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Author Topic: [DWARF] - Bug reports and known issues.  (Read 193356 times)

Niveras

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Re: [DWARF] - Bug reports and known issues.
« Reply #1860 on: March 11, 2014, 06:08:03 pm »


I am actually having this exact problem, my dwarves are not equipping uniforms unless I set military action, when I release them from a squad they don't perform any civilian tasks, and my sergeant still has the sergeant title, the whole situation seems very similar to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=428 from v.31. no amount of remaking barracks/squads does anything


i belive the problem stems from 2 possible settings, military dwarves confined to a burrow during an alert , which may also turn off active duty when switching to an alert if they are not specifically set to be active on the custom alert.

if that made any sense, here's a diagram,

Military dwarf, Active/training , No civ alert. Assigned to burrow (whole fort) > Switch to Alert Military (possibly) switches to Inactive returns to civilian state ignoring partol orders (because a civ cant ignore burrows).

solution, fix the alert so military dwarves stay in active/training while the alert is active, and i don't belive military dwarves should ever be assigned burrows, unless its a patrol route.

however i could be completely wrong and full of it. but hey. maybe it'll help someone =)

Nope I currently have 0 burrows, Additionally some of the dwarves will attempt to do individual combat drills but not perform them, while the rest sit around the meeting area with no job.

Are you absolutely sure your schedule and alerts are sync'ed? AFAIK dwarves who are "on duty" won't do individual drills - that only happens when they are off-duty (e.g. "no scheduled order") and have no other jobs to perform and just up and decide to try training.

Usually I pretty much ignore alerts and just use the default "no-alert" alert and set the militia training/off-duty schedules there. A few months on, a month off. I never switch alerts even for the purpose of keeping civs inside a burrow; I micromanage jobs when I need that, since burrows cause so much hassle otherwise.
« Last Edit: March 11, 2014, 06:10:07 pm by Niveras »
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Fairin

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Re: [DWARF] - Bug reports and known issues.
« Reply #1861 on: March 11, 2014, 06:58:01 pm »

restarted an embark today (due to necromancers running around stealth rasing the dead outside the wall, about uh.. 8 years of seiges and ambushes) causing an FPS death (15fps =( thats another story (besides. how do you find the little bastards ><) (FIRE is the obvious. but it wont stop raining...ever...)

so i started this fortress. got everything the way i like it in the first season . make my underground farm (cause i like my production streamlined on one floor) and i cannot plant pig tails. or rope reeds. so i thought. oh . no easy access to cloth via planting...

pick up a trade license (of course the home civ doesn't sell pigtails) and make olon's culinary wonders.. off some beer. BUY some pigtails > get thread + seeds.. stil cant plant the buggers =(

sigh the elves are gonna love me this embark.. yes.. gimmie all them cloths naked dwarves are angry..

then again i could just make all them lamellar leather clothing.. that'd be pritty epic..

there a work around besides going and editing raws so i can have my cotton back? -.- (silk wool leather yes yes.. i want my cotton tho..)
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Botono

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Re: [DWARF] - Bug reports and known issues.
« Reply #1862 on: March 11, 2014, 09:48:51 pm »

I have a problem with my military dwarfs. They ignore all schedules. First they performed at least the training schedule with my 3 dwarf squad. Then i added 3 more dwarfs to the squad and the new ones won't start training and stayed civilian. I tried many different things like deleting squads, make new ones, delete barracks, new alerts/schedules and so on. But now every burrow or patrol i make is ignored by my military dwarfs, even the pre set training-schedule. They stay civilian and don't do anything until i send them directly with the move or kill command.
It's the second fort i have this problem. In the first they at least trained but ignored every other selfmade alert/schedule. The civlian alert is working, only the military is ignoring everything with alerts, schedules, burrows and patrols. I'm not a newbie to the military system.
May be it has something to do with a script?

This is a known bug in vanilla, I think.  I also had this happen.  I speculate it has to do with sparring.  Unskilled warriors won't spar until they've gained some combat experience through individual drills.  If you add unskilled dwarves to an existing skilled squad, it will screw up the whole squad.  I actually save scummed to get my elite militia back.

