Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 16

Author Topic: [KOBOLD] - Bug reports and known issues.  (Read 23966 times)

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #60 on: August 20, 2013, 12:43:24 pm »

Bugs:
Kobold Ghost look like normal kobolds with the masterwork tileset. (Color Default -)

See error log: Reaction tag in entities_kobold, 2 errors in plant_kobold.

Bloated tubers have the [WET] token twice, may be causing issues with the rest of the file.

Many errors with plants at embark (Harder Farming is OFF):
  • Drink
    • "Feather Sapling None" available at embark.
    • "Blade Weed None" available at embark.
  • Powder:
    • Bitterroot seeds listed under powder.
    • 2x "Unknown frozen plant powder" available at embark.
  • Seeds:
    • 3 entries which are a blank line. Took them and post embark 1 shows up as "Elixir of Life", 1 as "Insomnia Wine", 3rd remains blank.

Attempted 6 embarks across varying biomes, and none of them could plant bloated tubers. Are kobolds intended to have access to these?
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [KOBOLD] - Bug reports and known issues.
« Reply #61 on: August 20, 2013, 12:56:37 pm »

Good report. Double WET token causes no problem. How is your error-log looking? Any DUPLICATE somethings?

Do you have "More Plants" on?
Logged
::: ☼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 :::

Apani

  • Bay Watcher
  • Novice Architect, Novice Modder
    • View Profile
Re: [KOBOLD] - Bug reports and known issues.
« Reply #62 on: August 20, 2013, 01:08:41 pm »

Watching the raws I see several reactions of the batch kiln require two units of fuel, probably because they have both [REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS] and the tag [FUEL]. Is this intentional?
Logged
Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #63 on: August 20, 2013, 01:14:16 pm »

Good report. Double WET token causes no problem. How is your error-log looking? Any DUPLICATE somethings?

Do you have "More Plants" on?
Spoiler (click to show/hide)

Changes from defaults: Harder learning, farming, mining, smelting, smithing, smoke effects, and more food types are all OFF. All other settings are default.

Edit: I have fixed the plant errors already.
« Last Edit: August 20, 2013, 01:19:08 pm by silentdeth »
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [KOBOLD] - Bug reports and known issues.
« Reply #64 on: August 20, 2013, 01:28:23 pm »

How did you fix the plant errors?

Apani, yes that intentional. It uses 2 fuel for 5 items, which is still very efficient.
Logged
::: ☼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 :::

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #65 on: August 20, 2013, 02:39:13 pm »

How did you fix the plant errors?

Code: [Select]
-CUSTOM_MILL:LOCAL_PLANT_MAT:MILL-Took out the brackets from that. Just made it look like the plant_standard ones.

Pigtails, shadowleaf, dimple cups, bitterroot, fungiwood, and quarry bushes all not available. Devil mushrooms are, should they be? The plants seems pretty screwy in general, that or kobolds are very different.  The only underground plant I have are Devil Mushrooms, Glass Thorn Saplings, Much Roots, Plump Helmets, and Sweet Pods.

It is probably one error that is throwing everything else off.
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #66 on: August 20, 2013, 03:54:41 pm »

Also, wasn't able to request any type of crate from the dwarfs, none were listed under misc. Don't recall seeing any at embark either.

There was trolls for pets at embark, intentional?
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #67 on: August 20, 2013, 04:20:33 pm »

Yet another thing, the clay oven only has 1 reaction, the gather clay/peat/dirt reaction. Is this right?
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Apani

  • Bay Watcher
  • Novice Architect, Novice Modder
    • View Profile
Re: [KOBOLD] - Bug reports and known issues.
« Reply #68 on: August 20, 2013, 04:31:59 pm »

After yet another murder, may I ask: Is Nith's funny behavior intended?
Logged
Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [KOBOLD] - Bug reports and known issues.
« Reply #69 on: August 20, 2013, 04:33:26 pm »

Crates should be available from dwarves. The clay oven shouldnt be empty... its because I renamed some things for dwarf mode, completely forgot that both orcs and kobolds use the same reaction IDs. Is easily fixed.  Its mostly pearlash and plaster powder.

Trolls at embark are correct.

Niths are intended like that. Maybe not the insta-killing of people, but then again your kobolds are small, and the creatures are balanced to be fair enemies for dwarves. Get more cage-traps for niths.
Logged
::: ☼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 :::

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #70 on: August 20, 2013, 04:37:51 pm »

if you remove the [at peace with wildlife] or whatever it is called token from them would war animal go after them?
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [KOBOLD] - Bug reports and known issues.
« Reply #71 on: August 20, 2013, 04:40:28 pm »

I think its BENIGN, but yes, that would work. But I wont. :)
Logged
::: ☼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 :::

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #72 on: August 20, 2013, 04:45:18 pm »

The clay oven shouldnt be empty... its because I renamed some things for dwarf mode, completely forgot that both orcs and kobolds use the same reaction IDs. Is easily fixed.  Its mostly pearlash and plaster powder.
Clay crafts, that is what I am looking for. Need something to sell the stupid elves so I can buy more wood and pets. *grumble* stupid elves *grumble*

I think its BENIGN, but yes, that would work. But I wont. :)


So [AT_PEACE_WITH_WILDLIFE] has no effect on how pets react?
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Apani

  • Bay Watcher
  • Novice Architect, Novice Modder
    • View Profile
Re: [KOBOLD] - Bug reports and known issues.
« Reply #73 on: August 20, 2013, 05:02:13 pm »

They come too early. On my current fort I managed to move everything to the other side of the river to avoid people harassing cave creatures. I was successful, and none followed us. We even managed to build and unbuild the bridge everytime we had to let migrants in. So, feeling free of the menace from the cave-people who didn't even have a cave any longer, I started building walls around my camp, leaving the river section for last. Well, winter came, and the river freezed, for a very short time. Three niths made it into my camp nevertheless, two picked the fight with the wrong opponet and got eaten by a drowspider, the third killed my warband marshal, who had a bloodsteel scourge. The fight went like this: Miss, Counterstrike Miss, Miss, Counstrike, Niths shatters Marshal's finger, Miss, Niths scratches Marshal's brain out. I couldn't have prepared a cage halley by that time, especially you consider the huge number of cave creatures. Hell, it's like a David and Goliath situation, where David comes in Goliath's home, wanders around for a time, then breaks all his bones and shatters his skull with Goliath having no way to oppose. AND IS STILL DEPICTED AS A NICE, VERY FRIENDLY GUY.
Anyway, talking about tokens, would an evil pet go after "benign" creatures?
« Last Edit: August 20, 2013, 05:03:58 pm by Apani »
Logged
Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [KOBOLD] - Bug reports and known issues.
« Reply #74 on: August 20, 2013, 07:23:24 pm »

Cannot compress peat at screw press, is this an oversight? I would think kobolds would get that reaction as it would be really useful for them.

Edit: Just had a group of kobold traders go insane at the edge of the map. They arrived when I didn't have a depot build. What?
« Last Edit: August 20, 2013, 07:27:12 pm by silentdeth »
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2
Pages: 1 ... 3 4 [5] 6 7 ... 16