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Author Topic: [KOBOLD] - Bug reports and known issues.  (Read 24739 times)

silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #105 on: September 06, 2013, 09:02:09 am »

Can't grind cochineals
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #106 on: September 06, 2013, 01:06:50 pm »

Critical: The mineshaft will use minecarts from nearby track stops, causing the game to crash. Suggest using wheelbarrows instead. 
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #107 on: September 07, 2013, 04:40:15 am »

Thanks for all the reports. I dont get many about kobold mode, which is the reason that bugfixing is so slow. But that crash reports warrants that I have a look and compile a list of fixes.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #108 on: September 07, 2013, 02:11:42 pm »

Thanks for all the reports. I dont get many about kobold mode, which is the reason that bugfixing is so slow. But that crash reports warrants that I have a look and compile a list of fixes.

I've noticed :P You may want to look at season 2 of my kobold let's play. I gather you do not have many (any?) perspectives other than your own when modding kobolds. And your own perspective doesn't seem to be recent, nor fully fleshed out.

Mills and querns have 2 mill plants reactions.

Mills seem to be essentially broken.

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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #109 on: September 07, 2013, 06:56:03 pm »

booby-traps should get material from the TRAPPARTS not from the wood log, so they can be fire safe when using fire ammo.
« Last Edit: September 07, 2013, 06:58:10 pm by silentdeth »
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #110 on: September 07, 2013, 07:27:21 pm »

One of the warpaint effects is causing people to sleep until they die of thirst. Do you happen to know which one, and how I can fix it in my current world?
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #111 on: September 08, 2013, 02:06:35 am »

Its probably NOSTUN, because dwarves are stunned for 1 tick when they wake up. Since they cant get stunned, they cant wake up. Add nosleep to it as well, can be done in a running world.
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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 :::

silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #112 on: September 08, 2013, 04:43:16 am »

Expansion on above items: is totem ammo fireproof?

And suggested change to warpaint workshop

Spoiler (click to show/hide)

Only 2 reactions per color instead of a zillion, or however many there were.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #113 on: September 08, 2013, 12:59:51 pm »

Its probably NOSTUN, because dwarves are stunned for 1 tick when they wake up. Since they cant get stunned, they cant wake up. Add nosleep to it as well, can be done in a running world.

It would appear that the splatter can only have 1 effect, or it crashes. Can the reaction add two splatters at once?
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #114 on: September 08, 2013, 11:20:18 pm »

No voodoo totem option to deal with warlocks.

Can not request caravans other than kobolds, nor a trade fair, I could really use one right about now.

Death rate due to old age is preventing migration, this is becoming a serious issue. Not even the Tribal Meeting Ground can call them.

The Tribal Meeting Ground call migrants reaction always calls a few merchants as well, they don't bring trade goods, they just stand at the edge of the map until killed.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #115 on: September 09, 2013, 04:14:09 am »

Spiritwalking only effects males.
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Apani

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #116 on: September 09, 2013, 05:35:21 am »

A tip: If I understood correctly, editing the last message will make the topic tagged as "new" again, without upping it. No need to make double posts then.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #117 on: September 09, 2013, 07:00:54 pm »

A tip: If I understood correctly, editing the last message will make the topic tagged as "new" again, without upping it. No need to make double posts then.

:( But my browser takes longer to load the edit post thingie.


Bug #1123 composite bows are too large to be equipped by kobolds.

After using the voodoo totem once. Perhaps it needs to be rebalanced.
Spoiler (click to show/hide)
« Last Edit: September 09, 2013, 07:29:42 pm by silentdeth »
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #118 on: September 09, 2013, 10:46:20 pm »

Friendly merchants is a vanilla bug.

No tradefair or other civ-caravans is intended, as is "No voodoo totem option to deal with warlocks.", otherwise people spawn warlock siege, slayrace warlock, get all the loot, get enough for 5 more slayrace reactions. And the magma overkill is intended as well.

Rest is noted.
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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 :::

silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #119 on: September 10, 2013, 12:37:32 am »

Had there been a few more squads the lava would be deep enough to never evaporate. As it is it has destroyed the river as I cannot dig it back out. There are better ways to produce downsides to a reaction than rendering a map unplayable.
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