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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: VerdantSF on May 28, 2013, 11:56:16 am

Title: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: VerdantSF on May 28, 2013, 11:56:16 am
Lazy Newb Pack r18 includes the fix: http://dffd.wimbli.com/file.php?id=7622

Updated 5/31, title changed by request of other community members to draw attention to this widespread bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334) discovered independently in this thread and this one (http://www.bay12forums.com/smf/index.php?topic=91166.msg4284557#msg4284557).

In dwarves, dwarven dwarfism, while considerably dwarfy, make combat rolls less favorable. This is hardly noticeable with edged attacks, but considerably so with blunt weapons. It oddly doesn't affect punching/kicking that badly according to VerdantSF.
For animals it means 2 things. 1. Makes them butcher for less bones, meat, organs, and fat. 2. Considerably weakens their combat capabilities, since damage is directly linked to size.
For everyone it also reduces amount of fall damage taken. If you're landing on someone/something though you kinda wanna be bigger for extra damage.
For players the affects range anywhere from indifference, amazement, and even to frothing at the mouth from rage that a bug this big could exist this long.

It doesn't appear to affect the dwarf's ability to wear Dwarf sized armor interestingly enough.

Updated 6/11, a cure has been found!

http://www.bay12forums.com/smf/index.php?topic=126558.msg4310469#msg4310469

Quote from: Quietust
In summary, it appears that unit growth is intended to be recalculated once per day (and offset by the time of day the creature was born), but there's a further restriction that it only does that check once every 10 ticks, so if the creature's birth time is not a multiple of 10 ticks, its size does not properly get updated.

***

Original Thread start:

I have 5 legendary blunt weapon users: 4 hammerdwarves and one macedwarf.  From the weapon research thread, I always thought maces were like nerfed war hammers, but you'd never know it looking at the combat text for this macedwarf.  She keeps right up with the three best hammerdwarves, busting kneecaps and cracking skulls left and right.  Strangely enough, the soldier who gets left far behind is one of the hammerdwarves.  While he's busy with 5-6 pages of combat text featuring mostly bruising blows and deflections off of COPPER helms >:(, the macedwarf and other hammerdwarves break limbs, disarm goblins, and headshot them within 2-3 pages.  I've gone through 4 sieges now and the difference in performance is huge.  He's "unbelievably strong" and wields a masterful silver war hammer, so I'm not sure what is going on.       
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 28, 2013, 12:06:24 pm
I just can't say no to talking about weapons...

Code: [Select]
Type Size Attack Attack type Contact Area Penetration Velocity
----- ----- ----- ----- ----- ----- -----
Mace 800 Bash Blunt 20 -200 2.0x
War Hammer 400 Bash Blunt 10 -200 2.0x
Whip 100 Lash Blunt 1 -10 5.0x

Mace vs War Hammer vs Whip (for comparison, given to whip being overpowered)
So the differences are size, and contact area.

From my experience, "Size" affects damage as based on the material. Contact area affects how the damage is distributed, specifically as to how it interacts with armor and how the actual injury is distributed. Looking at this, I interprete that the Mace is able to deal SIGNIFICANTLY more damage, while the War Hammer is a more specialized weapon that will be better vs heavier armor.

For your dwarf, how is his dexterity? How are his skill matched up? Maybe his Fighter or Hammerdwarf isn't high enough. Maybe he is too busy dodging and parrying to attack properly.

Or maybe Armok laughs at him, cursing him with continuously low rolls.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 28, 2013, 12:46:05 pm
Looking at this, I interprete that the Mace is able to deal SIGNIFICANTLY more damage, while the War Hammer is a more specialized weapon that will be better vs heavier armor.

That's what I find so odd about this whole thing.  I always expected the macedwarf to be the odd dwarf out among the blunt legendaries, but her performance is pretty much the same as three of the hammerdwarves, no better or worse.  I don't have my stick drive with me, so I can't check the unlucky dwarf's dex, but his skills are nearly identical, with 20 in Hammer and 20 in Fighter. The only big difference I can think of is age.  He was 12 when he joined the military, and I think he's 20 or 21 now.  The other legendary dwarves are all 80-120 years old.  Do dwarves continue to grow after childhood?  If so, does that have any combat effect, like larger size giving more leverage for stronger blows?  The difference is so stark when he's fighting next to the other dwarves.  Bruise after bruise, while nearly all hits from the others shatter bone.  I'm really glad I didn't start off with him as the only hammerdwarf.  I would have had such a skewed impression of the weapon's performance!
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 28, 2013, 04:45:19 pm
Do dwarves continue to grow after childhood?
No. I'm pretty sure when dwarves reach adulthood at age 12 they get the body size they're stuck with for the rest of their life.
Title: Re: The unluckiest hammerdwarf?
Post by: Umune on May 28, 2013, 08:12:23 pm
Do all of them have the same material? As in, does he have a silver warhammer while the others have steel or something else?
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 28, 2013, 09:49:50 pm
The rest have steel weapons, but I thought silver was better for armor penetration, while steel had slightly more critical hits, with the overall nod to silver.  I decided to try steel out with this fort, since I've only used silver for blunt weapons in forts past.  I gave the trailing hammerdwarf a masterful steel hammer for a few fights, and he was still hitting things like a hammerer with a featherwood crossbow.  Looking at his strength, there's definitely a difference.

Urist McWhifflehammer: 2346
Other Hammerdwarves: 3613, 3738, 4131
Mace Legendary: 2302

I'm really surprised that he's actually stronger than the macedwarf.  She cleans house with her steel mace. 

Here's some combat text comparing him with the 2nd strongest hammerdwarf:

2346 STR Hammerdwarf (http://1.bp.blogspot.com/-QI9o_BODxQY/UaVri_uSWCI/AAAAAAAAAvM/xAnq1rZKbC8/s1600/elite-hammer-2346-str.jpg)
3738 STR Hammerdwarf (http://4.bp.blogspot.com/-BOxFAWU1kU8/UaVrhzXCjMI/AAAAAAAAAvE/ZBylEL6GjD8/s1600/elite-hammer-3738-str.jpg)

Number of attacks resulting in only bruises vs. serious wounds (bruises + fractures/shatters):

2346 STR, 12 weapon strikes, 9 bruises vs. 3 serious wounds (25% serious wounds)
3738 STR, 14 weapon strikes, 5 bruises vs. 9 serious wounds (64% serious wounds)

I think I need to send someone to the screw pump gym.
Title: Re: The unluckiest hammerdwarf?
Post by: Cobbler89 on May 28, 2013, 10:20:21 pm
So it sounds like the hunch that the macedwarf would be better off is true, since she keeps up with the excellent hammerdwarves despite having the strength of the wimpy one?

And while the overall body size is chosen once, I'm under the impression that muscle built up with exercising strength (which you can do, continue building up strength itself through practice) does carry weight -- but that's probably irrelevant here, completely secondary to the strength itself. (I recall this from a discussion of vampire bugs. Er, bugged vampires, not mosquitoes. The story goes that because a vampire gets a buff to his strength regardless of muscle size the increased strength from exercise was negligible or nonexistant [they were already near max or something, or maybe it was a relative thing] whereas the increased muscle size was not, and increased muscle size meant increased weight, and increased weight without proportionally increased stength meant that the vampires slowed down as they should have been getting even stronger. I don't know if this was ever fixed... should probably dig up the discussion and/or bug report and find out.)
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 28, 2013, 10:24:14 pm
I'm really surprised that he's actually stronger than the macedwarf.  She cleans house with her steel mace. 
Perhaps that's the difference between a mace and a hammer on unarmored (most goblins are pretty much unarmored) foes?
Otherwise, I've got no clue. Unless there is another skill / attribute that makes a difference we are neglecting, which I doubt.
Title: Re: The unluckiest hammerdwarf?
Post by: duckman on May 29, 2013, 01:00:33 am
It's probably the low impact yield/fracture of silver. The goblin's clothing, muscle and fat are probably just about enough to keep the hammer strikes from getting at the bones. Steel, meanwhile, has nearly five times the value in both impact yield and fracture, so it just smashes right through all the intermediate layers without any trouble.
Title: Re: The unluckiest hammerdwarf?
Post by: Larix on May 29, 2013, 02:04:57 am
I find the differences in the compared combat logs are mainly due to luck - the weaker hammerdwarf was tackling a kobold fighter who was actually fighting back, while the stronger one was merely bashing up a prone and disabled kobold civilian. The stronger one got _one_ meaningful hit - the spine-smasher - which didn't cause the kobold to lose hold of equipment or fall down (i.e., the kobold was already disarmed and on the ground).

The one hit of the stronger hammerdwarf's list that hit an 'upper leg' only caused muscle bruising, like similar hits of the weaker one. The fractured bones from the left lower arm hit can be attributed to the fact that it was an attack on a prone opponent.

Added strength should at least make a dwarf less susceptible to being knocked to the ground by charging kobolds. If they don't normally get in danger in fights, you might want to give them different material weapons and look through combat logs to see if this makes a difference - keeping in mind that especially for blunt weapons, the extremely luck-dependent hit location plays a large role. Getting them into an outfit that allows them to reliably break arms and legs would be highly desirable: getting opponents on the ground is one of the main usage doctrines of blunt-melee dwarfs (along with generally occupying stuff and doing damage through heavy armour).
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 29, 2013, 11:55:29 am
And while the overall body size is chosen once, I'm under the impression that muscle built up with exercising strength (which you can do, continue building up strength itself through practice) does carry weight -- but that's probably irrelevant here, completely secondary to the strength itself. (I recall this from a discussion of vampire bugs. Er, bugged vampires, not mosquitoes. The story goes that because a vampire gets a buff to his strength regardless of muscle size the increased strength from exercise was negligible or nonexistant [they were already near max or something, or maybe it was a relative thing] whereas the increased muscle size was not, and increased muscle size meant increased weight, and increased weight without proportionally increased stength meant that the vampires slowed down as they should have been getting even stronger. I don't know if this was ever fixed... should probably dig up the discussion and/or bug report and find out.)
You might be right about that. I remember a thread about somebody intentionally zombifying pigs in order to give them more muscles so he could harvest more meat from them. I don't remember if it worked or not. The overall conclusion was buried under a whole lot of dead dwarves...
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 29, 2013, 12:26:17 pm
You might be right about that. I remember a thread about somebody intentionally zombifying pigs in order to give them more muscles so he could harvest more meat from them. I don't remember if it worked or not. The overall conclusion was buried under a whole lot of dead dwarves...
That was Loud Whispers I think, and I believe it was successful.
Except I think he had a "design flaw" that caused a lot of death. But the concept worked (I think).
Title: Re: The unluckiest hammerdwarf?
Post by: Mr S on May 29, 2013, 01:00:08 pm
Yes, Loud Whispers.  And, as you said, the 80'something Dwarven Research Scientists involved in the Proof of Concept experiment did sate Armok's thirst for SCIENCE that day.  The process has since been refined.

See: Bacon Like a Pro
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 29, 2013, 01:05:09 pm
See: Bacon Like a Pro
Now with links! (http://www.bay12forums.com/smf/index.php?topic=113638.0)
Title: Re: The unluckiest hammerdwarf?
Post by: joeclark77 on May 29, 2013, 01:11:14 pm
Why don't you post the unlucky hammerdwarf's personal description?  I wonder if there's something in his personality or physical characteristics that's a problem.  Muscles can be trained, but some dwarves are simply very tiny or short and can never attain the size of the bigger guys.  I believe that puts a hard upper bound on their abilities.  It could also be a personality thing, like he's too easily stressed out.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 29, 2013, 01:17:06 pm
Spatial or kinesthetic sense low?
Title: Re: The unluckiest hammerdwarf?
Post by: Mr S on May 29, 2013, 01:20:28 pm
Lost an eye in a childhood injury?  Heavily scarred bashing arm?  Asthma?
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 29, 2013, 01:22:33 pm
I find the differences in the compared combat logs are mainly due to luck - the weaker hammerdwarf was tackling a kobold fighter who was actually fighting back, while the stronger one was merely bashing up a prone and disabled kobold civilian. The stronger one got _one_ meaningful hit - the spine-smasher - which didn't cause the kobold to lose hold of equipment or fall down (i.e., the kobold was already disarmed and on the ground).

The thing is, the weaker hammerdwarf has consistently had this "bad luck" for every battle.  Here's some more !Science! featuring three of the hammer legendaries vs. elves, all in the same weak armor.

4131 STR (http://3.bp.blogspot.com/-AAANPoaRwaA/UaZAJWX21SI/AAAAAAAAAwU/xZ8Vd7Zifhg/s1600/4132-vs-elf.jpg): 9 weapon strikes with an artifact pig bone shield, 9 serious wounds (100%)
3738 STR (http://4.bp.blogspot.com/-R9x6QY5bYM4/UaZAJcQ11nI/AAAAAAAAAwM/0GcRKGC4ue4/s1600/3738-vs-elf.jpg): 13 hits with a named steel war hammer, 4 bruises & bone chips, 9 serious wounds (69%)
2346 STR (http://4.bp.blogspot.com/-WN213F06egM/UaZAJav_q7I/AAAAAAAAAwQ/WY1ap5_WBgg/s1600/2346-vs-elf.jpg): 23 hits with a masterful steel war hammer, 23 bruises, 0 serious wounds.  ZERO :(.  The only serious wounds he managed were from unarmed strikes.

The above fight is exactly what I've been observing over the course of the unlucky dwarf's entire military career.  The stronger hammerdwarves and the macedwarf always have shorter combat logs and their kill counts absolutely dwarf (heh) his.

Here's a look at them in Splinterz Therapist (http://2.bp.blogspot.com/-0mRgXGdR4yM/UaZAJsd8w5I/AAAAAAAAAwY/Qh3nCi9O89Q/s1600/attribute-comparison.jpg).  I also noticed that Urist McWhifflehammer is already at his maximum strength.  Screw pump training did nothing :(.
 
