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Author Topic: DF2014 Question and Answer Thread  (Read 459753 times)

Putnam

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Re: DF2014 Question and Answer Thread
« Reply #2355 on: December 25, 2015, 11:06:38 pm »

Nope.

I haven't actually seen this, but I know that inventory is all dropped upon transformation, stuckins are inventory, and the whole problem of body part isomorphism is still unsolved and the main reason for inventory drops, so I'm very confident the bolt will drop to the ground upon transformation.

Bumber

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Re: DF2014 Question and Answer Thread
« Reply #2356 on: December 26, 2015, 12:23:28 am »

Nope.

I haven't actually seen this, but I know that inventory is all dropped upon transformation, stuckins are inventory, and the whole problem of body part isomorphism is still unsolved and the main reason for inventory drops, so I'm very confident the bolt will drop to the ground upon transformation.
Held weapons don't usually drop, at least in adventure mode.
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Uzu Bash

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Re: DF2014 Question and Answer Thread
« Reply #2357 on: December 27, 2015, 12:48:57 pm »

What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2358 on: December 27, 2015, 01:01:13 pm »

What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
See 1371, ""Nemesis Unit Load Failed" (from elves?)". Your save may be helpful to upload if it comes from pure 0.42.X.
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Uzu Bash

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Re: DF2014 Question and Answer Thread
« Reply #2359 on: December 27, 2015, 01:46:12 pm »

What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
See 1371, ""Nemesis Unit Load Failed" (from elves?)". Your save may be helpful to upload if it comes from pure 0.42.X.
Hm, is there another work around? I get it when loading one particular unit, whether I approach it from the local map or it approaches me. It's very mobile, so when I find a stable tile to travel to, there's always the chance it'll enter and crash me unexpectedly.
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2360 on: December 27, 2015, 04:16:16 pm »

Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2361 on: December 27, 2015, 04:44:57 pm »

Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?

They can and will fly into the walls. ;w;
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2362 on: December 27, 2015, 04:49:44 pm »

Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?

They can and will fly into the walls. ;w;
OK, thanks. I will try than to channel it so I can later reclaim such loose ammo.
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Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2363 on: December 27, 2015, 07:49:00 pm »

Anyone notice that the Exported Wealth figure in the z-screen is bugged?  Mine still says NONE even though I've sold stuff to a bunch of caravans.  This was a 42.04 start.
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Dozebôm Lolumzalìs

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Re: DF2014 Question and Answer Thread
« Reply #2364 on: December 27, 2015, 10:16:11 pm »

Were those items natively produced?
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Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2365 on: December 27, 2015, 10:59:34 pm »

Yes.  I know how export value works.
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indyofcomo

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Re: DF2014 Question and Answer Thread
« Reply #2366 on: December 28, 2015, 02:00:55 am »

I seem to be having a problem with hauling labors. I have done a text search for "hauling job" on bug tracker, didn't come up with anything recent(that I saw.) My dwarfs should have a ton of hauling jobs to do--clothes dropped on floor, beds from carpentry, items from beaten siege... There seriously has to be over 50 individual hauling jobs to do, not counting rough gems and stone as my miners dig. But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.
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Amperzand

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Re: DF2014 Question and Answer Thread
« Reply #2367 on: December 28, 2015, 03:40:16 am »

Is there any way to read about dance/musical forms, etc. from the Legends mode? In previous versions there was an "Art" section in the legends but it's absent in my new 0.42.03 world.

The "Art" section seems to consist entirely of whichever engravings/decorated objects/statues the player has personally examined, so if you haven't seem art in person, it won't show up.  I've examined the descriptions of songs/music styles without them later showing up there.
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #2368 on: December 28, 2015, 08:48:25 am »

But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.

I don't see the problem.  You've got 15 dwarves hauling, and almost no idlers.  Sounds like it's working.
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indyofcomo

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Re: DF2014 Question and Answer Thread
« Reply #2369 on: December 28, 2015, 09:31:40 am »

But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.
I don't see the problem.  You've got 15 dwarves hauling, and almost no idlers.  Sounds like it's working.

Well, for one even those idling should be hauling. Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?
Thirdly, this condition isn't new, it isn't just this moment in time. I have had many jobs which *could* be done yet have 15+ idlers. It isn't an issue of stockpile links, they are set to take from anywhere. And in one stockpile in particular(furniture--beds-->exceptional+) it has had items taken to it before.
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