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Author Topic: [DWARF] - Bug reports and known issues.  (Read 190550 times)

Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #1350 on: October 29, 2013, 11:03:46 am »

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.

:) I've been trying to think of a nice way to say, "This mod needs a clean-up".  It would definitely be helpful if the unused items and materials were cleaned up as it would help avoid errors, such as when the forge mail armor reactions were creating a different mail shirt than the one made as an item at the forge.

But it's hard for us to help with the clean-up, because we don't what is part of something that you are experimenting with for a future release.
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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)

Hexatona

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Re: [DWARF] - Bug reports and known issues.
« Reply #1351 on: October 29, 2013, 11:16:53 am »

I'm not sure what it looked like in previous versions but SpaceFox seems weird in 4c.

With Creature Sprites turned on, the dwarfs look like the ones in th custom sheets.

If you turn off Creature Sprites though, all the dwarf sprites are either 'd' or a pic of the dead spacefox dwarf sprite.
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Another

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Re: [DWARF] - Bug reports and known issues.
« Reply #1352 on: October 29, 2013, 11:32:42 am »

I repost this to more appropriate thread with savegame attached:
...
I canīt believe this happened to you, you forgot get your Armok ward than protect you from those possessions, pick some from trading or pick some from your church using a Orichalcum bar. A put one in critical spots, like, near to your trade depot, one in your Meeting area. Probably your need one next to your Butchery-refuse stockpile, or next to your bone stockpile, and one next to your military zone. (Any of those can be corrupted, diseased or possesed by hidden threads from outsiders, invaders or monsters or even the savagery can be infected by nasty stuff. So, ward yourself!
For some reason my Armok Ward is doing nothing about bloodbeasts. I have a seasonal save where one possessed dwarf paints his pentagrams on a square literally right next to a ward for no effect.

http://dffd.wimbli.com/file.php?id=8091

Also lots of dwarves there make faces when they hear religious public speech with no other followup reactions.
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JodGap

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Re: [DWARF] - Bug reports and known issues.
« Reply #1353 on: October 29, 2013, 01:37:12 pm »

@Meph
The problem with the MINECARTS TILE is in Spacefox. (should be contact with Spacefox author too?)
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urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1354 on: October 29, 2013, 01:50:30 pm »

Aw!

Quote
Loot has been returned to the fortress
Becor Ogredkob broker cancels Unpack loot (dungeon): Needs (expedition supplies) box of loot
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Another

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Re: [DWARF] - Bug reports and known issues.
« Reply #1355 on: October 29, 2013, 02:00:06 pm »

Aw!

Quote
Loot has been returned to the fortress
Becor Ogredkob broker cancels Unpack loot (dungeon): Needs (expedition supplies) box of loot
This thing looks very much like what frequently happens when one of the job reagents (box of loot in this case) is stockpiled (finished goods->tools) and the bin it resides in is taken for a "walk" by a hauler that wants to put an unrelated finished good into that bin. Overly aggressive bin usage leads to lots of similar job cancellations.
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Billy Jack

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Re: [DWARF] - Bug reports and known issues.
« Reply #1356 on: October 29, 2013, 02:35:01 pm »

Go to the Finished Goods stockpile and disable the storage of items made of material "(expedition supplies)"

Many of the items in Masterwork are generic tools and would be filtered by the tools entry in types.  But these special items are also made of a particular stone material, so the way to control the stockpiling (or not) of them is to filter by the material of the item.
« Last Edit: October 29, 2013, 02:37:17 pm by Billy Jack »
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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)

tenshi99

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Re: [DWARF] - Bug reports and known issues.
« Reply #1357 on: October 29, 2013, 04:10:21 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]
Which tileset?
Phoebus also have this problem. minecarts and wheelbarrows have crappy tile.
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Another

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Re: [DWARF] - Bug reports and known issues.
« Reply #1358 on: October 29, 2013, 05:31:06 pm »

I encountered/found another bug: attempting to make sun berry poison produces containers with "liquid" that can not be used for anything. I believe that it is caused by workshop reaction calling for "LIQUID_SUN" material for the product, but search in all raw files shows that this material is never actually defined.
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Putnam

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Re: [DWARF] - Bug reports and known issues.
« Reply #1359 on: October 29, 2013, 06:46:22 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.

