No, you misunderstood me.
The gear sentry worked at first, I tested it and spawned a small pool of lava.
Then I set up a large-scale pattern of gear assemblies, designed to fill the moat with lava.
After everything was put in place, linked up, and sealed off, the lever was set on repeat to quickly fill the moat.
A dwarf came and pulled the lever, and the FPS halved, yet no lava was produced.
I'll try and get a video up or something.
thats strange, ran some tests and fixed minor bug with lava spawned not in a circle, but fps were ok while on repeat. Though lava gets spawned then if you disturb it, it melts the gears (if you have lava proof gears all is good).
Edit: found a bug: if gears are connected than rune could fail.
yea I noticed that things slow down and fast with the more spells I use, there was no underwater sources and I needed to farm on the mountian so I made 4 statues with the water rune and FPS had a heart attack, now they worked but my sickbay healing statues stopped working, or just decided to work whenever they felt like it between lags, crazy stuff... But then again we are the unoffical beta testers lol
hmm maybe i need to rethink the structure... although now periodic rune should be the least fps intensive.
let me guess: the fort is old and there are a lot of items? If so i can understand. There is a procedure that scans all the items for those with runes... This could take a hit on FPS. Also there are a lot breakpoints. Although they are quite fast, collective minilags could sum up to a real lag. For example with debuging printing takes too much time so FPS is about 2.
There was alot of items... lots... Hmm if the problem is that its checking every item over and over again, could you have it check them all once on startup, then have the user input a command to check all items again? Say I just made a fort nothing was encrusted with runes Spellcraft checks finds none and is done, then I make a "magic" statue, ask Spellcraft to check again, it finds the statue (saves it in a array) then run the required spells that have been encrusted. And since it checks on startup my old forts with "magic" items get checked and im good to go, unless I make another magic item, then I have to re-check. would this work? because I had to do some crazy things with my programs in this fasion ((well one of the crazy ways))
Well currently i have no way to check for user input... That's because i chose not to do gui. Thinking back maybe this was not the best choice, but it all started as a "what will happen if I..."
so does having iron whip stubbed with wolf bone crash* the game?
because adventure mode seems to die with the whip having Onattack trigger.
freeze the game and can't be closed by task unless you close the spell first.
really if someone got this working can they place a video of this working?
what does spells.txt look like? (what does wolf bone do?)