE:CREATURE_MAT:DEW_BEETLE_DDD:HONEY][HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:honey container:1:NONE:NONE:NONE:NONE]
[CONTAINS:honey]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot2:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot3:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:15:DRINK:NONE:CREATURE_MAT:DEW_BEETLE_DDD:MEAD]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:15:DRINK:NONE:CREATURE_MAT:DEW_BEETLE_DDD:MEAD]
[PRODUCT_TO_CONTAINER:barrel/pot2]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:15:DRINK:NONE:CREATURE_MAT:DEW_BEETLE_DDD:MEAD]
[PRODUCT_TO_CONTAINER:barrel/pot3]
[PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
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urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1349 on: October 29, 2013, 08:34:08 am »

Minor bug - using the job manager to request "Create candle wicks..." won't get picked up, one has to go to the Chandler and directly add a task.
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