Their body sizes are the same, as are the weapon skills.  Strength affects weapon velocity, and it looks like it makes a significant difference for blunt weapons.  In related news, I've got a 12 year old recruit who is set to become the second strongest dwarf in the fort with 4152 max strength (the strongest is 4248)!  I can't decide between hammers or maces for him.  Hammers clearly benefit from more strength, while maces are just fine for someone with under 2400.  I wonder if a 4152 STR mace wielder will absolutely wreck things, or if there's a cap/diminishing returns. 

Why don't you post the unlucky hammerdwarf's personal description?  I wonder if there's something in his personality or physical characteristics that's a problem.  Muscles can be trained, but some dwarves are simply very tiny or short and can never attain the size of the bigger guys.  I believe that puts a hard upper bound on their abilities.  It could also be a personality thing, like he's too easily stressed out.

Edem II's Bio (http://1.bp.blogspot.com/-DvVCkqNAQK8/UaZMH63QY9I/AAAAAAAAAw0/PQI2it65vug/s1600/edem-ii-bio.jpg)

He's "easily moved to pity."  His title is "The Peace of Workers."  Maybe he's a bit of a pacifist and prefers to go easy on his foes ;).

Lost an eye in a childhood injury?  Heavily scarred bashing arm?  Asthma?

He had all his limbs broken (http://3.bp.blogspot.com/-gGKSF6VnyB8/UZmvICtWDvI/AAAAAAAAAr0/RE_m5npINgY/s1600/edem-II-ouch.jpg) in battle when he was 14.  He healed up completely, though.  It doesn't look like he had any last effects, but maybe you're on to something.  I'll recruit another hammerdwarf with similar max strength and keep track.
Title: Re: The unluckiest hammerdwarf?
Post by: Deepblade on May 29, 2013, 03:26:12 pm
Did he ever encounter a mummy in his life time? I know in adventure mode a mummy can curse you to have bad rolls, though it's not constant I thought.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 29, 2013, 04:13:09 pm
Nope, no mummies.
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 29, 2013, 04:22:42 pm
Nope, no mummies.
If he is a migrant, is it possible he could have encountered one prior to arriving at your fort? Does that even happen to non-adventurers? How would you be able to tell? Does it show up in legends?
Title: Re: The unluckiest hammerdwarf?
Post by: Deepblade on May 29, 2013, 04:29:59 pm
Nope, no mummies.
If he is a migrant, is it possible he could have encountered one prior to arriving at your fort? Does that even happen to non-adventurers? How would you be able to tell? Does it show up in legends?

It should show up in legends mode, if he wasn't born in the fort. If that's the case then you gotta make a copy of your world to the desktop and abandon your fort in order to be able to access legends mode. After you search the legends for the guy just delete the world and move the copy back.

The only other thing to do is to give him a nice ☼steel mace☼, train him up in that, and see how he fares.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 29, 2013, 04:38:17 pm
Nope, no mummies.
If he is a migrant, is it possible he could have encountered one prior to arriving at your fort? Does that even happen to non-adventurers? How would you be able to tell? Does it show up in legends?

He was born in the fort.

The only other thing to do is to give him a nice ☼steel mace☼, train him up in that, and see how he fares.

Good idea.  He's only 27, so he's got time to learn!
Title: Re: The unluckiest hammerdwarf?
Post by: Larix on May 29, 2013, 04:45:51 pm
Nope, no mummies.
If he is a migrant, is it possible he could have encountered one prior to arriving at your fort? Does that even happen to non-adventurers? How would you be able to tell? Does it show up in legends?

Looking at the history, it looks like he was born in the fort. There's no 'arrived at xxx on the yyth of zz in the year nnn' and his only group memberships are the fort and civ.
I'm not sure mummies can actually curse non-adventurers, and the effects should be totally different anyway - mummy curses are supposed to give a fixed _chance_ of a massively bad failure at whatever a character is trying to do. Whenever the chance fails, the character ought to perform normally, but when it hits, things go really badly, i.e. the life expectancy of a cursed character in battle is pretty short.

This batch of combat logs is _very_ convincing, i must say - the low-strength hammerdwarf actually scored a headshot and several body hits with a masterwork steel warhammer which caused nothing beyond superficial bruising and no inner organ damage. He's very definitely not getting proper warhammer effects. I agree, giving him another weapon might be the only way to actually make him useful in battle.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 29, 2013, 09:48:06 pm
So I had the weakest hammerdwarf switch weapons with the macedwarf, who he's actually stronger than.  Here's what happened during a goblin siege.

Hammerdwarf, 2346 STR, now armed with a named masterful steel mace (http://1.bp.blogspot.com/-MuuwNV-hH_E/Uaa5FetwDkI/AAAAAAAAAxo/_xaLyjCJweQ/s1600/edem-ii-mace.jpg): 13 weapon hits, 12 bruises & chips, 1 serious wound (8%)
Macedwarf, 2302 STR, now armed with a masterful steel war hammer (http://2.bp.blogspot.com/-TpkXn_nY5ec/Uaa5E1V_cbI/AAAAAAAAAxk/oA5V5xOz9Xs/s1600/dishmab-hammer.jpg):53 weapon hits, 27 bruises & chips vs. 26 serious wounds (49%)

Sheesh.  Something is definitely wrong with Edem II.  I'm really starting to suspect that the sympathy trait might be the culprit.  His "easily moved to pity" is just 1 tier below the max tier of "is incredibly compassionate and feels the pain of others."  He also happens to be the only dwarf who consistently causes Legends Viewer to crash!  Talk about unlucky...
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 29, 2013, 10:36:55 pm
I'm really starting to suspect that the sympathy trait might be the culprit. 
Modify it with dfhack and see if there is a difference. Should be easy to modify one of Vjek's scripts to suit your needs.
http://dwarffortresswiki.org/index.php/User:Vjek

I would modify his brainwash script to only change 1 value at a time. Then you can see if any of them made a difference. This is, after all, more about !!science!! than making your fort better, so any reservations against hacking should be quelled, you know, in the name of science.

Edit: Or post the save. I myself am curious and wouldn't mind poking around.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 29, 2013, 11:45:16 pm
Have at it :)!

Relicshield save file (https://docs.google.com/file/d/0B9DOgh4L-pqaVzNkdHJqRWZRTkU/edit?usp=sharing)
Title: Re: The unluckiest hammerdwarf?
Post by: SharkForce on May 30, 2013, 01:32:09 am
on a side note, maybe he should retire and become a doctor :P
Title: Re: The unluckiest hammerdwarf?
Post by: Deepblade on May 30, 2013, 01:48:48 am
If you can use the script in the arena to duplicate their stats it might be easier !!science!! wise and give a more controlled environment.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 11:11:43 am
If you can use the script in the arena to duplicate their stats it might be easier !!science!! wise and give a more controlled environment.
Yeah, I'm going to be sure to record his stats in case something happens. And I'd like to try replicating him in the arena and seeing if I get the same issues. If not, then there must be something I missed or something about his history I couldn't replicate.

Any mods I should be aware of?
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 30, 2013, 11:22:54 am
So he can hit, but he can't kill? I actually may have a solution for you.

Give him a sword! I believe it's faster, and it can cut AND hurt.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 11:47:56 am
So he can hit, but he can't kill? I actually may have a solution for you.

Give him a sword! I believe it's faster, and it can cut AND hurt.
But the question is why.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 30, 2013, 11:58:32 am
So he can hit, but he can't kill? I actually may have a solution for you.

Give him a sword! I believe it's faster, and it can cut AND hurt.
But the question is why.

Good point. I want to peek at the save after work, and see if I can divine it.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 12:02:07 pm
So he can hit, but he can't kill? I actually may have a solution for you.

Give him a sword! I believe it's faster, and it can cut AND hurt.
But the question is why.

Especially when he exchanges weapons with a weaker dwarf and the weaker one goes on a bone shattering spree.  The macedwarf did so well with his steel hammer, she named it.  I don't know whether to smile or frown.   
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 02:25:41 pm
Wow, I see what you mean. A huge ambush of elves (still not all dead), so far he has 1 kill, still working on another. The macedwarf on the other hand managed I think 10 kills. This is after modifying his personality.

Personality before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)

Note that the sympathy was actually raised.

I then modified his sympathy to 1 and had him alone target a separate squad by himself. I have a full page of "bashes head / bruising muscle through the rope reed hood"

So far, change in sympathy is showing no better results.
EDIT: In fact, that elf escaped...

EDIT:
I made him legendary in all skills, no improvement.

EDIT:
I improved all mental traits to 2600, no improvement.

Edit:
I improved all physical traits to 2600, no improvement.

EDIT:
I improved all physical traits to 4000. He can finally kill an elf.
This is with his named steel mace.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 02:47:37 pm
Wow, I see what you mean. A huge ambush of elves (still not all dead), so far he has 1 kill, still working on another. The macedwarf on the other hand managed I think 10 kills. This is after modifying his personality.

Yup, this morning Urist McLuckynot was in the middle of a 100+ elf pile-up.  Meanwhile, the macedwarf gained steadily on the axedwarf commander's lead for #1 total kills, which is nuts, since he's an axe-wielder.

So far, change in sympathy is showing no better results.
EDIT: In fact, that elf escaped...
EDIT:I made him legendary in all skills, no improvement.

The mystery deepens.  I'm starting to wonder if this is actually related to the fact that he causes Legends Viewer to crash.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 02:55:03 pm
My best guess so far, is that his previous injuries dampen is strength. While his strength was stored as 2300(?) that injury might have caused his (observable) strength to be lower.

Seriously. He was headshoting an unconscious elf with a steel mace, and couldn't do anything other than bruise through a rope reed hood!
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 30, 2013, 02:55:46 pm
I believe the conclusion is now obvious: this "unlucky" "dwarf" is actually an elf spy! Using a near-perfect disguise (ie. he grew a beard and wore a hat over his ears), he has infiltrated your military, and is plotting the downfall of your fortress!!! ...through trees!! ...or something. But his weakness and sympathy for other living things has given him away!

The only way to know for sure is to put him through the test of MAGMA!!!
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 03:03:45 pm
I believe the conclusion is now obvious: this "unlucky" "dwarf" is actually an elf spy! Using a near-perfect disguise (ie. he grew a beard and wore a hat over his ears), he has infiltrated your military, and is plotting the downfall of your fortress!!! ...through trees!! ...or something. But his weakness and sympathy for other living things has given him away!

The only way to know for sure is to put him through the test of MAGMA!!!
The thing is, I gave him attributes that should have made extremely formidible. It took near godlike physical attributes just for him to kill an elf! If I had made the same modifications to another dwarf, he might be punching through bronze collusi's abdomens and ripping dragons heads off with his teeth!
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 30, 2013, 03:09:19 pm
Without actual look at the events, my only guess is that maybe the game assigns "lucky" or "unlucky" rolls to dwarves at random. This guy, he drew the short straw. Could also explain the occassional super-dwarf.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 03:20:08 pm
Any mods I should be aware of?

Nope, or at least none that should matter.  I edited the raws so that the gender of certain beasts was immediately apparent, like grizzly sow, leopardess, etc.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 03:26:48 pm
I made a dwarf in the arena, that is very much a super dwarf. I made him legendary in all aspects, armed in full steel, and made all mental traits and physical traits 2600 and I made sure their personality were the same. When Edem II had these traits he failed to kill elves.

The arena dwarf fought 5 elves at once (well, they were grand master skill, I wanted to make sure they were at least as strong as those Edem II fought), and rope reed hoods offered no protection. Just fought another 8 elves at once, and again all died.

Physically speaking, these 2 dwarfs should be identical. When Edem II had these traits he could maim, but not kill. The arena dwarf is a killing machine. Edem II would have had an advantage with masterwork steel items.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 03:47:39 pm
My best guess so far, is that his previous injuries dampen is strength. While his strength was stored as 2300(?) that injury might have caused his (observable) strength to be lower.

Perhaps the wounds are technically still there, but aren't being displayed, thus giving Edem II a massive, but hidden negative modifier to strength.  That might explain why, when maxed out, his performance improves, but still remains far below his arena clone.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 03:51:43 pm
My best guess so far, is that his previous injuries dampen is strength. While his strength was stored as 2300(?) that injury might have caused his (observable) strength to be lower.

Perhaps the wounds are technically still there, but aren't being displayed, thus giving him a massive, but hidden negative modifier to strength.  That might explain why, when maxed out, his performance improves, but still remains far below his arena clone.
That's the best I can think of. Maybe someone else will come up with something better.
Title: Re: The unluckiest hammerdwarf?
Post by: slothen on May 30, 2013, 04:13:25 pm
have you all ruled out the personality values as a factor?
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 30, 2013, 04:15:33 pm
have you all ruled out the personality values as a factor?
Pretty much, yeah.

My clone of Edem II had an identical personality. At least, identical to his post modding personality. And modding his personality didn't make a difference.

Also ruled out mental traits, such as spatial sense, kinesthetic sense, etc.
Title: Re: The unluckiest hammerdwarf?
Post by: Sutremaine on May 30, 2013, 06:41:05 pm
Their body sizes are the same, as are the weapon skills.
The newer versions of splinterz' branch don't read body size, displaying all dwarves as 60000. You can find an older version, or use DFHack's getbloodcount function and then multiply the result by 10 for true body size.

Alternatively, give Edem a pick or axe plus no shield and see if he multigrasps it or not.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 09:49:59 pm
Aha!  Thank you, Sutremaine!  I just assumed splinterz DT's display was correct and variable sizes had all been normalized to 60000.  When I switched the legendaries in question to picks as weapons with no shields, guess who had to multigrasp ;)?

