Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Diseases - warpstone stay on  (Read 1963 times)

Narcissusg

  • Bay Watcher
    • View Profile
Diseases - warpstone stay on
« on: January 16, 2014, 11:29:58 pm »

I posted this in the bug thread, but I believe it got overlooked (I'm hoping anyways).
If it was ignored because I'm doing something obviously wrong, PLEASE tell me as I have searched thoroughly and found no answers...


I'm not sure if I'm simply doing something wrong or what, but I seem completely unable to turn off diseases (and various other settings).

Win 7
Asus g74s gaming laptop
Ironhand tileset
I've tried the v4g, v4f, and the latest version of mwdf.

I cheat with Dfhack and cheat engine. I embark with 15 dwarfs and around 300 animals. I always have diseases and warpstone even though I have changed the settings numerous times in numerous combinations.

Before I can clear two levels, I have had several cases of rabies and at least one of my dwarfs starts to show signs of sickness. If I clear lower levels (I like to mine whole levels and then build it to preference), then my dwarfs drop like crazy due to warpstone or coal dust.

I've spent the majority of the last week doing nothing beyond trying different settings, looking through files (but I'm a computer noob and have no idea what to look for), deleting and reinstalling, and spending massive time attempting new embarks in the hopes that I stumbled upon it... all to no avail.

Since I don't see anyone else complaining, I can only assume that the problem is me... but I've finally given up and I've come here looking for help!

I even tried a couple of games without cheating... with the thought that it might somehow be causing it. That wasn't it... I switched the settings in case I was confused about green means on, red means off.

So, to recap:
I've deleted my saves and tried again = diseases, warpstone, etc.
I've deleted the entire folders and unrared and tried again = diseases, warpstone, etc.
I've tried using the v4g version = diseases, warpstone, etc.
I've tried using the v4f version = diseases, warpstone, etc.
I've tried using the mwdf-beta version = slower, but still getting diseases, warpstone, etc.

With each version, I tried numerous attempts of deleting, restarting, changing options, etc.

Every other version of dwarf fortress that I've played with since masterwork has felt like an incomplete game. I HATE the fact that I played masterwork first as now I'm left fighting rabies, schizophrenia, and plagues rather than building my dream fortress...

Help?
Logged

kamikazi1231

  • Bay Watcher
  • Meddler of Raws
    • View Profile
Re: Diseases - warpstone stay on
« Reply #1 on: January 17, 2014, 12:02:23 am »

Just checking to make sure.  Are you turning the disease setting off before you go and generate a world or afterwards?  It's one of the settings that needs to be off before generating a world.  The same goes for the harder mining options with warpstone and coal dust.
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #2 on: January 17, 2014, 12:17:47 am »

Hmm, so I just did a test, and found that flipping the disease toggle only changes the raws in Dwarf Fortress/raw/objects/creature_standard.txt, and not those in the tileset directories. I presume if you toggle diseases, and then change tilesets, you end up with them back on again, even though the GUI says they're off. This is definitely a bug.

I've updated SWP (all branches) have diseases off by default on all tilesets, since I recall Meph expressing that they should be off by default in another thread.

Stand-by with warpstone. :)

~ T
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #3 on: January 17, 2014, 12:33:50 am »

Bug opened on diseases and settings.

Warpstone I'm not sure. My code which detects inconsistencies between tilesets says that warpstone looks "significantly different" in many of the tilesets compared to the main one, but that such differences can't be automatically resolved with the intelligence I've currently imbued my code with. Further investigation is needed to see what's going on there. The GUI is definitely flipping the config-tokens where it finds them in all tilesets, so if they're sticking around it may be because some things haven't been properly tagged.

~ T
Logged

Narcissusg

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #4 on: January 17, 2014, 02:49:57 am »

I generate the world when they are toggled off.

I'll grab the newest version, give it a brand new folder, and give it a try. I have changed tilesets a couple of times, but as I started playing with Ironhand, I usually put it to that and leave it as it seems 'natural'.