I already did a long time ago, Meph just hasn't updated :I

Also, the autosyndrome thing is harmless.

urmane

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Re: [DWARF] - Bug reports and known issues.
« Reply #1360 on: October 29, 2013, 09:45:42 pm »

(Not sure this is the right place for this - let me know.)

Doing some testing with fix/growthbug.rb on linux.  Based on what I'm seeing for unit birth_times - mostly 0, 1, double digit ints, or huge positive/negative ints - and the large number getting modified every time I run - ~100 "fixed" each time I run "fix/growthbug now", once a second immediately after start - I would guess that perhaps the birth_time variable is not mapping to the correct memory location.  This theory is bolstered by the fact that the hang happens when an assignment is attempted - running a version of the script that does not write to unit.relation.birth_time works just fine.

Anyone playing on linux, leave "fix/growthbug enable" commented out in your dfhack.init if it's hanging for you.

Cut-n-paste of current (ugly) code snippet:
Code: [Select]
def process
                count = 0
                df.world.units.active.each do |unit|
                        if unit and unit.relations and unit.relations.birth_time then
                                puts "unit has birth_time #{unit.relations.birth_time}"
                                if unit.relations.birth_time > 0 then
                                        r = unit.relations.birth_time % 10
                                        if r > 0 then
                                                unit.relations.birth_time -= r
                                                puts "  unit now has birth_time #{unit.relations.birth_time}"
                                                count += 1
                                        end
                                end
                        end
                end
                puts "FixGrowth: Fixed #{count} units so that their size will grow/thicken." unless count == 0

End of output just before hang:
Code: [Select]
unit has birth_time 0
unit has birth_time 7012459
  unit now has birth_time 7012450
unit has birth_time 0
unit has birth_time 0
unit has birth_time 0
unit has birth_time 0
unit has birth_time 274006465
  unit now has birth_time 274006460
unit has birth_time -1
unit has birth_time 40
unit has birth_time 0
unit has birth_time -1
unit has birth_time -1718639376
unit has birth_time 0
unit has birth_time 0
unit has birth_time -1702744808
unit has birth_time 1
  unit now has birth_time 0
unit has birth_time 69
  unit now has birth_time 60
unit has birth_time -1258291026
unit has birth_time 35
  unit now has birth_time 30
unit has birth_time 0
unit has birth_time 0
unit has birth_time -1370843632
unit has birth_time 50332165
  unit now has birth_time 50332160
unit has birth_time 69
  unit now has birth_time 60
unit has birth_time 0
unit has birth_time 0
unit has birth_time 0
FixGrowth: Fixed 106 units so that their size will grow/thicken.
[DFHack]# fix/growthbug now
(hung)
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Putnam

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Re: [DWARF] - Bug reports and known issues.
« Reply #1361 on: October 29, 2013, 10:31:14 pm »

It would post that in the DFHack thread.

RandomName

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Re: [DWARF] - Bug reports and known issues.
« Reply #1362 on: November 01, 2013, 06:38:44 pm »

4b:
I'm not sure if this is a bug, but it was certainly unexpected and had devastating consequences to my fort.

I pastured a magmaling at the bottom of my empty moat (3 tile wide around my above-ground area). By chance, it ended up underneath the bridge for my main entrance. Most of the magma spawned on the tiles directly above the magmaling, causing quite a lot of damage.

The floor is now lava:
https://dl.dropboxusercontent.com/u/1320684/magma.png
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Szarrukin

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Re: [DWARF] - Bug reports and known issues.
« Reply #1363 on: November 02, 2013, 10:58:50 am »

Every immigrant with "trader" profession ends as "friendly" unit, sometimes blocking entry to other migrants. ;/ (masterwork v4c). Also, my ward ignores bloodbeast-possessed dwarf (he's 2 tiles close to ward, but nothing happens)
« Last Edit: November 02, 2013, 11:29:41 am by Szarrukin »
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RandomName

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Re: [DWARF] - Bug reports and known issues.
« Reply #1364 on: November 02, 2013, 12:04:58 pm »

Every immigrant with "trader" profession ends as "friendly" unit, sometimes blocking entry to other migrants. ;/ (masterwork v4c). Also, my ward ignores bloodbeast-possessed dwarf (he's 2 tiles close to ward, but nothing happens)
The "trader" thing is a vanilla bug I think, though I've only seen it in Masterwork. It's fixed by pointing at the dwarf in question with the cursor, and running "tweak fixmigrant" in dfhack.
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