Spoiler (click to show/hide)

According to the min sizes for wielding picks 1- & 2-handed, 42500 ≤ Edem II's size < 47500.  Meanwhile, the other hammer legendaries (1 of the hammerdwarves recently died of old age) & the macedwarf are all > 47500.  Edem II is still large enough to avoid the to-hit penalty for wielding maces and hammers, but I think there's a compelling case for his size affecting his damage output.
Title: Re: The unluckiest hammerdwarf?
Post by: PDF urist master on May 30, 2013, 09:59:10 pm
so size affects preformance...

we have to do more tests.
Title: Re: The unluckiest hammerdwarf?
Post by: Urist Da Vinci on May 30, 2013, 10:10:39 pm
Downloaded save. Used DFHack.

Edem has a blood_max of 435. Other dwarves in your fort typically have around 4000 to 6000.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 30, 2013, 10:19:27 pm
Ah, thanks for the info!  I couldn't find the blood_max script in the DFHack repository at github.com.  Where is it located?
Title: Re: The unluckiest hammerdwarf?
Post by: Urist Da Vinci on May 30, 2013, 11:29:38 pm
Edem's corpse weighs 10, whereas Dishmab's corpse weighs 138.

Edem has 4 bones and 7 meat as butchering results, whereas Dishmab has 23 bones and 21 meat.

Edem is too small to have brain, kidneys, spleen, sweetbread, tripe, liver, heart, or lungs as butchering results, unlike Dishmab. This is indicative of a small body size, and shows that the loss of size can't be caused by the old wounds.

I am suspicious that dwarves who are born at a fort are not growing up properly.

FAKEEDIT:

ALL of the dwarves that were born at your fort (and not any of the migrants) also have this problem of low body size. They are all about the same size that they were when they were younger children (based on your actual young children), despite being in their 20's! Olon II has a blood_max of 324!

People, please examine your own savegames/forts to see if this is a widespread bug. We appear to have a case of Dwarfism.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 02:14:45 am
Good find, Urist!  It looks like this bug is even more widespread, affecting all creatures in the fort.

http://www.bay12forums.com/smf/index.php?topic=91166.msg4284557#msg4284557

The crashes in Legends Viewer are most likely related.  I thought it was only Edem II, but it turns out that any dwarf born in the fort causes the same error.

In the meantime, I've given Lil' Edem II a short sword.  Even though he's only level 6 with short swords, and it's exceptional, not masterful, he did far better in combat than ever before!

Spoiler (click to show/hide)

26 weapon strikes split b/w 5 deflections, 5 bruises, and 16 serious wounds (61%)

With blunt weapons, his percentage of serious wounds was 0-8%.  Quite an improvement!
Title: Re: The unluckiest hammerdwarf?
Post by: Larix on May 31, 2013, 03:15:44 am
Wow, that's interesting stuff. I did notice that smaller-sized poultry (guineafowl mostly) never seemed to produce butchery returns and there seemed to be no consistent difference between the returns from lambs and 'grown' rams and ewes, but i had no idea it was that bad.

Hmm, it might explain the less than stellar performance of large squads of war animals - if you have many, most of them will be born in the fort, and with the lack of growth, they'd remain cub/pup-sized forever. And size is the main factor in determining an animal's combat efficiency.

And for a little mindfuck - dwarfs born in your fort can marry and have children. With the lack of growth, that should mean the baby and the mother are roughly the same size...
Title: Re: The unluckiest hammerdwarf?
Post by: Iceflame on May 31, 2013, 04:35:09 am
That means fortress-born dwarfs are pretty much useless for military?
Title: Re: The unluckiest hammerdwarf?
Post by: kingubu on May 31, 2013, 08:02:28 am
Guineafowl never give butchering returns, they're just too small.

From my experiments in egg hatching and butchering, newborn peafowl and geese are newborn size for about 3 seconds, then they jump to a random size with a maximum slightly less than adult.  Bottom end runs about 20% of max.

This means that adult breeders raised in the fort could squeeze out a baby that is 5 times larger than their mom.
Man, I wish Goombageek was here to draw this.

Turkeys and chickens jump to a much smaller size, less than half of adult size.  Too small, in fact, to butcher for anything.  So there is some correlation between growth rate and final size.  Perhaps turkeys, chickens, geese, peafowl, dogs, and cats all jump to a size based on their [BODY_SIZE:1:0:XXXXX] tags, the size they should be after 1 year.

I am terribly curious to find out how big baby cave dragons are.  And I am running dfhack, so I'm curious if this can be reproduced in vanilla.  But it's not going to be me doing the testing.  Been wrestling with this bug all week.  I am scienced out.
Title: Re: The unluckiest hammerdwarf?
Post by: slothen on May 31, 2013, 08:14:29 am
Its kind of funny that dwarf fortress is such an abstract game that we cannot answer basic questions like "how big is it?" through normal means.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 31, 2013, 08:21:02 am
Glad to see this get answered. I never even thought about body size.
Title: Re: The unluckiest hammerdwarf?
Post by: chevil on May 31, 2013, 09:27:30 am
Edem is too small to have brain, kidneys, spleen, sweetbread, tripe, liver, heart, or lungs
I think I see the problem.
Title: Re: The unluckiest hammerdwarf?
Post by: Raphite1 on May 31, 2013, 10:20:54 am
Dang, and I had just set up a blog to chronicle a natural-reproduction fort, and played out the first year. This is a pretty serious bug.
Title: Re: The unluckiest hammerdwarf?
Post by: slothen on May 31, 2013, 10:26:02 am
Dang, and I had just set up a blog to chronicle a natural-reproduction fort, and played out the first year. This is a pretty serious bug.

I bet the natural born dwarves haul rocks slower, too.
Title: Re: The unluckiest hammerdwarf?
Post by: Raphite1 on May 31, 2013, 11:13:00 am
Is this one (plus the fort-born animals issue) in the bug tracker? I'm terrible at using that thing.

Would be nice to have this one knocked out in the next release.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 11:19:09 am
Hmm, it might explain the less than stellar performance of large squads of war animals - if you have many, most of them will be born in the fort, and with the lack of growth, they'd remain cub/pup-sized forever. And size is the main factor in determining an animal's combat efficiency.
Good point!  I stopped making new war grizzlies after seeing how poorly they did in combat.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 11:26:01 am
Is this one (plus the fort-born animals issue) in the bug tracker? I'm terrible at using that thing.

Would be nice to have this one knocked out in the next release.

I... don't think it is, actually. Could someone post it with a save and instructions on how to check via dfhack?

http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php (http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php)

Make a new user, post a new issue. It will give you all the options.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 11:40:32 am
I just added this to the bug tracker, but I don't have the blood_max script for DFHack.  Anyone know where I can get that?  I searched the DFHack depository at https://github.com/peterix/dfhack, but couldn't find it.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 11:46:08 am
Here's the bugtracker entry:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334)
Title: Re: The unluckiest hammerdwarf?
Post by: Raphite1 on May 31, 2013, 11:51:49 am
<3 Bay12 community.

This explains why my Giant Dingo defense pack kept getting absolutely mauled in my last fort.

Guess I'll keep my natural-reproduction fort going, and just give the the mini-warriors edged weapons and hope for the best. This opens the question of how I'll deal with the necromancer sieges...
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 11:54:55 am
Here's the bugtracker entry
Oops, I meant to post the link.  Heheh, thanks.  I need some caffeine this morning!
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 12:00:10 pm
Here's the bugtracker entry
Oops, I meant to post the link.  Heheh, thanks.  I need some caffeine this morning!

No problem. I'm here drinking caffeine (TEA FOR THE TEA GOD!) and it's Friday, so forum distractions are totally motivating me to work :P

By the way, for midget warriors, I strongly suggest spears. I love spears, and always equip my military with them. This explains why my military is more effective than most...
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 12:06:22 pm
By the way, for midget warriors, I strongly suggest spears. I love spears, and always equip my military with them. This explains why my military is more effective than most...
Don't they get a to-hit penalty if the weapon is multigrasp for them?  The minimum size for wielding spears 1-handed is larger than my mini-dwarves :(.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 12:08:35 pm
By the way, for midget warriors, I strongly suggest spears. I love spears, and always equip my military with them. This explains why my military is more effective than most...
Don't they get a to-hit penalty if the weapon is multigrasp for them?  The minimum size for wielding spears 1-handed is larger than my mini-dwarves :(.

Maybe, I actually don't know. Short Swords are only a bit smaller than other weapons (300 vs 400) but don't have the awesome reliable insta-kill that spears can do.
That might explain why my previously mentioned reliable militia doesn't hit as often :P To be honest though, I don't usually have a fort that lasts long enough for a second generation of dwarves. (I get bored, and start a new one)
Title: Re: The unluckiest hammerdwarf?
Post by: Mr S on May 31, 2013, 12:55:49 pm
Wow, I just caught up with this thread, and... just, wow.  This is an amazing find.  It's incredible that this hasn't been found before.

Also super amazing is that a thread about some unlucky sod not killing as efficiently as you'd like turns out finding a bug that has major effects on core gameplay.  Do love B12!
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 01:02:00 pm
People, please examine your own savegames/forts to see if this is a widespread bug. We appear to have a case of Dwarfism.
How? I don't understand how you got dwarves to be butchered, and what is this "blood_max" script? It doesn't seem to be part of DFHack.

EDIT: After a bit of searching, I've come to the conclusion that blood_max is NOT a script, it is an actual attribute of each unit in the game. I guess Urist Da Vinci either wrote a script to check it, or is somehow digging around in the actual save files.
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 01:31:13 pm
That means fortress-born dwarfs are pretty much useless for military?
I'm still testing, but it looks like Edem II can keep up with the big dwarves when he's using a short sword.  He still gets the odd bruise here and there with the blade of the sword, where the other swordsdwarves only bruise when they pommel strike.  Other than that, he's able to sever arteries and chop off limbs without too much trouble.  Certainly better than when he was using blunt weapons.  On a side note, Edem II is rocketing up the levels in each new weapon he trains with.  I don't use danger rooms, but I think the combination of his student skill and the fortress commander's teaching skill are making the levels a breeze.  Once he hits 20 in short swords, I'll switch him over to spears and monitor his progress with those.  He's on track to be the first dwarf in my fort to reach legendary in all native weapon skills :).
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 01:32:35 pm
That means fortress-born dwarfs are pretty much useless for military?
I'm still testing, but it looks like Edem II can keep up with the big dwarves when he's using a short sword.  He still gets the odd bruise here and there with the blade of the sword, where the other swordsdwarves only bruise when they pommel strike.  Other than that, he's able to sever arteries and chop off limbs without too much trouble.  Certainly better than when he was using blunt weapons.  On a side note, Edem II is rocketing up the levels in each new weapon he trains with.  I don't use danger rooms, but I think the combination of his student skill and the fortress commander's teaching skill are making the levels a breeze.  Once he hits 20 in short swords, I'll switch him over to spears and monitor his progress with those.  He's on track to be the first dwarf in my fort to reach legendary in all native weapon skills :).

May I suggest a platinum-studded (to make it yours, as opposed to important) large iron dagger? :D
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 01:53:30 pm
Ok, I figured out how to check a unit's blood_max:

1. Use notepad (or whatever) to make a file in your DF\hack\scripts folder. (mine is called maxblood.lua)
2. Paste in this script:
Code: [Select]
local this = dfhack.gui.getSelectedUnit()

print("Birth year: " .. this.relations.birth_year)
print("Blood: " .. this.body.blood_max)
3. Select a dwarf.
4. Type in "maxblood" (or whatever you called your file) into DFHack.
5. !!SCIENCE!!
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 02:04:42 pm
Thanks, Urist McAwesome!
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 02:05:48 pm
Now, how to find out whether a dwarf is a migrant or natural-born citizen...

The results so far have been pretty staggering. Of the dwarves who I can tell whether or not they are migrants, the smallest migrant has 4440 bloods. The largest natural-born dwarf so far has only 917!

The average for migrants seems to be around 5700. The average for natural-born dwarves is somewhere around 660!

NOTE: All of these dwarves were adults.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 02:13:32 pm
Now, how to find out whether a dwarf is a migrant or natural-born citizen...

The results so far have been pretty staggering. Of the dwarves who I can tell whether or not they are migrants, the smallest migrant has 4440 bloods. The largest natural-born dwarf so far has only 917!

The average for migrants seems to be around 5700. The average for natural-born dwarves is somewhere around 660!

I'm fairly certain it says so in their profile screen. It describes where they were born, and when.
If so, you should be able to easily extract that info ONCE you know what variable controls that.
Yeah... I have no idea how DFHack operates :(
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 02:18:02 pm
The average for migrants seems to be around 5700. The average for natural-born dwarves is somewhere around 660!
Wow, they're so tiny!  That puts their height (assuming average cubic volume) around half that of the migrants.

"Edem II seems to be having trouble with that hammer.  I think it's because he's so shor-"

"Silence!  Dwarf shall not remark on the height of Dwarf!"
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 02:22:46 pm
I'm not using the Edem file, because I was trying to test if my fort is experiencing the same phenomena.

Now, how to find out whether a dwarf is a migrant or natural-born citizen...
I'm fairly certain it says so in their profile screen. It describes where they were born, and when.
If so, you should be able to easily extract that info ONCE you know what variable controls that.
The profile screen tells you when they were born and who their parents are, but not WHERE they were born. However, it does tell you if they are former members of any groups. So far, it looks like all migrants are former members of other groups, and all natural-born dwarves are not. But I'm not sure if that is a hard and fast rule. Ie. is it possible to get a migrant who is not a former member of any other groups?

