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Author Topic: [BUGS] 0.31.01 bugs  (Read 79466 times)

Squirrelloid

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Re: [BUGS] 0.31.01 bugs
« Reply #300 on: April 02, 2010, 02:50:20 pm »

If you only work them half to death, you should be working them twice as hard!
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umiman

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Re: [BUGS] 0.31.01 bugs
« Reply #301 on: April 02, 2010, 02:53:07 pm »

Okay, gamebreaking bug:

My miners refuse to mine properly at all. They only act like this underground. If I mine anywhere aboveground, they act normal. Since this is hard to explain in words, this is what happens:

This is the normal area:


Designating a square to be dug out:


Dwarves will dig one tile's worth and then leave for a few minutes. It will say they're idle with no job during that time. Sometimes they'll just stand right next to it:


After a few minutes, they'll come back and dig a little again then all leave at the same time again:


In the end, it takes so long to do something that should take a few seconds.

Diablous

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Re: [BUGS] 0.31.01 bugs
« Reply #302 on: April 02, 2010, 02:54:36 pm »

The system of how personality affects the dwarves could be responsible. Are your miners lazy?
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umiman

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Re: [BUGS] 0.31.01 bugs
« Reply #303 on: April 02, 2010, 02:56:39 pm »

The system of how personality affects the dwarves could be responsible. Are your miners lazy?
No. Besides? There are 8 of them. There's no way they could all act in the exact same time. They will literally all show up at the same time. Dig one tile, then leave.

Footkerchief

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Re: [BUGS] 0.31.01 bugs
« Reply #304 on: April 02, 2010, 03:00:36 pm »

Yes, that error has been widely reported and is almost certainly due to pathfinding problems.  It's not a problem with personality or labor settings.
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Sean Mirrsen

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Re: [BUGS] 0.31.01 bugs
« Reply #305 on: April 02, 2010, 03:04:26 pm »

Then it's probably related to the pathing engine updating slowly. Happens sometimes. I'll try something like that out later.

edit: ninja'd!
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Org

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Re: [BUGS] 0.31.01 bugs
« Reply #306 on: April 02, 2010, 03:28:18 pm »

Not sure if this has been brought up, but I used an addy spear, and only shatted the bones, Over and over. I only kill them when they bleed out or I get lucky and hit an organ.
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Blooddrive

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Re: [BUGS] 0.31.01 bugs
« Reply #307 on: April 02, 2010, 03:28:58 pm »

I want to throw my hat in with the wealth of the caverns issue.

I broke into my caverns pretty early on. But I only had one major room and a trade depot for the majority of the game.

By the time I hit my first spring I had 44 dwarves. Once I hit summer on the second year I was suddenly attacked by 1 megabeast, 2 forgotten creatures and 4 goblin ambushes all in the space of a month. Needless to say I didn't survive this.My wealth indicators seemed to be just way out of whack for what I would have expected with my large room.
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sethwick

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Re: [BUGS] 0.31.01 bugs
« Reply #308 on: April 02, 2010, 03:30:50 pm »

Heh. Well, nobody's going to stop you, but if you make your dwarves work themselves half to death, either cope with tantrums or provide them with a REALLY nice dining room.

That's not the issue. It makes the game unplayable with higher numbers of dwarfs and really annoying with low numbers. If there was a "force work" option you could turn on and off it would be fine, but babysit every single woodcutter, miner, herbalist, and workshop worker with a long queue and turn on and off their labor whenever they need a drink is simply ridiculous. Either they should not get a bad thought from it (as it is their choice to starve themselves) or they should stop before they get a bad thought or there should be an option. Personally I think they should work for longer than before but should also not get so many bad thoughts from it. These a dwarfs damnit, they shouldn't mind being a little thirsty!
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HammerDave

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Re: [BUGS] 0.31.01 bugs
« Reply #309 on: April 02, 2010, 03:45:35 pm »

I just found an interesting one.