I would suggest creating a second squad if you want to add more dwarves after you've already got an established squad going.  I haven't tried this yet, though.
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Botono

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Re: [DWARF] - Bug reports and known issues.
« Reply #1863 on: March 11, 2014, 09:54:59 pm »

The v4i client doesn't seem to be saving settings.  I turned off Harder Mining and generated a new world and I'm still seeing stuff related to that setting in the embark.
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Mawootad

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Re: [DWARF] - Bug reports and known issues.
« Reply #1864 on: March 11, 2014, 11:35:01 pm »

Couple of things (on V4h):

First, revived dwarves and spawned creatures don't seem to properly integrate into your fort (they don't show up in most lists and are thus unusable for certain tasks), though I'm assuming this is well known and an issue with vanilla DF rather than a problem with masterwork.

Second, trees farming seems to be very buggy.  Trees largely don't show up in the farming menu unless your home civ has access to them.  Farm plots can be directly modified to plant them via dfhack lua shenanigans, but otherwise they're ungrowable.  I suspect this is because vanilla df only adds new plants to your farm plot screen when you actually harvest them or purchase them and you never harvest or purchase tree saplings (you just get them from reactions).  As a side note, brewing good plants leaves seeds which are cookable but otherwise useless.  Not sure if that's intended or not since they don't have any farming values.

Third, some reactions have the same name but occur in different workshops making it very difficult to tell where they'll happen.  Specifically, ordering large quantities of stuff from a volcanic forge is a pain in the ass without editing raws to give an identifier to the reactions since the normal metalsmith's forge also produces the same stuff but with different reagents, making producing volcanic gear a troublesome (better differentiating the glass forge and glass furnace reactions would be nice too).

Fourth, and an actual bug, scarecrows don't seem to catch fire (or in fact die from being on fire as someone else pointed out).  My pastured balrog set my front lawn on fire (he burned down my colosseum, not sure why I thought the grass outside would be any different), and the scarecrows I had stationed around to scout for intruders were perfectly fine even though the bone mechanisms running several of my spike traps were destroyed.  I haven't checked (and it's not really all that important anyway), but I'm assuming the ignition temperature and heat damage tokens weren't set properly.

restarted an embark today (due to necromancers running around stealth rasing the dead outside the wall, about uh.. 8 years of seiges and ambushes) causing an FPS death (15fps =( thats another story (besides. how do you find the little bastards ><) (FIRE is the obvious. but it wont stop raining...ever...)

so i started this fortress. got everything the way i like it in the first season . make my underground farm (cause i like my production streamlined on one floor) and i cannot plant pig tails. or rope reeds. so i thought. oh . no easy access to cloth via planting...

pick up a trade license (of course the home civ doesn't sell pigtails) and make olon's culinary wonders.. off some beer. BUY some pigtails > get thread + seeds.. stil cant plant the buggers =(

sigh the elves are gonna love me this embark.. yes.. gimmie all them cloths naked dwarves are angry..

then again i could just make all them lamellar leather clothing.. that'd be pritty epic..

there a work around besides going and editing raws so i can have my cotton back? -.- (silk wool leather yes yes.. i want my cotton tho..)
You can fix this by harvesting pig tails (breach first cavern layer, harvest underground plants until you get some).  Alternatively you can follow the following steps using dfhack:
Start up lua in dfhack (command is 'lua', also since I once made this mistake don't enter the ' with any of the commands, it's just there to help separate stuff)
Select your farm plot (click on it or 'q' it)
Enter 'B = dfhack.gui.getSelectedBuilding()' in dfhack (this will store the farm plot info in a variable 'B')
Locate some pig tail seeds or pig tails.  You don't want to actually be on their info page, just have them highlighted either in their barrel/bag or on the ground (using loo'k') (if they're all being hauled out of containers wait until some are either on the ground or in containers).
Enter 'I = dfhack.gui.getSelectedItem()' in dfhack (this will store the item info in the variable 'I')
Enter 'B.plant_id[SEASON] = I.mat_index', replacing SEASON with the number of the season you want to grow pig tails in (0 = spring, 1 = summer, 2 = fall, 3 = winter, and you can do it multiple times with different values to grow during multiple seasons)
During the seasons you chose to grow pig tails in, your plot will now have neither fallow nor any other crop selected.  When it gets to that season your dwarves should go ahead and plant the seeds.  You can repeat this for other crops you want that wont grow normally as well.
« Last Edit: March 11, 2014, 11:38:39 pm by Mawootad »
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haplol

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Re: [DWARF] - Bug reports and known issues.
« Reply #1865 on: March 12, 2014, 01:20:28 am »


Nope I currently have 0 burrows, Additionally some of the dwarves will attempt to do individual combat drills but not perform them, while the rest sit around the meeting area with no job.