Quote
Yeah... I have no idea how DFHack operates :(
Me either. I just copied a script about butchering, and removed all the parts except the bit I needed.
Title: Re: The unluckiest hammerdwarf?
Post by: CognitiveDissonance on May 31, 2013, 02:31:54 pm
snip

Another way to do this is to separate by birth year, which should be an easy variable to extract. Just find everyone who was born after the fort was founded. I'm pretty sure dwarves do NOT get born off-stage once worldgen ends.
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 02:48:50 pm
Another way to do this is to separate by birth year, which should be an easy variable to extract. Just find everyone who was born after the fort was founded. I'm pretty sure dwarves do NOT get born off-stage once worldgen ends.
Is that true? It seems like if that is the case, a long-lasting fortress could cause the civilization to go extinct. But I guess that is kinda what happened to Deathgate (http://www.bay12forums.com/smf/index.php?topic=84451.0)... although I figured that was just a case of them killing off the migrants faster than they could be replaced.
Title: Re: The unluckiest hammerdwarf?
Post by: slothen on May 31, 2013, 02:59:23 pm
This is huge, no pun intended.  Seriously, this needs to be like #1 for the next DF talk.  Who knows how long we've been playing with tiny dwarfs?  Possibly YEARS!  Just think about the implications.  Poor Deathworks is running a fort with 7 dwarfs and 15 gnomes.  Seriously.  I'm imagining the tiny clone of the sheriff from "Squidbillies."  Is the modding forum informed?  is the DF Hack developer working furiously already on a patch?  The people demand answers.  OCCUPY BAY12 GAMES! 
Spoiler (click to show/hide)

Another way to do this is to separate by birth year, which should be an easy variable to extract. Just find everyone who was born after the fort was founded. I'm pretty sure dwarves do NOT get born off-stage once worldgen ends.
Is that true? It seems like if that is the case, a long-lasting fortress could cause the civilization to go extinct. But I guess that is kinda what happened to Deathgate (http://www.bay12forums.com/smf/index.php?topic=84451.0)... although I figured that was just a case of them killing off the migrants faster than they could be replaced.

This has always been the case actually, but no more after the next release.

Lastly, creature size seems so important judging from the raws, I'm astonished that the individual creature size (after modifications for genetics, etc) isn't stored somewhere, and you have to get it by finding the blood amount.
Title: Re: The unluckiest hammerdwarf?
Post by: Emily Murkpaddled on May 31, 2013, 03:06:39 pm
A++, an amazing ride to a stunning destination. I'm also surprised that the creature size isn't stored anywhere we're aware of as a discrete characteristic, just one we're inferring by the blood volume. It makes me imagine my dwarfs as perfectly-proportioned, gelatinized blood cubes sliding around the caves.
Title: Re: The unluckiest hammerdwarf?
Post by: Larix on May 31, 2013, 03:12:02 pm
Great job, Urist!
I've just checked some of my longer-lasting forts, and it seems to be a general bug. I'm seeing the same phenomenon: dwarfs who immigrated have blood amounts mostly in the 4000-7000 range, fort-born dwarfs range from 500-1000. There are outliers which can go a good way below or above, including a dwarf with <400 blood. And yes, i found a mother who's tinier than the baby she gave birth to a few days ago. EDIT: i feel like that would be a fitting addition to 'body horror' in tvtropes...

It also holds for animals - imported cats range from 400-600 blood, fort-born from 100-180. There's also a named hen who arrived as a chick. Her blood amount is rated at 35. For reference, a crundle captured and trained at some point has ~1100 blood, more than fort-born dwarfs or dogs. Fort-born grizzly and polar bears have about as much blood as fully-grown dwarfs or goblins.

I do have two fort-born dwarfs with normal or at least almost-normal blood amounts, though - 2600 and 5000ish respectively. Those could use a closer look.

Editedit: Wagons have 1200 blood...
Now if only you could capture and tame them. To breed _smaller_ wagons.
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 03:23:26 pm
fort-born dwarfs range from 500-1000.
imported cats range from 400-600 blood
Lol! We have adult dwarves who are smaller than cats!

EDIT: I modified the maxblood script to include birth year. I'm getting better at this!
Code: [Select]
local this = dfhack.gui.getSelectedUnit()

print("Birth year: " .. this.relations.birth_year)
print("Blood: " .. this.body.blood_max)

Or, even better:

Code: [Select]
local this = dfhack.gui.getSelectedUnit()

if this.relations.birth_year < 310 then
print("Migrant")
else
print("Natural-born")
end

print("Birth year: " .. this.relations.birth_year)
print("Blood: " .. this.body.blood_max)
Replace 310 with the year you're fort was founded.

NOTE: The Migrant/Natural-born output only works for dwarves. Animals brought by traders, or captured in the fort can often be younger than the fort, and thus they'll be incorrectly displayed as "Natural-born." I'm not sure about pets brought by migrants.
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 31, 2013, 03:52:57 pm
I can't believe we've been playing with dwarves the size of cats without knowing it for so long...
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 04:00:20 pm
I can't believe we've been playing with dwarves the size of cats without knowing it for so long...

"Mommy, why is Litast so tiny?"
"Urist!  It's not polite to talk about another dwarf's height!"

I really do hope we can get size as a fully displayed attribute one day. 
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 31, 2013, 04:04:50 pm
I really do hope we can get size as a fully displayed attribute one day.
I wonder if Toady will be fixing this bug in the next bug fixing round. Although I never deal with in-bred dwarves because of the short nature of my forts, I can't stand the thought!

Perhaps if we modded children to have the same size as full grown dwarves...
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 04:26:08 pm
I wonder if Toady will be fixing this bug in the next bug fixing round. Although I never deal with in-bred dwarves because of the short nature of my forts, I can't stand the thought!
I doubt he's heard of it yet. It's only being discovered right now! So unless he's reading this thread today, he hasn't seen it.
Title: Re: The unluckiest hammerdwarf?
Post by: Raphite1 on May 31, 2013, 04:31:02 pm
Perhaps if we modded children to have the same size as full grown dwarves...

This should work. It'd be an easy semi-fix for dwarves, though adjusting every creature would be worthy of a standalone mod.

Is this the kind of raw edit that would require a re-gen, or would it work on an existing game?

Edit: Maybe edit the thread title, to help bring it to Toady/community attention? Like, "[BUG: NEOTENOUS DWARVES]".
Title: Re: The unluckiest hammerdwarf?
Post by: Button on May 31, 2013, 04:35:21 pm
A possibly disheartening discovery which may make this a little harder for the DFHack team to fix:

NameStatusBlood countDescription
Endok ChanneleddwellerNative550Tall and very fat
Lolor AcewallsNative747fat

This suggests that blood count is only an approximate indicator of size, and so scaling up dwarves' size based on their blood count isn't a true fix.
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 04:36:24 pm
Edit: Maybe edit the thread title, to help bring it to Toady/community attention? Like, "[BUG: NEOTENOUS DWARVES]".
I'm not sure a title requiring a trip to a medical dictionary is necessarily the most useful way of getting attention.
Title: Re: The unluckiest hammerdwarf?
Post by: Raphite1 on May 31, 2013, 04:39:49 pm
Edit: Maybe edit the thread title, to help bring it to Toady/community attention? Like, "[BUG: NEOTENOUS DWARVES]".
I'm not sure a title requiring a trip to a medical dictionary is necessarily the most useful way of getting attention.

Haha. "Neotenous" is one of my favorite words, so I make to to use it in inappropriate circumstances as often as possible. My first thought was "DWARVES ARE GNOMES," but then everyone would assume it was a common raw duplication issue.
Title: Re: The unluckiest hammerdwarf?
Post by: Button on May 31, 2013, 04:40:31 pm
Peter Pan Syndrome Disease?

The most worrisome thing to me is that it affects everything... my rocs included... :(
Title: Re: The unluckiest hammerdwarf?
Post by: Urist McDwarfFortress on May 31, 2013, 04:43:39 pm
The most worrisome thing to me is that it affects everything... my rocs included... :(
Lol! Miniature Rocs! Aka. normal birds!

How much blood do they have?

I just found my biggest dwarf dwarf yet: 1093! That's right, he's about as big as a swan!
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 05:00:54 pm
Edit: Maybe edit the thread title, to help bring it to Toady/community attention?

Done :).

Title: Re: The unluckiest hammerdwarf?
Post by: Button on May 31, 2013, 05:13:11 pm
The most worrisome thing to me is that it affects everything... my rocs included... :(
Lol! Miniature Rocs! Aka. normal birds!

How much blood do they have?

My native-hatched, adult rocs are 121428 (gigantic male), 488999 (very muscular and just gigantic overall male), and 298970 (gigantic male). I don't have any hatchlings atm because of the fertilization bug.
The breeding pair are 1640000 (incredibly skinny yet gigantic male) and 1920000 (gigantic female).

For comparison, the merchants' horses range from 44000 to 57000. My smallest roc is only twice the size of a horse!  :'(
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 31, 2013, 05:37:38 pm
I wonder if Toady will be fixing this bug in the next bug fixing round. Although I never deal with in-bred dwarves because of the short nature of my forts, I can't stand the thought!
I doubt he's heard of it yet. It's only being discovered right now! So unless he's reading this thread today, he hasn't seen it.
Well of course he hasn't heard it yet. The next bug fix cycle isn't happening anytime soon either.
My question is if he will fix it when he gets around to fixing bugs, as some major bugs get fixed, some don't, and this could easily straddle the line. After all, how long have we been living with this, and it (the bug) hadn't been observed caught at all until lately?

Fixed: Too ambiguous. (I knew that when writing, but I didn't give myself time to rewrite like I should have)
Title: Re: The unluckiest hammerdwarf?
Post by: Button on May 31, 2013, 05:47:01 pm
After all, how long have we been living with this, and it hadn't been observed at all until lately?

Just because we hadn't nailed down the cause before now doesn't mean it wasn't a problem, or that it hadn't been observed.

This discovery explains a lot of problems I've had with breeding programs in the past. I had just assumed giant domesticated animals were significantly weaker than their wild counterparts to keep you from exploiting them; and that low butchering returns meant I hadn't waited long enough for my adult animals to mature past the adolescent stage.

Now I find out that tame giant keas aren't supposed to be easily overpowered by goblins?! Domestication is a major part of my gameplay, so this is a big deal for me.
Title: Re: Major bug, fortress-born dwarves & animals not growing to adult size!
Post by: Hetairos on May 31, 2013, 05:52:27 pm
Checking all the peasants:

NameStatusBlood countDescription
Ilon AquastockadeImmigrant5940Corpulent
Edem RoughnessjailsImmigrant6180Average in size
Avuz AnathelNative505Corpulent
Etru GembrushNative482Strapped with massive amounts of muscle and lard
Solon YellrimNative397Average in size
Stukos ShinbronzeNative457Thin and scrawny
Zuglar WindlashNative311Average in size
Fikod InkmartyredNative443Short and muscular
Cerlo ClaspedtwistedNative382Muscular
Morul ArmorabbeyNative722Tall and skinny
Ast ChainedtradedImmigrant4440Short and just incredibly fat
Logem PaddlesavantNative721Short with well-defined muscles
Melbil AmazedmirrorImmigrant5700Corpulent

There is, however, a definitely fortressborn miner with blood count of 6060 and a woodcutter with 5940. I could likely find more normal-sized native dwarves, though the majority are indeed on the small side. Looks like things are getting complex.

Also, a random incredibly skinny kid is 811, a sample of five dingos (all gigantic) ranges from 379 to 1305, one horse is 60000 (presumably the single mare I bought from a caravan a few years ago), while other ones ( mostly 16000 - 22000) are slightly larger than foals (9000-11000); all are gigantic or enormous.

I wonder if this bug existed in previous versions of DF. It's pretty serious, and it has only been found now...
Title: Re: The unluckiest hammerdwarf?
Post by: VerdantSF on May 31, 2013, 06:01:04 pm
My question is if he will fix it when he gets around to fixing bugs, as some major bugs get fixed, some don't, and this could easily straddle the line. After all, how long have we been living with this, and it (the bug) hadn't been observed caught at all until lately?

Fixed: Too ambiguous. (I knew that when writing, but I didn't give myself time to rewrite like I should have)

Hopefully the DFHack team can work their magic in the meantime :).  Edem II needs his growth spurt!
Title: Re: The unluckiest hammerdwarf?
Post by: BoredVirulence on May 31, 2013, 06:07:18 pm
Hopefully the DFHack team can work their magic in the meantime :).  Edem II needs his growth spurt!

I think we will have to suffice for modding full-sized children for the time being.
Sure, fixing every animal in the world would be arduous, but just fix the ones you care about.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Vgray on May 31, 2013, 06:57:11 pm
Huh. No wonder my adult roosters only produced skulls. I figured I was just being impatient.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: duckman on May 31, 2013, 07:51:01 pm
Shouldn't these findings be put up as a bug report? Or are we just going to wait and hope it gets noticed first instead?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on May 31, 2013, 07:59:02 pm
Shouldn't these findings be put up as a bug report? Or are we just going to wait and hope it gets noticed first instead?
I believe it was, back on like page 4 or something.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on May 31, 2013, 08:06:51 pm
Yup, I added it this morning.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: duckman on May 31, 2013, 08:12:00 pm
Shouldn't these findings be put up as a bug report? Or are we just going to wait and hope it gets noticed first instead?
I believe it was, back on like page 4 or something.
Serves me right for not looking more carefully, I guess.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Saraias on May 31, 2013, 08:46:53 pm
Wow. Very interesting. My gameplay focuses heavily on civilization-building, marriages, bloodlines, and succession - things that will be even more possible with the next release since history will continue, forts can be retired without dfhack, etc. This affects that dramatically.

My current fort doesn't have any children born in previous forts who migrated to the current one, or I'd check them to see if they reset to proper size during that process. So curious!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: TheDarkStar on May 31, 2013, 08:56:47 pm
 Well, this removes most of the value of dwarven children. Time to make another atom smasher!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Vgray on May 31, 2013, 09:04:28 pm
Does this bug affect migrant children?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: BoredVirulence on May 31, 2013, 10:26:16 pm
Does this bug affect migrant children?
Not sure.
However, I assume that the bug is caused by reaching an age where you would typically grow, and during fortress mode it simply doesn't change the size properly. This happens twice in a dwarf's life cycle, becoming a child, and becoming an adult.