As is my normal habit, I caged most of the stray animals to keep FPS up (though it seems to be running pretty well right now, knock on tower-cap).  Then an immigrant wave hit so some more tasks needed to be queued up to put the lazy bums to work.  So I go to schedule some farm tasks, and behold there's a "milk creature" task to choose from.  Cool I think, finally something to do with all the extra female animals while we wait for them to have babies.

Schedule milking task, wait a minute to see what gets milked, and Melbil farmerdwarf grabs a donkey and starts dragging her to the workshop.  All well and good, but that donkey is supposed to be caged, so some peasant comes along with a "cage animal" job.  They've been fighting over this donkey for something like 10 minutes.    ::) ;D

Bug, or feature?  I'm thinking bug, the "object" is in use by another job and so a struggle like this shouldn't be possible, right?
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Footkerchief

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Re: [BUGS] 0.31.01 bugs
« Reply #310 on: April 02, 2010, 03:58:16 pm »

Heh. Well, nobody's going to stop you, but if you make your dwarves work themselves half to death, either cope with tantrums or provide them with a REALLY nice dining room.

That's not the issue. It makes the game unplayable with higher numbers of dwarfs and really annoying with low numbers. If there was a "force work" option you could turn on and off it would be fine, but babysit every single woodcutter, miner, herbalist, and workshop worker with a long queue and turn on and off their labor whenever they need a drink is simply ridiculous. Either they should not get a bad thought from it (as it is their choice to starve themselves) or they should stop before they get a bad thought or there should be an option. Personally I think they should work for longer than before but should also not get so many bad thoughts from it. These a dwarfs damnit, they shouldn't mind being a little thirsty!

It's a bug that they get thirst/hunger thoughts from voluntarily working late, yeah.  There's pretty much no way to avoid it unless you go around manually canceling jobs.  Sean -- I'm sure you were just joking but let's try to keep the thread on topic, since it's a thread that Toady will have to read carefully and he's already swamped with reports.
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Kode527

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Re: [BUGS] 0.31.01 bugs
« Reply #311 on: April 02, 2010, 04:01:46 pm »

Allright.
I kept wondering why were my dwarves hungry all the time. I still had some fish they could eat. After realizing to "zoom" to the item from stock I saw this:
Spoiler (click to show/hide)
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Reinecker

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Re: [BUGS] 0.31.01 bugs
« Reply #312 on: April 02, 2010, 04:02:45 pm »

Well it started out by encountering some wolfs. In one of the first few turns I dodge into a pond. I fight a little bit and then either the other wolfs jumped in or I was attacking them while they stood around the pond. I was drowning and fighting the wolfs when all of a sudden I get this message:
"You stab the wolf in the upper body with your bronze short sword, but the attack passes right through!"
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Footkerchief

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Re: [BUGS] 0.31.01 bugs
« Reply #313 on: April 02, 2010, 04:05:51 pm »

Well it started out by encountering some wolfs. In one of the first few turns I dodge into a pond. I fight a little bit and then either the other wolfs jumped in or I was attacking them while they stood around the pond. I was drowning and fighting the wolfs when all of a sudden I get this message:
"You stab the wolf in the upper body with your bronze short sword, but the attack passes right through!"

This is sorta intended behavior -- there's a small chance that you can hit a creature in a wound you already gave them.  It's pretty iffy right now, though.
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Haven

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Re: [BUGS] 0.31.01 bugs
« Reply #314 on: April 02, 2010, 04:26:25 pm »

Had an artifact. The dwarf went to a crafter workshop, asked for bone, and gave me an iron figurine with bone bands. There wasn't any iron in the workshop before, and he leveled in Bone Carving.
Spoiler: Artifact Text (click to show/hide)

Can't help but wonder if the dead dwarf's soul now inhabits the figurine.
« Last Edit: April 02, 2010, 04:37:26 pm by Haven »
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