Are you absolutely sure your schedule and alerts are sync'ed? AFAIK dwarves who are "on duty" won't do individual drills - that only happens when they are off-duty (e.g. "no scheduled order") and have no other jobs to perform and just up and decide to try training.

Usually I pretty much ignore alerts and just use the default "no-alert" alert and set the militia training/off-duty schedules there. A few months on, a month off. I never switch alerts even for the purpose of keeping civs inside a burrow; I micromanage jobs when I need that, since burrows cause so much hassle otherwise.

yes I am very sure, I have since restarted with closer to default settings and have not had any trouble,I know the ins and outs of military pretty well not had this trouble before. Keep in mind even when I remove them from my military, my previous sergeant still had the sergeant title and in fact I turned all of my squad into sergeants without a squad my giving them position 1 then removing them from the squad
« Last Edit: March 12, 2014, 01:22:53 am by haplol »
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splinterz

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Re: [DWARF] - Bug reports and known issues.
« Reply #1866 on: March 12, 2014, 04:07:06 am »

The v4i client doesn't seem to be saving settings.  I turned off Harder Mining and generated a new world and I'm still seeing stuff related to that setting in the embark.
what are you seeing? warpstone? coaldust? can you check your raws for YESWARP[ ?

yaymeh

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Re: [DWARF] - Bug reports and known issues.
« Reply #1867 on: March 12, 2014, 10:56:27 am »

Shadewood, ironwood, steeloak and helloak are missing the
   [REACTION_CLASS:REFINE_WOOD]
and some of them also
[BLOCK_NAME:plank:planks]
... which is also missing from... well... all the woods in material_template_masterworks are missing one tag or another, most of the blocks you can get from them are useless (not usable by woodcrafter), some are called planks, some still blocks. (tested only with steeloak - I mentioned that somewhere already - but the raws look as if the other types of wood are missing it too).

Normal wood also has some more tags (painter_something) which the materials in material_template_masterworks.txt don't have, but I have no idea what those are for or if they should have them)

Should probably look something like this, not sure though:
Code: [Select]
diff --git a/Dwarf Fortress/raw/objects/material_template_masterwork.txt b/Dwarf Fortress/raw/objects/material_template_masterwork.txt
index c8f690e..01df5f6 100644
--- a/Dwarf Fortress/raw/objects/material_template_masterwork.txt
+++ b/Dwarf Fortress/raw/objects/material_template_masterwork.txt
@@ -193,7 +193,9 @@ material_template_masterwork
  [ITEMS_ARMOR]
  [ITEMS_SIEGE_ENGINE]
  This general material classifier determines various in-game behaviors.  There are several others below.
- [WOOD][BLOCK_NAME:plank:planks]
+ [WOOD]
+ [BLOCK_NAME:plank:planks]
+ [REACTION_CLASS:REFINE_WOOD]
 
 // dragonscale. temperature immune, steel grade, light. perfect leather material.
 [MATERIAL_TEMPLATE:DRAGONSCALE_TEMPLATE]
@@ -376,6 +378,7 @@ material_template_masterwork
  [WOOD]
 
 
+
 [MATERIAL_TEMPLATE:GEMTIP_TEMPLATE]
  [STATE_COLOR:ALL_SOLID:GRAY]
  [STATE_NAME:ALL_SOLID:gem]
@@ -588,6 +591,8 @@ material_template_masterwork
  [ITEMS_SIEGE_ENGINE]
  This general material classifier determines various in-game behaviors.  There are several others below.
  [WOOD]
+ [BLOCK_NAME:plank:planks]
+ [REACTION_CLASS:REFINE_WOOD]
 
 
 [MATERIAL_TEMPLATE:STEELOAK_TEMPLATE]
@@ -640,6 +645,8 @@ material_template_masterwork
  [ITEMS_SIEGE_ENGINE]
  This general material classifier determines various in-game behaviors.  There are several others below.
  [WOOD]
+ [BLOCK_NAME:plank:planks]
+ [REACTION_CLASS:REFINE_WOOD]
 
 
 
@@ -692,6 +699,8 @@ material_template_masterwork
  [ITEMS_SIEGE_ENGINE]
  This general material classifier determines various in-game behaviors.  There are several others below.
  [WOOD]
+ [BLOCK_NAME:plank:planks]
+ [REACTION_CLASS:REFINE_WOOD]
 
 
 [MATERIAL_TEMPLATE:BREAD_TEMPLATE]
@@ -2120,6 +2129,7 @@ material_template_masterwork
  [ITEMS_SIEGE_ENGINE]
  This general material classifier determines various in-game behaviors.  There are several others below.
  [WOOD]
+ [BLOCK_NAME:plank:planks]
  [REACTION_CLASS:REFINE_WOOD]
« Last Edit: March 12, 2014, 10:58:02 am by yaymeh »
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lightstar

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Re: [DWARF] - Bug reports and known issues.
« Reply #1868 on: March 12, 2014, 11:19:47 am »

I downloaded Masterwork DF v4.i Great job on the mod with all the options.
Using it on Win 7(64-bit) with Obsidian Tileset.