I would assume, if they arrived as a child they will be child sized. If they arrived as an infant, they will be infant sized. But these are assumptions that should be tested.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist_McGamer on June 01, 2013, 12:43:57 am
I typically concentrate on building things that I never get around to finishing and don't pay too close attention to the butchering returns of my animals, so I can imagine how I've never encountered this bug. What I can't even imagine is, though all the innumerable hundreds of thousands of dorf-hours of play of even only the most recent version, this wasn't discovered until yesterday.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 01, 2013, 03:44:42 am
We've probably been dealing with this for several versions. After all, complaints of war animals being too weak have been coming in for a fairly long amount of time. I believe the assumption was Toady just nerfed them so we couldn't overpower everything with 80 war dogs.  It's awesome how the most seemingly mundane thing can lead to Dwarven !!science!! and reveal a HUGE bug that has been afflicting us.

Is anyone checking to see how far back the bug goes?

Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 01, 2013, 05:49:40 am
Excellent science, thx for finding this out!

I did some testing with my animals, because with animals I could determine 100% which one of them were fortress born and which one bought from the elves. With dwarves it's much harder to find out which ones are native, and which ones migrated as an adult/child.

The results clearly show that fortress-born animals are much smaller then the others, BUT there are some exceptions: Two of the native spiders and at least one of the unicorns is full grown. I'm 100% sure they were born in the fort.

This is from a 21 year old fort (Masterwork MOD v2.h), creature size raws are posted at the end for masterwork only pets.

Code: [Select]
Status bloodcount
Forest spider migrant male 2760
Forest spider migrant female 4980
Forest spider native male 479
Forest spider native male 359
Forest spider native male 2940
Forest spider native male 673
Forest spider native male 90
Forest spider native male 439
Forest spider native female 5520
Forest spider native male 469
Forest spider native male 950
Forest spider native male 373
Forest spider native male 585
Unicorn invader 56400
Unicorn migrant 66600
Unicorn foal native 18706
Unicorn native 63000
Unicorn native 24372
Unicorn native 21420
Drake native 731
Drake native 562
Drake native 807
Drake native 716
Drake native 291
Drake native 412


forest spider
[SELECT_CASTE:FEMALE]
[BODY_SIZE:0:0:500]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:60000]
[SELECT_CASTE:MALE]
[BODY_SIZE:0:0:200]
[BODY_SIZE:1:0:10000]
[BODY_SIZE:2:0:30000]

Drake
[BODY_SIZE:0:0:2300]
   [BODY_SIZE:0:112:5000]
   [BODY_SIZE:0:224:7500]
   [BODY_SIZE:1:0:10000]
   [BODY_SIZE:1:168:45000]
   [BODY_SIZE:2:0:70000]
   [BODY_SIZE:2:168:95000]
   [BODY_SIZE:3:0:140000]
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Ieb on June 01, 2013, 07:16:05 am
I think I can confirm that some creatures born in the fort do actually mature. I have a huge bunch of sabre-tooth tigers that I train for war because why the fuck not, and here are the results on the "adult" tigers based on max_blood.
Code: [Select]
Born in 190 - Blood 42075(I am pretty sure this is the one that I used as the breeders)
Born in 209 - Blood 25434
Born in 211 - Blood 30069
Born in 211 - Blood 31664
Born in 210 - Blood 10198
Born in 211 - Blood 42075(this is among the newer batch of grown tigers, and I am pretty sure this is about the max bodysize for 'em or at least among it("He is gigantic and muscular.")
Born in 211 - Blood 4807(OH MY FUCKING GOD LOOK AT THAT TINY SABER TOOTH TIGER)
Born in 211 - Blood 42500(largest one yet, also among newer ones)
Born in 209 - Blood 9769
Born in 211 - Blood 39179
Born in 211 - Blood 5413
Born in 211 - Blood 41085
Born in 211 - Blood 11160
Born in 209 - Blood 40871
Born in 211 - Blood 19739
Born in 211 - Blood 9400
Born in 211 - Blood 40849
Born in 211 - Blood 45900
Born in 211 - Blood 41650
Born in 208 - Blood 16794
Born in 208 - Blood 8755
Born in 211 - Blood 15352

So I am not seeing much of a real pattern here, except that somehow, some adult tigers grow into a respectable size, some seem to be staying in the child size, and others in the baby size. Going by stages, their RAW sizes at birth is 32500, at 1 year 120000 and 2 years at 425000.

There's some fuckery going on, definitely. I don't have any kids who have grown up in the fort yet, unfortunately, so this is all you get from me.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Man of Paper on June 01, 2013, 08:02:51 am
This explains so much. I just figured my self-sustaining forts were being wiped out by enemies improving at an extreme rate once you hit a certain point in pop or wealth. For now I'll just reason it as something along the lines of the Hapsburg Lip, a by-product of inbreeding among dwarves.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Tirion on June 01, 2013, 09:07:52 am
What I find lucky is how they at least don't have problems wearing armor.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Sutremaine on June 01, 2013, 11:41:38 am
Well, that was an unexpected discovery...

For a dwarf or other creature with no injuries, are the 'getbloodcount' and 'maxblood' scripts always going to return the same number for each creature?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: BlackFlyme on June 01, 2013, 05:41:11 pm
I just took a quick census of my roc hatchery, as they are the only animals I have in the fort that were born there. Unfortunately, there were no chicks for a blood count comparison, but the lowest blood count I could find was 35356, on a two year old roc, whereas the highest count, not including the adults, was a tie between two war rocs with a count of 569642. With an exception to the three fully grown rocs that had invaded me, all rocs are between one and two years of age, and I am currently looking at a maximum of 10 more rocs within the next few seasons, assuming nothing happens to the eggs.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: crossmr on June 01, 2013, 06:06:28 pm
Is this something that can be edited? Could we run a dfhack script to find dwarves born in the fort and change their body size?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 01, 2013, 08:11:54 pm
Picks are great for tiny dwarves!  With one equipped, Edem II rocked like never before.

Spoiler (click to show/hide)

7 weapon strikes, 100% serious wounds, Edem II's first flawless weapon log!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Tacomagic on June 01, 2013, 08:21:18 pm
*Starts pumping out candy picks.*

Snow White themed death squad, here I come!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Girlinhat on June 01, 2013, 10:21:17 pm
I have nothing constructive to add.

All I will add, is that fortress-born children tend to become mayors.  This is because they have no job and they follow their mother around stand around the dining hall because they're orphans.  They do no work, and just loiter and chat with the other dwarves, quickly ranking social and friends, easily becoming mayor.

This means, on average, your mayor is the size of a cat as he goes around charismatically pointing at people, shaking hands, and making the ladydwarves swoon.
Spoiler (click to show/hide)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 01, 2013, 11:46:03 pm
Anyone else notice that we just proved the superiority of edged weapons over blunt weapons, given the improvement in combat ability of a marginal soldier. Some dwarves can kill effectively with any weapon, but other dwarves need a good pick/axe/sword before they can really cause damage.

Is this something that can be edited? Could we run a dfhack script to find dwarves born in the fort and change their body size?


Read these three posts from the DFHack thread in order:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4285060#msg4285060
http://www.bay12forums.com/smf/index.php?topic=91166.msg4285633#msg4285633
http://www.bay12forums.com/smf/index.php?topic=91166.msg4286965#msg4286965

We could probably change some numbers to increase a dwarf's size, but I don't know all the implications of the change. It would be awesome if someone like Quietust could figure out why the growth isn't happening, and come up with a binary patch.

I wonder if there is some kind of flag on the creature that allows it to grow which isn't being set in new births? It might make sense for growth checks to be surpressed on some creatures as a CPU saving measure, similar to how wild elephants don't starve to death.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 01, 2013, 11:53:35 pm
This means, on average, your mayor is the size of a cat as he goes around charismatically pointing at people, shaking hands, and making the ladydwarves swoon.
Spoiler (click to show/hide)

Lol!

Anyone else notice that we just proved the superiority of edged weapons over blunt weapons, given the improvement in combat ability of a marginal soldier. Some dwarves can kill effectively with any weapon, but other dwarves need a good pick/axe/sword before they can really cause damage.

Well, we proved the superiority of edged weapons for tiny soldiers, for sure.  For full-sized dwarves, blunt weapons are still great.  The #2 in total kills in my fort is Dishmab, the macedwarf who switched weapons with Edem II for a while.  She has 207 kills vs. 223 for the axedwarf champion who had a 3-year headstart on her ;).

http://www.bay12forums.com/smf/index.php?topic=91166.msg4285060#msg4285060
http://www.bay12forums.com/smf/index.php?topic=91166.msg4285633#msg4285633
http://www.bay12forums.com/smf/index.php?topic=91166.msg4286965#msg4286965

That is some serious !!Science!!  *Raises a mug of dwarven ale*
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Girlinhat on June 02, 2013, 12:00:13 am
Thing is, blunt weapons depend on size.  Small creatures can't swing them as well, and they do less damage to large creatures, but more damage to similar or smaller creatures.

Which confirms the old ideas, that spears are good for hunting dragons.  Larger creature -> Blunt doesn't work as well, because you are now 'smaller' and edged weapons still work.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 02, 2013, 12:22:42 am
Larger creature -> Blunt doesn't work as well, because you are now 'smaller' and edged weapons still work.

Ah, I didn't think about that!  I went back to an old combat log where a hammerdwarf of mine soloed a dragon.  Good point regarding size.  There were a lot more bruises, which makes sense, since larger creatures have more tissue to pad the shots.  She got in some good hits on the spine, knocking the dragon down, but a speardwarf would likely have finished it off faster.  I still like blunt weapons for the flavor, though :).  Shattering bones and crushing goblin skulls is just so satisfying.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: ajg1g12 on June 02, 2013, 08:46:14 am
Having just snagged a breeding pair of alligators and birthed my first hatchlings, this thread makes me very very sad. :(
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 02, 2013, 10:45:49 am
I just pictured a tiny, cat-sized dwarf trying to beat someone to death with a hammer bigger than he is! :P
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 02, 2013, 11:10:58 am
Having just snagged a breeding pair of alligators and birthed my first hatchlings, this thread makes me very very sad. :(

While the !science! continues, I've returned to training war grizzlies.  My civ is now Knowledgeable regarding them, which is 2 steps from domestication.  If full domestication is actually possible, I plan to order full-sized grizzlies from the Mountainhome :D.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: joeclark77 on June 02, 2013, 03:54:35 pm
Has anyone checked whether this applies to migrant children... i.e. do they remain at the size they were when they immigrated?  Or do they grow into adults normally?  I read the thread but not all in one go, so I may have missed it.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Ieb on June 02, 2013, 05:03:29 pm
Well I got a few migrant kids who showed up, let's see...
Code: [Select]
Born in 191 - Maxblood 5700
Born in 183 - Maxblood 6240
Born in 187 - Maxblood 6060
Born in 196 - Maxblood 5760
Born in 197 - Maxblood 5880
Born in 197 - Maxblood 5940
Born in 199 - Maxblood 6060

These dorfs are currently from 18 to 25 in age, and judging by the older dorfs around, they seem to be of appropriate body size. In comparison, here's the fort's only kids right now, 4 of 'em.

Code: [Select]
Born in 212(23rd of Timber) - Maxblood 2162
Born in 212(3rd of Galena) - Maxblood 2480
Born in 212(4th of Malachite) - Maxblood 843
Born in 212(6th of Granite) - Maxblood 761

All of 'em are 3 years old right now, and two of 'em are apparently still baby sized. Since the Wiki says kids reach the proper child size at, what, 1 year and 168 days/6 months, there is definitely something that's keeping fort children from reaching their appropriate size.

I'll change the adult age tags a bit, and see if this causes the kids to grow up or not.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Starweaver396 on June 02, 2013, 06:16:51 pm
Has anyone considered exploiting this yet?
Several ways have been developed to decrease death caused by fortress justice, but if you had a squad of native-born, crossbow wielding-dwarves, they might just be worthless for killing your other dwarves.

Edit:
I just ran through with the maxblood script with a migrant child who just matured. I'm not sure what to make of it.
New Peasant:               blood 3180(she's muscular)
Another Migrant Child:  blood 3980(very thin)
Expedition Leader:        blood 5880(two more had the same count a third -60)
Last Migrant Child:        blood 5571(he was skinny!?!)

Mind, I'm using a modded race, but the birthday girl is still child sized.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Ieb on June 02, 2013, 08:09:57 pm
Okay, after adding it that adult age is at 4 years, I noticed a bit of a change. On two of the subjects.

Code: [Select]
Born in 212(23rd of Timber) - Maxblood 4821
Born in 212(3rd of Galena) - Maxblood 5804
Born in 212(4th of Malachite) - Maxblood 843
Born in 212(6th of Granite) - Maxblood 761

None of them have turned peasants yet, but it is apparent that SOME creatures born in the fort grow up as they should. I have no idea why the other two however did not grow up at all, I figure they never will either.

There is nothing that I can see as odd about their parents either. 3 of the kids are the only children of the couple, the last one is the youngest daughter of a bunch of kids, the second eldest daughter living in the fort is of a perfectly fine size too. It can't be something stupid like dorf genetics, one of the baby sized kids has both parents of the usual adult dorf size.
Title: Re: The unluckiest hammerdwarf?
Post by: gestahl on June 02, 2013, 08:20:33 pm
The rest have steel weapons, but I thought silver was better for armor penetration, while steel had slightly more critical hits, with the overall nod to silver.
I didn't read the whole ten pages, but you said you keep getting deflections. That will happen more with silver weapons, and may be what's causing the dispairity.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 02, 2013, 09:34:06 pm
I didn't read the whole ten pages, but you said you keep getting deflections. That will happen more with silver weapons, and may be what's causing the dispairity.

