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Author Topic: [DWARF] - Bug reports and known issues.  (Read 193350 times)

jimboo

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Re: [DWARF] - Bug reports and known issues.
« Reply #1830 on: February 21, 2014, 06:11:29 am »

World age seems to be the single largest determining factor.  Meph suggests 50 years; I go with low 60s because that avoids the “has the appearance of the first of his kind” tag, which can be useful.  But – why do people generate worlds in the first place with hundreds of years of history?  Just to scan the interesting history tidbits in Legends mode? 
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hanspeter

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Re: [DWARF] - Bug reports and known issues.
« Reply #1831 on: February 21, 2014, 11:20:16 am »

More of a general issue I noticed across all races. The [NOEXERT] tag let's units never recover from tired status gained by operating pumps, military training etc., not even by sleeping. Is there a script or interaction that can remove tiredness periodically without using fullheal? Or for the reverse approach: to remove the [NOEXERT] tag while sleeping?
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arcturusthelesser

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Re: [DWARF] - Bug reports and known issues.
« Reply #1832 on: February 21, 2014, 01:12:24 pm »

World age seems to be the single largest determining factor.  Meph suggests 50 years; I go with low 60s because that avoids the “has the appearance of the first of his kind” tag, which can be useful.  But – why do people generate worlds in the first place with hundreds of years of history?  Just to scan the interesting history tidbits in Legends mode? 
Yes, and also so that engravings/coins/crafts/migrants have a little variety. Although it kinda sucks when the megabeasts die off.

Anyway, one of my dwarves is . . . being weird. I think it's a werebeast or something, but that's not all . . .



Yeah, she's 241 years old, in the year 173. Seems legit.
Anyway, here's what the 'showunitsyndromes' dfhack command brought up


EDIT: It happened again, with a different dwarf. They were both drinking the booze from the 'sacrifice food to Armok' reaction at the Altar. Does that make the drinker immortal? Why does it mess with their age?
« Last Edit: February 21, 2014, 01:35:23 pm by arcturusthelesser »
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1833 on: February 21, 2014, 01:39:34 pm »

It fully heals them and makes them immune to age. It messes with their age, because the transform for 1 tick into a "fully healed creature" and back.
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smjjames

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Re: [DWARF] - Bug reports and known issues.
« Reply #1834 on: February 21, 2014, 01:44:56 pm »

I think there is something up with the ironhand selection for tileset because soil shows as mushrooms and some gem clusters as trees, while the preview shows something different.
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Meph

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Re: [DWARF] - Bug reports and known issues.
« Reply #1835 on: February 21, 2014, 01:45:35 pm »

I think there is something up with the ironhand selection for tileset because soil shows as mushrooms and some gem clusters as trees, while the preview shows something different.
You need to regen a world when you change tilesets. you cant load a save you made with tileset X, set it to tileset Y and expect it to look right. It doesnt update the savegames.
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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 :::

smjjames

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Re: [DWARF] - Bug reports and known issues.
« Reply #1836 on: February 21, 2014, 01:46:22 pm »

I think there is something up with the ironhand selection for tileset because soil shows as mushrooms and some gem clusters as trees, while the preview shows something different.
You need to regen a world when you change tilesets. you cant load a save you made with tileset X, set it to tileset Y and expect it to look right. It doesnt update the savegames.

Just realized that myself that I needed to regen the world. Didn't know it didn't update the savegames.
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Sovair11

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Re: [DWARF] - Bug reports and known issues.
« Reply #1837 on: February 24, 2014, 03:40:06 am »

Hello forum! I have a bit of a bug to report.

Well, I'm trying to make Pig iron,i have all the necessary materials, iron bars, marble, and PLENTY of coke. Yet the option remains red, i checked what the game said what was wrong with what I was trying to do and it said that i didn't have the fuel.

So i went into the game files, and i saw a file called "reaction_smelter", i opened it up and this was all that was there

reaction_smelter

[OBJECT:REACTION]


Is this what's wrong with it? and if it is, how do I fix this?

EDIT: Nevermind, turns out a burrow was there, now i feel like something of an idiot.
« Last Edit: February 24, 2014, 03:48:29 am by Sovair11 »
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kamikazi1231

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Re: [DWARF] - Bug reports and known issues.
« Reply #1838 on: February 24, 2014, 03:53:30 am »




EDIT: Nevermind, turns out a burrow was there, now i feel like something of an idiot.

