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Author Topic: Eek! The mud!!  (Read 1043 times)

Eek! The mud!!
« on: November 04, 2007, 09:30:00 pm »

Alright, everybody knows mud spreads through a fortress like wildfire.
It eventually destroys and converts tiles, yes, yes...all old news.
But apparently now tower caps and shrubs will also destroy preexisting structures like stairs!

Please fix this somehow; either allow mud spread to be disable in init, make dwarfs clean more, let it disappear seasonally like in the old version, anything.

Being the neurotic mess that I am, it's driving me nuts! Blood and everything else isn't so bad, because it can possibly get cleaned eventually, maybe. But the mud ruins tiles and as far as I can tell, once one tile is ruined, the mud's there for good. You've a muddy tile that is no longer the stone it was, and the dwarfs won't clean it, ever.

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Makaze2048

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Re: Eek! The mud!!
« Reply #1 on: November 04, 2007, 10:10:00 pm »

Mud can't be tracked across bridges.

So if it bothers you enough then build bridges (make sure you channel out underneath them) and it will stop the mud being tracked across them.

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Re: Eek! The mud!!
« Reply #2 on: November 04, 2007, 10:17:00 pm »

Pain in the ass, and too late for my current, probably soon to be abandoned fort. But thank you, in the future that's a will do.

Edit: Also, restating that my gripe isn't with tiles being muddy (ex: muddy smooth _____ cavern floor) and looking bad, but rather with the fact that they destroy other tiles\structures. (smooth floor --> muddy clay floor, staircase --> dead young tower cap)

I've asked in other threads but if anybody has mud.exe can you please send a link? I'd like to see if it still works in cleaning those perma-mud tiles and it's not on the wiki.

[ November 04, 2007: Message edited by: Funkadelic Jive Turkey ]

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Skeeblix

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Re: Eek! The mud!!
« Reply #3 on: November 04, 2007, 11:05:00 pm »

quote:
Originally posted by Makaze2048:
<STRONG>Mud can't be tracked across bridges.

So if it bothers you enough then build bridges (make sure you channel out underneath them) and it will stop the mud being tracked across them.</STRONG>


I don't know how many times I've said this. A workaround for a problem is not the ultimate solution for it. A fix for this needs to be coded, badly.

[ November 04, 2007: Message edited by: Skeeblix ]

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Mephisto

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Re: Eek! The mud!!
« Reply #4 on: November 04, 2007, 11:09:00 pm »

quote:
Originally posted by Skeeblix:
<STRONG>

I don't know how many times I've said this. A workaround for a problem is not the ultimate solution for it. A fix for this needs to be coded, badly.

[ November 04, 2007: Message edited by: Skeeblix ]</STRONG>


The thing most people don't understand is that the workaround has to be used until such a time that a fix is created.

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Re: Eek! The mud!!
« Reply #5 on: November 05, 2007, 12:19:00 am »

No, I do understand. The problem is this workaround works in the mode of early detection prevention schemes. For my fort right now, which pre-bugs I was REALLY enjoying, (so much so that I may use the seed and start in the same place if I'm forced to abandon it in the meantime,) it is too late to use the workaround.

Now I'm posting to force an "attend meeting" task so I don't tantrum!   ;)

The mud's already there, I can't keep it out with bridges.
mud.exe is another possible workaround, the only one I know of that may help me, so if anybody has it...please?


P.S.- Please don't read this as me being really so pissed. I'm venting, yes, but I understand and appreciate the hard work that went\goes into this game and am thankful for it. I also understand that I'm not the only one who has to deal with annoying bugs, etc., and that these things take time to work out.

In the meantime all I('ve) ask(ed), if possible, is a second workaround; and let's not start with the bickering over something (that is ultimately) so petty.

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Mephisto

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Re: Eek! The mud!!
« Reply #6 on: November 05, 2007, 12:24:00 am »

I take it that you've only been looking at the new wiki? All of the old utilities are on the archive. They're pretty much guaranteed to not work, but if you want to try, I won't stop you.
http://archive.dwarffortresswiki.net/index.php/Utilities#mud.exe
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Re: Eek! The mud!!
« Reply #7 on: November 05, 2007, 12:45:00 am »

Yep, no dice. :/
Oh well, thank you anyways.
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Sparksol

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Re: Eek! The mud!!
« Reply #8 on: November 05, 2007, 01:05:00 am »

Indeed, about the only item still likely to work on the old version and the new is the Cheat-o-Matic, in all probability. And that's not so useful for mud-dealing.
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Religion, over time, tends to diverge. Science tends to converge.
Funny thing about magic, it doesn't consistently go either way.
Re: Eek! The mud!!
« Reply #9 on: November 05, 2007, 02:38:00 am »

:( I was trying to open the help folder and other code files earlier to see if I could figure something out, but no luck there either. Goddamn code. I suppose it might be good though, actually reading what I should be and only checking forum on cigarette breaks rather than pretending to read while I play DF. Still, considering I won't sleep tonight I want my fix!!!

I think between this and the trap bug I'm probably gonna junk this fortress, regen the world, and play somewhere I don't care about for now. That is if I don't go melancholy and sit naked in the kitchen until I die of malnutrition. (I'm sure the folks won't pay me no mind.)

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Silveron

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Re: Eek! The mud!!
« Reply #10 on: November 05, 2007, 12:46:00 pm »

FJT, avoid Chert areas then. The whole place looks like muddy floor... blech.
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Makaze2048

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Re: Eek! The mud!!
« Reply #11 on: November 05, 2007, 03:58:00 pm »

quote:
I don't know how many times I've said this. A workaround for a problem is not the ultimate solution for it. A fix for this needs to be coded, badly.

Well I never said it was an ideal solution but if you're like me and OCD enough to hate the mud but still want to play DF till a patch fixes it then there's your answer. I grant you permission to pout if you don't like it   :)

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Re: Eek! The mud!!
« Reply #12 on: November 05, 2007, 07:14:00 pm »

Silveron, I don't care if all it did was look ugly. It's the tile destruction that  bothers me far more. Hence my complaint is only with mud. Blood and vomit all over the place doesn't bother me half as much since under all that the floors are still smooth obsidian, or whatever.

But mud permanently changing the floor type drives me nuts, and when the trees that spring up  from it (and never actually grow to maturity,) start destroying stairs and stuff then I get hopelessly frustrated.

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Silveron

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Re: Eek! The mud!!
« Reply #13 on: November 06, 2007, 07:52:00 am »

Then do what I do... get those tiles smoothed everywhere asap.
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Re: Eek! The mud!!
« Reply #14 on: November 06, 2007, 11:38:00 am »

quote:
Originally posted by Silveron:
<STRONG>Then do what I do... get those tiles smoothed everywhere asap.</STRONG>

It's un-smoothed tiles. (I dunno if it can destroy engraved tiles like this, was too frustrated\afraid to try)

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