We've already solved what's causing the disparity. Native born dwarves are not increasing in size like they should. And, since blunt damage is reliant on creature size it's causing Edem II to be terrible at combat, since he's about the size of a cat. The only way to remedy the situation somewhat was to give him an edged weapon.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 02, 2013, 09:48:22 pm
The only way to remedy the situation somewhat was to give him an edged weapon.

Now armed with a steel pick, Edem II is mining goblinite like a boss :D.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Tacomagic on June 02, 2013, 09:56:39 pm
I will now have nightmares about being torn apart by a squad of cat-sized dwarves wielding pick-axes.

Thank you very much.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 03, 2013, 12:16:04 am
Okay, after adding it that adult age is at 4 years, I noticed a bit of a change. On two of the subjects.

Code: [Select]
Born in 212(23rd of Timber) - Maxblood 4821
Born in 212(3rd of Galena) - Maxblood 5804
Born in 212(4th of Malachite) - Maxblood 843
Born in 212(6th of Granite) - Maxblood 761

None of them have turned peasants yet, but it is apparent that SOME creatures born in the fort grow up as they should. I have no idea why the other two however did not grow up at all, I figure they never will either.

There is nothing that I can see as odd about their parents either. 3 of the kids are the only children of the couple, the last one is the youngest daughter of a bunch of kids, the second eldest daughter living in the fort is of a perfectly fine size too. It can't be something stupid like dorf genetics, one of the baby sized kids has both parents of the usual adult dorf size.


I looked at the differences between the dwarves who did grow up properly and those who didn't in a large population fort savegame. I explored various parts of the creature data using DFHack.

I found that dwarves who did grow up properly have:
unit.flags3.unk1 == True
whereas most other dwarves in the fort (including migrants) have:
unit.flags3.unk1 == False
Also, migrant dwarves who are 100+ years old have:
unit.flags3.unk1 == True
The meaning of this flag is unknown to the DFHack team, but I suspect it might be related to the problem.

I also noticed that dwarves who migrated as children are distributed between baby size and adult size according to how old they were when they arrived at the fort. This suggests that the problem is in the code that changes size on a yearly(?) basis, and not something that happens at birth.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: kuniqs on June 03, 2013, 02:00:38 am

All I will add, is that fortress-born children tend to become mayors.  This is because they have no job and they follow their mother around stand around the dining hall because they're orphans.  They do no work, and just loiter and chat with the other dwarves, quickly ranking social and friends, easily becoming mayor.

This means, on average, your mayor is the size of a cat as he goes around charismatically pointing at people, shaking hands, and making the ladydwarves swoon.
Spoiler (click to show/hide)

So, dwarf fortress is the only game when you can roleplay Ben Gurion. It's like Monty Python: the Game.

If creature size on both ends (attacker & defender) has difference in power of blunt attacks, then it puts some weapon research into question. Could anyone give his biggest, strongest dwarf a warhammer and compare that with another dwarf with an axe? Maybe hammers are even better than axes when the wielder is strong enough.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Button on June 03, 2013, 05:24:37 am
Well I got a few migrant kids who showed up, let's see...
Code: [Select]
Born in 191 - Maxblood 5700
Born in 183 - Maxblood 6240
Born in 187 - Maxblood 6060
Born in 196 - Maxblood 5760
Born in 197 - Maxblood 5880
Born in 197 - Maxblood 5940
Born in 199 - Maxblood 6060

These dorfs are currently from 18 to 25 in age, and judging by the older dorfs around, they seem to be of appropriate body size.

Is the difference in the range size of the birth year and age due to the bug, or a reporting error?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: BoredVirulence on June 03, 2013, 09:56:48 am
Okay, after adding it that adult age is at 4 years, I noticed a bit of a change. On two of the subjects.

Code: [Select]
Born in 212(23rd of Timber) - Maxblood 4821
Born in 212(3rd of Galena) - Maxblood 5804
Born in 212(4th of Malachite) - Maxblood 843
Born in 212(6th of Granite) - Maxblood 761

None of them have turned peasants yet, but it is apparent that SOME creatures born in the fort grow up as they should. I have no idea why the other two however did not grow up at all, I figure they never will either.

There is nothing that I can see as odd about their parents either. 3 of the kids are the only children of the couple, the last one is the youngest daughter of a bunch of kids, the second eldest daughter living in the fort is of a perfectly fine size too. It can't be something stupid like dorf genetics, one of the baby sized kids has both parents of the usual adult dorf size.


I looked at the differences between the dwarves who did grow up properly and those who didn't in a large population fort savegame. I explored various parts of the creature data using DFHack.

I found that dwarves who did grow up properly have:
unit.flags3.unk1 == True
whereas most other dwarves in the fort (including migrants) have:
unit.flags3.unk1 == False
Also, migrant dwarves who are 100+ years old have:
unit.flags3.unk1 == True
The meaning of this flag is unknown to the DFHack team, but I suspect it might be related to the problem.

I also noticed that dwarves who migrated as children are distributed between baby size and adult size according to how old they were when they arrived at the fort. This suggests that the problem is in the code that changes size on a yearly(?) basis, and not something that happens at birth.

I suspected it would be something like this. Either way, good find. Try testing what happens when you change that flag on migrant children? (I suspect you are already doing something)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 03, 2013, 10:41:10 am
Reading all the above, I'd like to venture a theory - maybe only "major historical figures" are getting proper aging flags, while regular dwarves aren't.
Just a theory, but maybe a dwarf only gets their info updated if they are entered into the legends - and unless my (meagre) reading experiences are wrong, not everyone does.

Also, and I think this may already have been stated in other words, maybe this is a process that worldgen handles that the game simply forgets to do once worldgen is over.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Ieb on June 03, 2013, 11:05:09 am
I don't think that's it, of the kids I have, none of them have done anything important like create an artifact. One of the properly growing up kids doesn't have any friends either, while all the rest have at least two, so yeah, that's not effecting them at all, I think.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Gargomaxthalus on June 03, 2013, 11:05:49 am
This is definitely NOT something that don't you want to hear about when your a newb who finally has a decent fortress, which happens to have have about 30 children/babies running around. Now I'm left with the bleak prospect of running a eugenics program to weed out the the dwarf Dwarfs in order to increase my survivability. This also makes my goat herd seem like a waste of time to maintain, since I can just buy metric shit-tons of cheese each season instead of playing musical pastures, as well as upping the amount of leather that I'm trading for.


This issue once again highlights the huge downsides to Toady's one man coding show. I really wish that he'd at least let some people in on the bug fixing, since that wouldn't require him to let them "look behind the curtain" and would give us a much more stable game. I mean, it's not even appropriate to call DF a "game". It's meant to be a simulator and a huge issue like this causes it to be a complete failure in that regard. I mean no real offense but one of the best known sayings is that "pride comes before the fall". It seems that DF !!SCIENCE!! needs to be kicked into overdrive in order to find out whether or not anything is truly as it seems. It's great that Toady has so many great ideas about what DF could be but he needs to take a few steps back and determine whether or not he can be at all happy about what it IS.


Once again I apologize if this seems overly hostile, but this should have never happened in the first place. This issue is so massive that no one really knows how the simulation is actually supposed to work. This is about more tan a few midgets, this issue is interfering with many of the games metrics and could be giving even Toady bad data that he hasn't been aware of. This isn't a should be fixed, it's a MUST BE FIXED SOONER RATHER THAN LATER, MUCH SOONER!!!!!!

I've gone on about this for far to long and once again passed far to close to the event horizon so I'll leave it at that.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 03, 2013, 11:11:49 am
*snip*

Well...
- Equip your dwarves with picks, axes, swords and crossbows. You will be fine military-wise
- Tiny goats still produce cheese and wool (AFAIK)
- Toady is unlikely to change his mind anytime soon. Similar arguments generally have to go back and look at the "This is a pre-alpha" on main screen. He means it. I'm okay with that.
- Watch out for event horizon. Really bad (good) sci-fi shows happen there
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: slothen on June 03, 2013, 11:21:56 am
This is definitely NOT something that don't you want to hear about when your a newb who finally has a decent fortress, which happens to have have about 30 children/babies running around. Now I'm left with the bleak prospect of running a eugenics program to weed out the the dwarf Dwarfs in order to increase my survivability. This also makes my goat herd seem like a waste of time to maintain, since I can just buy metric shit-tons of cheese each season instead of playing musical pastures, as well as upping the amount of leather that I'm trading for.

Considering its been completely unnoticed for probably years, the relative significance of the negative effects is unclear.  Domesticated breeding programs are a definite victim, but hardly inviable/useless.  Meat, bones, wool, and war animals take a hit (one that no one has really noticed, except for weak war animals), while leather and milk and eggs do not.  Dwarven eugenics seems pointless considering its possible that all children are affected, and tiny dwarves can still be quite effective in combat.

Quote
rant

not the thread for this.  While this has all kinds of potential systemic effects, the worst ones are probably spared from most forts.  Regarding its effects on combat balance, your concerns are valid but possibly overstated as this bug would not effect arena mode and very likely does not effect adventure mode or any worldgen events.  However, I would love to hear this bug discussed by Toady during the next DF Talk.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Ieb on June 03, 2013, 11:29:37 am
Although to Toady's defense, we don't know how long this bug has been in, because it only now got noticed. Maybe it's been years, maybe it's been in since the last update.

Although I guess that's easy to check, just DL older versions and use DFhack in 'em to check maxblood on kids.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 03, 2013, 11:35:58 am
*entitled rage about goats or something*

It's Toady's and Threetoe's hobby that they happen to let other people share. If you want a game, you can find plenty here:
http://www.ea.com/
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 03, 2013, 11:46:49 am
Although to Toady's defense, we don't know how long this bug has been in, because it only now got noticed. Maybe it's been years, maybe it's been in since the last update.

Although I guess that's easy to check, just DL older versions and use DFhack in 'em to check maxblood on kids.

I have been reflecting on this, and I don't believe this affected the time period when people set up merpeople farms.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 03, 2013, 11:47:27 am
This is definitely NOT something that don't you want to hear about when your a newb who finally has a decent fortress, which happens to have have about 30 children/babies running around. Now I'm left with the bleak prospect of running a eugenics program to weed out the the dwarf Dwarfs in order to increase my survivability.

My fort is almost 40 years old, and even with tiny dwarves in the military, it's been fine.  I don't use danger rooms and traps are rare.  The entrance to my fortress is almost always open so that diplomats and traders can immediately start to path, instead of waiting around for the inevitable ambush.  Despite this, here's how my dwarves have fared over the years:

Spoiler (click to show/hide)

10 deaths for 762 total kills isn't too shabby.  Edem II, formerly the unluckiest hammerdwarf, now wields a pick.  It is THE best weapon for tiny dwarves, since it only has 1 attack, rather than the alternative pommel strikes, shaft bashes, and flat of the blade slaps of the other edged/piercing weapons.  Every single hit of his these days is a serious wound and combined with his dodge and shield skills, he doesn't get hit in combat.  For flavor reasons, Edem II is currently my only pick-wielder, but if you're worried about military efficacy, just turn all your tiny terrors into goblinite miners :D.

I have been reflecting on this, and I don't believe this affected the time period when people set up merpeople farms.

You're probably right.  People were going over butchering results with a fine-toothed comb back then.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: anzelm on June 03, 2013, 12:04:01 pm
It seems, we can compensate for dwarf dwarf attack weakness via avoiding blunt weapons. Armor, shield and dodging/parrying should in theory compensate for the defense weakness (as I understand it, not being hit in the first place is the main defensive strategy). What about the effect this potentially has on dwarven justice? If relative size difference between combatants is so important to blunt damage (and punching is blunt damage), then choosing the correct dwarf for law enforcement could decide the fate of your fort.

Also, paint your elite wrestler dwarf dwarves (is this becoming a meme?) blue with dimple dye. +10 points if you rename the commander 'Rob Anybody'.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Witty on June 03, 2013, 12:06:02 pm
Wow, This is pretty bad. No wonder my war dog army sucked so much at everything. I hope this becomes #1 on the bug fixing list once the next release is pushed out, because jeeez.

I recall a similar story somewhere where the old versions of DF had massive lag from dwarven eyelashes growing too long. Maybe it's time to start giving us a little more info on individual creatures and their traits if just to prevent stuff like this from happening again.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: slothen on June 03, 2013, 12:14:57 pm
My fort is almost 40 years old,
10 deaths for 762 total kills isn't too shabby.

Does that include accidents?  my [INVADERS:NO] fort is only 7-8 years old and i've still had like 3 dozen deaths.  Although I did have invaders on for a few seasons by accident and a few ambushes that I wasn't too worried about took a few lives.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 03, 2013, 12:21:55 pm
Spoiler: !!USELESS RANT!! (click to show/hide)

Now back on topic: It went unnoticed for unknown time, because we don't know squat about the inner workings of the software. There are always quirks here and there, but THERE'S NO WAY to know what is going on, and you can always blame it on the RNG. Granted, that's part of the FUN. You don't know how many parts of the world this bug affects, and what it doesn't, and you won't be able to tell, because nobody except Toady knows. I have a feeling, that even he will have problem understanding the scope of this. What we do know is that blunt attacks and butchering is borked. How many other systems depend on size calculations? You can guess... And this is only one bug: how many other threads are started every week with "why is this happening?" or "please fix this!" Not to mention the all-time-suggestion toplist with graphics support, UI fix, multithreading, plus the modders need to do memory hacks and disassembly, and they are doing their impressing work like a person sent into an dark room blindfolded. I'm sincerely surprised that there is any modding at all.