I am not able to get the Dwarf Therapist utility to "connect to DF". (Understand that Therapist is modded for Masterwork, hence posting here).
Any suggestions? Does therapist need to be in a particular directory.

Sorry if this is too simple a query.


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mahrgell

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Re: [DWARF] - Bug reports and known issues.
« Reply #1869 on: March 12, 2014, 11:27:43 am »

are you using the therapist brought with masterwork? If so, it should be all configured properly....

jimboo

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Re: [DWARF] - Bug reports and known issues.
« Reply #1870 on: March 12, 2014, 01:39:50 pm »

I am not able to get the Dwarf Therapist utility to "connect to DF". (Understand that Therapist is modded for Masterwork, hence posting here).
Any suggestions? Does therapist need to be in a particular directory.
Sorry if this is too simple a query.

Asked many times, answered many times, something like this will get you a snarky response once Bay12 forums have a search engine worth spit -- but in the meantime, just open the .exe file as admin.  (And yeah, happens to me, too, and I had to ask ...)
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lightstar

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Re: [DWARF] - Bug reports and known issues.
« Reply #1871 on: March 12, 2014, 10:46:59 pm »

I am not able to get the Dwarf Therapist utility to "connect to DF". (Understand that Therapist is modded for Masterwork, hence posting here).
Any suggestions? Does therapist need to be in a particular directory.
Sorry if this is too simple a query.

Asked many times, answered many times, something like this will get you a snarky response once Bay12 forums have a search engine worth spit -- but in the meantime, just open the .exe file as admin.  (And yeah, happens to me, too, and I had to ask ...)

Ok, tried this, doesn't work.

Funny thing is, I have a vanilla copy of DF, which vanilla Dwarf Therapist is able to connect to. (And, nope, the vanilla DF is not set to run as administrator).

Pulling my hair out in frustration.

Maybe I have to go back to vanilla, or is there some other utility for labor setting......I remember setting one up that worked *inside* DF, but now I cant remember which one it was....

Ok.....got it.....had to set Therapist to admin, not Df.........noobie me......

Works!!!

« Last Edit: March 12, 2014, 11:01:31 pm by lightstar »
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Anth

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Re: [DWARF] - Bug reports and known issues.
« Reply #1872 on: March 12, 2014, 11:29:14 pm »

When I build a Bullet Turret they don't seem to shoot, just bump into the enemy if they are close. The Bullet Turrets I bought from traders work just fine though.
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00112

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Re: [DWARF] - Bug reports and known issues.
« Reply #1873 on: March 13, 2014, 01:01:50 am »

Every time I create a new custom stockpile, I get this error on DFhack using version 4i Windows and the Vherid titleset.

Spoiler (click to show/hide)

This error seems harmless, but seeing it does get old. Will it make a huge difference if I removed the script?

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yaymeh

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Re: [DWARF] - Bug reports and known issues.
« Reply #1874 on: March 13, 2014, 03:49:28 am »

Nothing seems to keep those waterlings/magmalings in their place once activated :/

They float out of their pastures, through fortifications and grates alike and even squirt magma/lava on floors that they couldn't possibly reach without flying.

edit: chained magmalings can't be activated by the alchemist / don't spawn magma.
edit: no luck with vertical bars / only diagonal paths either.

"fixed" it: the slayrace command is used for magma spawning and it excludes creatures that are chained or caged (which makes sense for slayrace I guess). Just made a copy of that ruby script and removed those 2 lines, now I can put my magmalings into cages so they stay where they are supposed to NO MATTER WHAT :D - works fine so far. Someone should probably cook up a clean replacement for the slayrace (and slayracewater) usage of magmalings / waterlings... from what I saw most of the code is redundant for that screnario and it only works at all thanks to a bug/glitch in slayrace / upstream that might get fixed at some point.
« Last Edit: March 13, 2014, 07:53:40 am by yaymeh »
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