Thanks for looking into this... you have no idea how much I appreciate it!
Logged

kamikazi1231

  • Bay Watcher
  • Meddler of Raws
    • View Profile
Re: Diseases - warpstone stay on
« Reply #5 on: January 17, 2014, 03:25:03 am »

Are you saying you generated a world, played a bit, then changed tilesets a few times to see which one you like the most?
Logged

Narcissusg

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #6 on: January 17, 2014, 05:09:58 am »

Are you saying you generated a world, played a bit, then changed tilesets a few times to see which one you like the most?

I might have done that in the original v4g version...

I'm not sure what all I did at the beginning. :shame:

Having said that, I deleted that entire folder and unzipped it several (understatement!) times since. I'm absolutely positive that there were several attempts made where I only changed the tileset when I first ran it... before I made any changes to the settings.

Also tried it with the v4f and patchwork version in different folders.

My thought was maybe some setting was being saved somewhere else on the computer... Something that I wasn't deleting when I removed the full unzipped folder from the different versions.

:shrug :
Logged

kamikazi1231

  • Bay Watcher
  • Meddler of Raws
    • View Profile
Re: Diseases - warpstone stay on
« Reply #7 on: January 17, 2014, 05:14:12 am »

Haha we all made mistakes changing tilesets or raws early on.  Leads to lots of fun.

You are having a very strange problem.  I wish I could help more.  I hope you get a version where diseases are turned off successfully.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Diseases - warpstone stay on
« Reply #8 on: January 17, 2014, 06:27:36 am »

Ok, you want diseases and warpstone gone?

Unzip.
Run MasterworkDwarfFortress.exe
Pick your tileset.
Go to MiscSettings:Diseases:Off
Go to MiscSettings:HarderMining:Off
Gen a world.
Play.

Dont change tilesets after you genned a world. (if you want to load the save with Ironhand, set the GUI to Ironhand before you load it)

The warpstone thing will actually make warpstone near harmless, but it will still exist.

Diseases will be gone from dwarves, but dogs can still carry rabies.
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 :::

Narcissusg

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #9 on: January 17, 2014, 09:11:33 pm »

I've done that, with a few other changes and I still get rabies, I still lose half of my miners to plagues, I still have warpstone and everything else.

Maybe if I list every exact step I take, one of you can figure out the problem or see what I'm doing wrong.

Using the latest full beta of the patchwork version (because that is the last one I tried to use)...

I unzipped the file into a completely clean, new folder.

I ran 'masterwork dwarf fortress.exe

I clicked TILESET drop-down and chose Ironhand. I clicked yes to using the color settings associated with it.

After it updated, I closed masterwork settings program and then opened it again.

I then toggled weather and cave-ins off.

I set population to 500.

I turned off true type font.

I put windowed to yes.

I turned off fps display.

Under civilizations, I turn off gremlins, trogs, and antmen while turning on evil, evil humans, evil drowning, and evil elves.

I changed dwarven caravans to default and invasions to very late.

Under other creatures, I make sure all the fortress defense races are off.

I turn off birds, fish, animal men, and cavern creatures.

I leave everything on under workshops.

I turn off warpstone pool under furnaces.

Under misc features:

In standardization, everything is on.

In miscellaneous... Regional, regional effects, and some effects are the only things off.

In extra reactions, everything is on.

In balance changes, everything is off except for caravan escorts.

In additional mods, everything is off.

And rendermax is off.

Under world Gen:

I've tried this both ways, however this last time I used the drop down menu and selected SMALL REGION.

Under hostiles: (just listing the numbers in order)
29
34
28
1
1
1
1
1
1
0
0
0

In caverns & layers, I only change the three middle levels:
99
25
10

I also set mineral scarcity to 100.

Then I click PLAY

I generate a small region.

Accept.

Play.

Fortress mode.

I type in the startdwarf 15 command.

In embark I use cheat engine to manipulate my points and I buy tons of supplies and tons of animals.

I embark.

I use fast dwarf 1 1 and armoks breath all.