So I'm with Gargomaxthalus: Toady's one man show IS impressive as hell, the game IS awesome, but there is only so much he can do in his time. That is reality.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Witty on June 03, 2013, 12:38:33 pm
snip

You're probably right on most accounts, but the fact still stands that DF is really the only game of its caliber. And I do not see anyone outdoing DF in terms of depth anytime soon. This bug is pretty bad, and it really does show that basic information on stuff isn't being properly tested/recorded. But no one is perfect, Toady included. Hopefully this will lead to a change in the way information is presented, if were lucky.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 03, 2013, 12:51:05 pm
I have been reflecting on this, and I don't believe this affected the time period when people set up merpeople farms.

You're probably right.  People were going over butchering results with a fine-toothed comb back then.

I believe that the merfolk farm was back in 40d, and my own farming experiences in 40d make me think that animals were growing up just fine. The additional butchering products (organs, etc) were added in the following version: DF2010. DF2010 was a pretty big overhaul of the game and of bodies in particular, so my first guess is that this bug began there.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: darkflagrance on June 03, 2013, 12:55:06 pm
I have been reflecting on this, and I don't believe this affected the time period when people set up merpeople farms.

You're probably right.  People were going over butchering results with a fine-toothed comb back then.

I believe that the merfolk farm was back in 40d, and my own farming experiences in 40d make me think that animals were growing up just fine. The additional butchering products (organs, etc) were added in the following version: DF2010. DF2010 was a pretty big overhaul of the game and of bodies in particular, so my first guess is that this bug began there.

Yes, I agree. It's likely that this happened when Toady rewrote the bodies code in the transition from 40d to 31.xx, given that the merpeople farming was a 40d phenomenon. That was the last major time the bodies code was fiddled with on a massive scale. I wonder if this phenomenon is related to rabbits not producing any usable meat in the current version, as opposed to their size merely being too small?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 03, 2013, 01:00:17 pm
I wonder if this phenomenon is related to rabbits not producing any usable meat in the current version, as opposed to their size merely being too small?
I don't think so. I'm almost positive I've slaughtered migrant rabbits and you just get no meat.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 03, 2013, 01:01:51 pm
If relative size difference between combatants is so important to blunt damage (and punching is blunt damage), then choosing the correct dwarf for law enforcement could decide the fate of your fort.

Actually, the funny thing is, the few times when Edem II actually caused a serious wound, it was due to an unarmed strike.

2346 STR (http://4.bp.blogspot.com/-WN213F06egM/UaZAJav_q7I/AAAAAAAAAwQ/WY1ap5_WBgg/s1600/2346-vs-elf.jpg): 23 hits with a masterful steel war hammer, 23 bruises, 0 serious wounds.  ZERO :(.  The only serious wounds he managed were from unarmed strikes.

His other combat logs are the same.  Hammer bruise, hammer bruise, punch shatter, kick fracture, hammer bruise, hammer bruise... It's very odd.  You'd expect the unarmed strikes to be even worse, but the exact opposite is true.  I wonder if it's because the contact area for the fists and feet of tiny dwarves is smaller, so the concentrated force compensates, whereas blunt weapons remain the same size, despite the smaller dwarf's stature.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kastrol Aslaasri on June 03, 2013, 01:11:36 pm
I'm sorry to interrupt, but... am I the only one thinking this?

Spoiler (click to show/hide)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 03, 2013, 01:16:32 pm
I'm sorry to interrupt, but... am I the only one thinking this?

Spoiler (click to show/hide)
Ha ha ha! Behold Edem II, Goblinite Miner!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 03, 2013, 01:17:16 pm
I'm sorry to interrupt, but... am I the only one thinking this?

Spoiler (click to show/hide)

Nah, your dwarf Dwarf is way too big, think realistic. :D
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 03, 2013, 01:21:12 pm
Does that include accidents?  my [INVADERS:NO] fort is only 7-8 years old and i've still had like 3 dozen deaths.  Although I did have invaders on for a few seasons by accident and a few ambushes that I wasn't too worried about took a few lives.

Legends only counts war casualties in the Civ/Group summary as far as I can tell.  Accidents bump the number up quite a bit for me.  I'm still miffed that my inattention led to the death of 3 miners from thirst :(.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 03, 2013, 01:23:56 pm
I'm sorry to interrupt, but... am I the only one thinking this?

Spoiler (click to show/hide)
Ha ha ha! Behold Edem II, Goblinite Miner!
YES!!!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: anzelm on June 03, 2013, 01:31:07 pm
Did anyone check if there is any link between local children growing/not growing and family ties?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Mr S on June 03, 2013, 02:13:54 pm
Something like:

Udim McCaringMother, Legendary Speardwarf, has lost an alcohol-bag-chest-mass to a battlefield injury.

Litast McHungryGrowth, Baby, has been malnourished lately.

...(1 year later)

Litast McHungryGrowth, Child, has grown up scrawny!

Funny!!  But not supported by the currently SCIENCE.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 03, 2013, 02:58:31 pm
Udim McCaringMother, Legendary Speardwarf, has lost an alcohol-bag-chest-mass to a battlefield injury.

This is the first time in my life that I've been confused about whether someone was talking about a liver or about a boob.  >=]
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Callista on June 03, 2013, 03:31:14 pm
Something like:

Udim McCaringMother, Legendary Speardwarf, has lost an alcohol-bag-chest-mass to a battlefield injury.

Litast McHungryGrowth, Baby, has been malnourished lately.

...(1 year later)

Litast McHungryGrowth, Child, has grown up scrawny!

Funny!!  But not supported by the currently SCIENCE.
Losing only one wouldn't hurt the baby. Well, it doesn't in humans. Though usually the fight we lose 'em in isn't anything near as fun as a goblin raid.  :-\

But real-life science aside, I think you got a point there. Dwarf moms feed their babies and carry them around 24/7. If the dwarf mom went hungry for any appreciable time, the baby should be malnourished too, and grow up smaller. I think that would be a nice feature to add--a good reason to keep your dwarves properly fed and boozed, if you want the kids to pull their weight. And a way to control the size of the next generation. A well-fed fort should turn out big, strong dwarves; one living on the edge of starvation should have a bunch of scrawny ones.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 03, 2013, 03:40:05 pm
But real-life science aside, I think you got a point there. Dwarf moms feed their babies and carry them around 24/7. If the dwarf mom went hungry for any appreciable time, the baby should be malnourished too, and grow up smaller. I think that would be a nice feature to add--a good reason to keep your dwarves properly fed and boozed, if you want the kids to pull their weight. And a way to control the size of the next generation. A well-fed fort should turn out big, strong dwarves; one living on the edge of starvation should have a bunch of scrawny ones.

UristMcMother was forced to hunt vermin to survive recently.
UristMcMother has lost a child recently.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 03, 2013, 04:14:23 pm
Udim McCaringMother, Legendary Speardwarf, has lost an alcohol-bag-chest-mass to a battlefield injury.
This is the first time in my life that I've been confused about whether someone was talking about a liver or about a boob.  >=]
:P

Since dwarven babies "need alcohol to get through a working day," it's only natural that female dwarves produce alcohol rather than milk.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 03, 2013, 05:16:40 pm
I have finally posted version 1 of Unit Info Viewer (http://dffd.wimbli.com/file.php?id=7717) which among other things, displays some body size infomation.  Due to the issues with body sizes, I report 3 values.  The pressure plate trigger size, which appears to be influenced by strength. Followed by the size for butcher product results (not blood_max, but blood_max equals this value, absent manual edits).  And lastly a rough estimate of what the body size should be if the creature in question was growing every day according to the scale defined in the raws, but using the units-of-volumn used in game.

In my tests with blue peafowl, I have noticed that some hatch to an adult peafowl size which makes me wonder how large they would get to be if they grew with age or if there is another intermittent bug in calculating an initial size for newborns or if there is an attribute that seriously inflates the creature size.  Probably the latter since I haven't noticed adult sizes on larger creature newborns

I am curious how Edem II would perform with a hammer when either of the two sizes are manually updated vs the two contact areas, vs the two length/heights.  I don't have time for it right now but if anyone wants to do some tests, this is what I believe to the current understanding of the fields:
Code: [Select]
unit.body.physical_attr_tissues[0] -- Strength influenced size, trigger for pressure plates
unit.body.physical_attr_tissues[1] -- normal body size, Butcher product result size, blood_max equals this unless either is modified manually
unit.body.physical_attr_tissues[2] -- appears to be strength influenced contact area
unit.body.physical_attr_tissues[3] -- appears to be contact area related to normal body size
unit.body.physical_attr_tissues[4] -- appears to be strength influenced length or height
unit.body.physical_attr_tissues[5] -- appears to be a length or height related to normal body size
(yes we know that the enum names for physical_attr_tissues need to be updated)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 03, 2013, 05:20:48 pm
Niiiiice!  Thanks, Kurik!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Man of Paper on June 03, 2013, 06:33:20 pm
Udim McCaringMother, Legendary Speardwarf, has lost an alcohol-bag-chest-mass to a battlefield injury.
This is the first time in my life that I've been confused about whether someone was talking about a liver or about a boob.  >=]
:P

Since dwarven babies "need alcohol to get through a working day," it's only natural that female dwarves produce alcohol rather than milk.

I think they call them "brewbs".
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 03, 2013, 08:27:32 pm
I have finally posted version 1 of Unit Info Viewer (http://dffd.wimbli.com/file.php?id=7717) which among other things, displays some body size infomation.  Due to the issues with body sizes, I report 3 values.  The pressure plate trigger size, which appears to be influenced by strength. Followed by the size for butcher product results (not blood_max, but blood_max equals this value, absent manual edits).  And lastly a rough estimate of what the body size should be if the creature in question was growing every day according to the scale defined in the raws, but using the units-of-volumn used in game.

In my tests with blue peafowl, I have noticed that some hatch to an adult peafowl size which makes me wonder how large they would get to be if they grew with age or if there is another intermittent bug in calculating an initial size for newborns or if there is an attribute that seriously inflates the creature size.  Probably the latter since I haven't noticed adult sizes on larger creature newborns

I am curious how Edem II would perform with a hammer when either of the two sizes are manually updated vs the two contact areas, vs the two length/heights.  I don't have time for it right now but if anyone wants to do some tests, this is what I believe to the current understanding of the fields:
Code: [Select]
unit.body.physical_attr_tissues[0] -- Strength influenced size, trigger for pressure plates
unit.body.physical_attr_tissues[1] -- normal body size, Butcher product result size, blood_max equals this unless either is modified manually
unit.body.physical_attr_tissues[2] -- appears to be strength influenced contact area
unit.body.physical_attr_tissues[3] -- appears to be contact area related to normal body size
unit.body.physical_attr_tissues[4] -- appears to be strength influenced length or height
unit.body.physical_attr_tissues[5] -- appears to be a length or height related to normal body size
(yes we know that the enum names for physical_attr_tissues need to be updated)

Updating the sizes "fixes" the dwarf as far as combat calcs go. I didn't see any changes from altering the contact area or length/height data. Please note that

The unknown flag that I noticed 2 pages ago in this thread? It resists being changed, and switches back immediately. It is a different flag from the known flags for historical figures. Maybe it only enables on dwarves over 100 years old because of some "age-100" bug in the code?

The best solution to this problem would be if someone with knowledge of creating binary patches (i.e. Quietust) would track down the code that causes this mess. I don't know how to do that.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: hostergaard on June 04, 2013, 08:23:27 am
(http://i3.kym-cdn.com/photos/images/original/000/251/077/050.jpg)

This is so awesome! Its why I love this game, the emergent behavior and amusing bugs!

This probably means that fortress born grazers requires much smaller pastures, but how does it affect milk and wool production? Is miniature llama and sheep farming a viable industry?

Now I can actually get my elephant breeding program in full swing, just need to have a pair on site and I can have miniature elephants!

How does it affects dragons tough? They keep growing for a long time...


Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: crossmr on June 04, 2013, 08:46:07 am
I don't really know how you dump this kind of stuff..
but have you tried doing a full dump of a migrant kid and a full dump of a fortress born kid every year for 2 or 3 years to compare flags/values/etc to see if you can find the odd one out?

Does the migrant kid keep growing after his migrant tag wears off? (how long does that take?)
If you'd let me know how you're dumping this info, and if it's the full amount, I don't mind doing some number comparing.

Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 04, 2013, 08:57:48 am
This probably means that fortress born grazers requires much smaller pastures, but how does it affect milk and wool production? Is miniature llama and sheep farming a viable industry?
Now I can actually get my elephant breeding program in full swing, just need to have a pair on site and I can have miniature elephants!
How does it affects dragons tough? They keep growing for a long time...

This bug only affects creatures born in the fortress, so Dragons should be immune. (they don't have a child tag, so they don't breed in forts...)

About the grazers: I couldn't find any information about difference in grazer value between adults and childs, but even if there is a difference, I doubt this bug will have any influence:
Assumption no1: The game treats the tiny animals as adults (they can breed!), so I'd assume it uses the grazer value of adults. Only their body size is affected.
Assumption no2: We would have noticed elephants not starving if the bug affected their food needs.
-but exact science is needed, I don't have any concrete evidence-

Following the same logic: milking and shearing should return normal (adult) quantities.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 04, 2013, 09:05:09 am
...
This probably means that fortress born grazers requires much smaller pastures, but how does it affect milk and wool production? Is miniature llama and sheep farming a viable industry?
...

Grazers require the same amount of food (it's actually a different token that controls how often they need to eat!), and milk/wool production is unchanged. Only butchering results are impacted by the bug.

I don't really know how you dump this kind of stuff..
but have you tried doing a full dump of a migrant kid and a full dump of a fortress born kid every year for 2 or 3 years to compare flags/values/etc to see if you can find the odd one out?