It happens to all of us.  I've made a habit of making a giant burrow that covers the map from corner to corner and top to bottom as my very first step in any fortress.  Don't assign any dwarf to it. But it lets me avoid the burrows bug for workshops completely.  Of course this doesn't help people that actually use burrows for their workshops, I just use them as an emergency way of getting civilians to retreat.
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Steforian

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Re: [DWARF] - Bug reports and known issues.
« Reply #1839 on: February 24, 2014, 11:15:03 am »

Yay i got my first annoying bug! My Scary Scarecrow has been on fire for over a year now, lowering my fps, and my dwarves wont touch him since hes on fire.

Edit: I used dfhack's 'killitwith gravity' command to destroy it
« Last Edit: February 24, 2014, 02:20:04 pm by Steforian »
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blapnk

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Re: [DWARF] - Bug reports and known issues.
« Reply #1840 on: February 24, 2014, 07:06:13 pm »

I'm getting a severe fps drain when melee combat happens (and it took me a while to narrow it down to that). I can start a new fortress and have perfect 150 fps but when I get 3 sparring sessions going using hammer bought on embark it dips right down to the 30s. If tell them to chase down some wildlife they'll zip around the map in fast motion until they catch up with the beast and then everything chugs to a halt. As soon as the beast runs away out of melee range it's back to fast motion again.

The thing is, a fresh install using both the default MW settings and the settings I was using before doesn't have this problem. Tried the same set up to have the dwarves spar on embark and everything is lightning fast with no slow down. However after running a medium fort of 100 dwarves for a while I started noticing it again. Generated a new world and had the starting dwarves spar again on a fresh map right after embark, fps was plummeting to the 30s again.

I'm using masterwork Phoebus tileset on windows 7. Is this a known thing?

(Secondly, shadowbushes are edible, even raw, despite what the manual says. Dwarves eating the poison plant I specifically want to store away for poisons did not surprise me in the least however)

EDIT: I made a fresh install and copied over my old fort save folder and that's temporarily fixed it for now. I wonder if any of the baggage was important though.
« Last Edit: February 24, 2014, 07:35:09 pm by blapnk »
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There Is No Vic

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Re: [DWARF] - Bug reports and known issues.
« Reply #1841 on: February 24, 2014, 11:40:01 pm »

When the priest or nun creates a new item from a sacrificed item in the Temple of Armok, he/she uses the newly created item (when left on repeat) to try and run the reaction, thus wasting the newly created item.

I think it's Alt-A in the q menu for the building to run the dfhack plugin to change the material used in the reaction. I don't have a Temple to test on at the moment.

Edit: Also, don't forget to exit Quickfort to avoid key command conflict.
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kamikazi1231

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Re: [DWARF] - Bug reports and known issues.
« Reply #1842 on: February 25, 2014, 12:19:42 am »

Just like vic said.  Queue up the job. Then alt+a. Then choose in organics and the metal type you are repeating for sacrifice.
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Disreputable_Dog

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Re: [DWARF] - Bug reports and known issues.
« Reply #1843 on: February 25, 2014, 12:54:05 pm »

For some Reason, all my dwarfs are embarking with legendary +15 skill rankings in every from of combat imaginable. I'm guessing this is either a bug, or somehow I've discovered a Civ of dwarfs born straight from the blood of the greatest warriors ever sacrificed to Armok.

I'm using the 4g version on Windows with the Pheobus tile set. I'll keep trying to figure it out, but if anyone else has had the same problem, hopefully they can shed some light on what the heck is going on.

Edit: Nevermind, I had accidentally set dwarf civ skill levels to 15 somehow. Guess that solves the mystery of the super dwarfs
« Last Edit: February 25, 2014, 12:56:30 pm by Disreputable_Dog »
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mahrgell

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Re: [DWARF] - Bug reports and known issues.
« Reply #1844 on: March 05, 2014, 05:41:15 pm »

Greatforge (not sure about other forges)
While in Vanilla all items require about 3 times as many wafer as they would require metal bars, in MWDF an armorset which is 12 bars is also 12 wafers... That makes adamantine equipment insanely cheap and easy to produce...
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