I start my fortress, I start building, and I start losing animals to rabies.

I usually run into warpstone in my digging, although this last game, I haven't yet.



This was extremely hard to write out as my only available Internet is on my phone...

Looking through that, I can't figure out what is going on. I've tried numerous, completely fresh and clean variations with all three versions I've downloaded.

I'm stumped.

Obviously, it is something I am doing, but for the life of me, I can't figure it out.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Diseases - warpstone stay on
« Reply #10 on: January 17, 2014, 09:18:03 pm »

Read my post again. I never said anything about the Warpstone Lab, which is just the building. I said: MiscSettings:HarderMining:Off. Thats what kills your miners and adds negative syndromes to warpstone. I also said in the last line: Rabies will still be active on dogs.

Ok, you want diseases and warpstone gone?

Unzip.
Run MasterworkDwarfFortress.exe
Pick your tileset.
Go to MiscSettings:Diseases:Off
Go to MiscSettings:HarderMining:Off
Gen a world.
Play.

Dont change tilesets after you genned a world. (if you want to load the save with Ironhand, set the GUI to Ironhand before you load it)

The warpstone thing will actually make warpstone near harmless, but it will still exist.

Diseases will be gone from dwarves, but dogs can still carry rabies.

Your "In balance changes, everything is off except for caravan escorts. " should mean that Harder Mining is off, which takes away the syndromes from warpstone. It only leaves one minor syndrome that gives drowsiness and fever. Its just to slow miners down, but no one will die from it.
« Last Edit: January 17, 2014, 09:22:28 pm by Meph »
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 :::

Verviticus

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #11 on: January 17, 2014, 09:57:02 pm »

rabies can't be disabled?  why not?
Logged

Narcissusg

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #12 on: January 17, 2014, 10:14:05 pm »

Aha!

I missed the comment about dogs still having rabies! That was my answer right there!!

In the hundred or so games that I have started, I erroneously assumed that rabies was part of diseases... so as soon as I started having rabies outbreaks, I jumped to the conclusion that diseases were still active!

I switched all my settings around SO many times, I never noticed that the only ACTUAL plagues were the few times when I had it switched on. Mix that in with the warpstone syndromes and it all makes sense!

Rabies is mentioned in the manual directly under the DISEASES title, so that is why I assumed it was an indication that diseases were still active.

Is there any chance of an easy way to disable rabies as well?

Thanks a million and hopefully the last eight hours of playing time wasn't wasted!

Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #13 on: January 18, 2014, 12:05:05 am »

Rabies is mentioned in the manual directly under the DISEASES title, so that is why I assumed it was an indication that diseases were still active.

Is there any chance of an easy way to disable rabies as well?

Stand-by on this. I think switching off diseases should switch off rabies as well, it's just that rabies is controlled by different files under the hood, so I'm going to need to look hopefully at Splinterz to make it switchable via the GUI.

In the meantime, this download is SWP-gold with rabies disabled. If you wanted to get fancy, you could also try downloading just creature_pet_armored.txt and creature_pet_masterwork.txt and use them to replace your existing raws (Dwarf Fortress/raw/objects). I have no idea if that will work in an existing game. It won't cure existing cases of rabies, it may corrupt your saves, but it should stop new doges from having rabies.

Spoiler (click to show/hide)

~ T
Logged

Narcissusg

  • Bay Watcher
    • View Profile
Re: Diseases - warpstone stay on
« Reply #14 on: January 18, 2014, 12:30:01 am »

Thanks to the both of you!

I'll be grabbing and replacing those two files...

If I have to restart one more time, it isn't too bad. I wasn't exaggerating when I said I have started around 100 fortresses in the last week or two.

Thanks again. I was getting frustrated because after playing with this mod, nothing else can compare. B-)

EDIT: both .txt files give me a 404. I'm grabbing the gold, but the download will take three to four hours IF it actually completes (t-mobile service is virtually non existent here)...
« Last Edit: January 18, 2014, 12:39:26 am by Narcissusg »
Logged
Pages: [1] 2