Does the migrant kid keep growing after his migrant tag wears off? (how long does that take?)
If you'd let me know how you're dumping this info, and if it's the full amount, I don't mind doing some number comparing.
DFHack, Yes (unit.flags3.unk1), migrant kids don't grow either, DFHack.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: crossmr on June 04, 2013, 09:32:28 am
Yes, but I meant how are you dumping it through dfhack. Do you have a script or something?
But if migrant kids aren't growing, we don't really have anything to compare it to.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Button on June 04, 2013, 09:35:06 am
The unknown flag that I noticed 2 pages ago in this thread? It resists being changed, and switches back immediately. It is a different flag from the known flags for historical figures. Maybe it only enables on dwarves over 100 years old because of some "age-100" bug in the code?

Maybe a "It's time to grow" semaphore? Have you tried turning it on a couple times in a row on a single young dwarf, and compared size before/after?

Can you compare <100yo adult dwarves with the flag on vs <100yo adult dwarves with the flag off?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: vanatteveldt on June 04, 2013, 12:25:31 pm
You know what I don't understand?

This thread has been going on for 14 pages and not one serious attempt at weaponizing it.

(giving them a pick is not weaponizing the feature, it's working around it)

[And I agree with the earlier poster that a product released for general download is not an alpha in the traditional sense of the word...]
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: pulsefrequency on June 04, 2013, 12:28:42 pm
I NEED TO SEE DWARF DWARF RIDING MOON MOON RIGHT NOW MY SOUL WILL NOT REST UNTIL I SEE THIS MAGNIFICENT COMICAL ARTIFACT OF DWARVEN CIVILIZATION
EDIT: http://knowyourmeme.com/memes/moon-moon
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: malimbar04 on June 04, 2013, 12:38:46 pm
This... is why my second-generation fort is failing? I trained those kids up to legendary, gave them masterwork steel stuff, and they get slaughtered during sieges. Meanwhile the similarly legendary migrants with similar equipment can go 2 versus 20 and slaughter them all.

... interesting. It sounds like children have just become a step more useless. I seriously can't think of any avantage to them anymore... unless. My next captain of the guard is going to be a fort-born.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 04, 2013, 12:49:16 pm
My next captain of the guard is going to be a fort-born.

Oddly enough, tiny dwarves still punch just as hard as normal-sized dwarves.  Giving them blunt weapons, like featherwood crossbows, doesn't matter anymore as they will still punch when giving beatings.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: pulsefrequency on June 04, 2013, 01:24:03 pm
the more i read through this thread, the more elated i become. i am in ecstasy. this is what DF is all about man, you guys are some bona fide scientists. i only wish i had people to talk to about this irl D:
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Solon64 on June 04, 2013, 05:01:41 pm
the more i read through this thread, the more elated i become. i am in ecstasy. this is what DF is all about man, you guys are some bona fide scientists. i only wish i had people to talk to about this irl D:

At least you've always got us to talk to here!

I like to think that this forum is still populated by irl people conversing through a non-irl medium. I could be wrong though and you're all just figments of my imagination...
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 04, 2013, 05:10:45 pm
I like to think that this forum is still populated by irl people conversing through a non-irl medium. I could be wrong though and you're all just figments of my imagination...

The answer is: Yes.

I'm curious to see an update on this from the bug tracker. If I read the front page of Mantis correctly, it has been moved up to top priority for review.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 04, 2013, 05:26:33 pm
the more i read through this thread, the more elated i become.

This all came about because of a kidnapping (http://www.bay12forums.com/smf/index.php?topic=15096.msg4253311;topicseen#msg4253311).  I had no real plans for Edem II, but when his little brother was abducted, the choice was clear.  I also almost lost him in battle (http://www.bay12forums.com/smf/index.php?topic=15096.msg4259779;topicseen#msg4259779) when he was 14 (he's 36 now).  Because of this whole story of duty and vengeance I'd concocted, I watched Edem II's combat results even more closely than my kill count all-stars.  I might have just written off all the whiffle hits for another character, but this soldier joined for REVENGE!  Bruises were not enough!

A++, an amazing ride to a stunning destination.

That bit from Emily really sums up the thread for me :D.

I'm curious to see an update on this from the bug tracker. If I read the front page of Mantis correctly, it has been moved up to top priority for review.

Yup, it sure was, thanks to InsanityPrelude!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Di on June 04, 2013, 06:33:03 pm
On the matter of weaponizing.
The size determines the fall damage. And cats and crundles tend to get away with bruises after falling even from considerable heigh.
So I guess nanodwarves should make fine paratroopers. (Well, not exactly paratroopers since you don't give them parachutes but you get the idea)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 04, 2013, 06:42:37 pm
Great info!  Imagine a horde of tiny, pick-wielding dwarves dropping from a great height right on top of goblins!  I'm guessing impact damage is considered blunt.  Is there a risk of fatal head injuries for dwarves falling headfirst? 
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 04, 2013, 07:17:20 pm
Great info!  Imagine a horde of tiny, pick-wielding dwarves dropping from a great height right on top of goblins!  I'm guessing impact damage is considered blunt.  Is there a risk of fatal head injuries for dwarves falling headfirst?
Actually when one creature lands on top of another creature, it doesn't do any damage. The creature on the bottom just gets stunned.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 04, 2013, 07:36:27 pm
I'd like to see a vampire fort with that defense system. a hallway with pressure plates linked to traps doors in the ceiling that drop dwarves on the poor bastards. Just place 'em in their cells and it's a waiting game since they don't need to eat drink or sleep.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 04, 2013, 07:57:57 pm
Great info!  Imagine a horde of tiny, pick-wielding dwarves dropping from a great height right on top of goblins!  I'm guessing impact damage is considered blunt.  Is there a risk of fatal head injuries for dwarves falling headfirst?
Actually when one creature lands on top of another creature, it doesn't do any damage. The creature on the bottom just gets stunned.

Arena mode disagrees with you:
Quote
You slam into the Cat 2!
The Cat 2 slams into an obstacle!
Cat 2's right rear leg takes the full force of the impact, bruising the bone!
Cat 2's left front leg takes the full force of the impact, bruising the bone!
Cat 2's upper body takes the full force of the impact, bruising the muscle and bruising the right lung!
Cat 2 is having trouble breathing!
Cat 2's right front leg takes the full force of the impact, bruising the bone!
Cat 2's lower body takes the full force of the impact, bruising the muscle and bruising the guts!
Cat 2 looks sick!
You slam into an obstacle!
Your right upper leg takes the full force of the impact, bruising the bone!
Your lower body takes the full force of the impact, bruising the muscle and bruising the guts!
Your left upper leg takes the full force of the impact, bruising the bone!
Your left upper arm takes the full force of the impact, jamming the bone through the left shoulder's muscle and shattering the left shoulder's bone!
Your throat takes the full force of the impact, bruising it!
Cat 2 vomits.
Cat 2 retches.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 04, 2013, 09:33:57 pm
I think you take much less of an impact, especially if you have on armor. I've fallen 15zs or so onto a seal and shattered the seal while only taking light bruises while in bronze and iron armor.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: hiroshi42 on June 05, 2013, 12:30:03 am
Great info!  Imagine a horde of tiny, pick-wielding dwarves dropping from a great height right on top of goblins!  I'm guessing impact damage is considered blunt.  Is there a risk of fatal head injuries for dwarves falling headfirst?
Actually when one creature lands on top of another creature, it doesn't do any damage. The creature on the bottom just gets stunned.

Wasn't this changed recently with all the other changes to falling?

Also: I now have an explanation for why my child suicide medical training squad does not reliably produce injuries Huzzah!  For now I shall have to stick to my out of work miners.

Also also: Micro dwarfs riding war-cats dropping from the ceiling to mine goblinite in the face.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: malimbar04 on June 05, 2013, 12:45:30 am
On the matter of weaponizing.
The size determines the fall damage. And cats and crundles tend to get away with bruises after falling even from considerable heigh.
So I guess nanodwarves should make fine paratroopers. (Well, not exactly paratroopers since you don't give them parachutes but you get the idea)

Ooh! give them spears, and then they're miniature dwarven dragoons!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 05, 2013, 12:42:08 pm
when one creature lands on top of another creature, it doesn't do any damage. The creature on the bottom just gets stunned.
Arena mode disagrees with you
I guess that must have been fixed in a recent version. According to the wiki:
Quote
Creatures that are dropped onto a standing creature's head will generally suffer little damage regardless of how many z-levels they fell. The unfortunate creature who broke their fall may suffer significant damage, however.

I guess it has been a while since I've dropped dwarves on kittens.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: pisskop on June 05, 2013, 01:56:22 pm
So, guess who's making daggers forgable?

Offhandedly, are bucklers to large for midget dwarfs to wield effectively?

EDIT:  So goblin prisoners can be used to cushion a dwarf-chute?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Sutremaine on June 05, 2013, 02:06:13 pm
Offhandedly, are bucklers to large for midget dwarfs to wield effectively?
:?

Shields, bucklers, and any other items you add to that file don't have size information. Just give them shields.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 05, 2013, 11:07:14 pm
Neither full-sized nor tiny dwarves are damaged when falling 7 levels when clad in steel armor.  I'm going to try again tomorrow with double the drop distance.  In the meantime, does anyone happen to know the minimum height to damage armored, full-sized dwarves?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: pisskop on June 05, 2013, 11:16:39 pm
Ive seen minor damage at 6 zlevels.  Full clad iron and partially trained.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 06, 2013, 01:39:47 am
Ah, you're right!  When I tried a 7-level fall again, the 3 full-sized dwarves all got 1 or 2 bruises, while the three tiny dwarves remained unscathed :D.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Loctavus on June 06, 2013, 03:21:48 am
I guess I'll slaughter all those bears I've been breeding. Major letdown there. Perhaps I should just train the bears I buy and keep the midget baby bears for non-fighting tasks. At least the 'war' tag will help me keep them sorted. I am also seriously considering altering raws to make my fortress population migrant only with *NO* children. The seething waves of useless migrant children are a bane.

Even if pickaxes are decent for native military dwarves, they still need to multigrasp and can't weild shields too, except in the luckier cases.

Kitting out miners in armor seems like an interesting idea though. I've lost several to strange injuries when channeling away up/down staircases in groups of 3-4. Armor might go a long way to preventing this from happening. It's also had severe implications on my hunt for the perfect death trap, but that's something I knew already. Armored goblins were surving long falls with only moderate injuries.

Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Sutremaine on June 06, 2013, 03:30:07 am
You can't armour off-duty dwarves with the Miner job enabled, because the Miner 'uniform' of 'pickaxe, over clothing' overrides any uniform you assign yourself.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Incantatar on June 06, 2013, 06:12:09 am
Has there been any word about this issue from Toady? Was this discussed in DFtalk?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 06, 2013, 06:32:14 am
I just thought about this. If you're going for a butcher thing, super huge animals that take forever to fully mature would be great right now. Since the babies never grow in size, waiting the 5 or more years some creatures require till they become an adult is not necessary to maximize your returns. So, slaughtering a new born isn't only fun for the family, it's efficient.

I guess I'll slaughter all those bears I've been breeding. Major letdown there. Perhaps I should just train the bears I buy and keep the midget baby bears for non-fighting tasks. At least the 'war' tag will help me keep them sorted. I am also seriously considering altering raws to make my fortress population migrant only with *NO* children. The seething waves of useless migrant children are a bane.

Even if pickaxes are decent for native military dwarves, they still need to multigrasp and can't weild shields too, except in the luckier cases.

Kitting out miners in armor seems like an interesting idea though. I've lost several to strange injuries when channeling away up/down staircases in groups of 3-4. Armor might go a long way to preventing this from happening. It's also had severe implications on my hunt for the perfect death trap, but that's something I knew already. Armored goblins were surving long falls with only moderate injuries.
You can wield multi-grasp weapons single handed, it just gives them a lower hit chance. Which you'll probably hardly notice. And as Sutremaine said, you can't armor up miner Dwarfs cause of a hard coded miner/woodcutter/hunter uniform. There was a work around to it found here (http://www.bay12forums.com/smf/index.php?PHPSESSID=f009871dfe6ea9bf9891bed6987dbe21&topic=93969.0). I tried fiddling with it last week, but it kicked my ass.

Has there been any word about this issue from Toady? Was this discussed in DFtalk?
I'm downloading the new DFtalk to see. If he did, and I'm the first to report back, I'll tell ya what was said about it.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 06, 2013, 06:36:21 am
Has there been any word about this issue from Toady? Was this discussed in DFtalk?
I'm downloading the new DFtalk to see. If he did, and I'm the first to report back, I'll tell ya what was said about it.

You won't find anything about it in DFtalk, the microdwarf issue was not know at the time the Dftalk was recorded. The bug has been acknowledged on the bugtracker, but no official response yet.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Larix on June 06, 2013, 06:55:25 am
And as Sutremaine said, you can't armor up miner Dwarfs cause of a hard coded miner/woodcutter/hunter uniform. There was a work around to it found here (http://www.bay12forums.com/smf/index.php?PHPSESSID=f009871dfe6ea9bf9891bed6987dbe21&topic=93969.0). I tried fiddling with it last week, but it kicked my ass.

The posts in that thread are a year and a half old, so were for an older version. And the description is so vague i never understood what you actually were supposed to do. In 0.34.11, i'm not aware of anyone claiming to successfully put miners/hunters/woodcutters in armour while working at their 'uniformed' job.

As to bears - fortress-born war bears should be roughly equal in power to fully-grown war dogs, maybe even war leopards. So they're clearly not useless, just a lot less useful than what was intended. And keeping a bunch of grizzlies around is a good idea in any case - they give nice butchery returns and have high value (3x, i think).

Remember that we've already compensated for the weakness of war animals without knowing the actual cause - the doctrine of employing war animals as meatshields, early warning systems and distractions is based on the observation that they have little individual combat power. Knowing the cause doesn't magically make this doctrine useless.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 06, 2013, 08:31:39 am
Fricy was right, nothin' in talk #21 about it.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 06, 2013, 09:51:51 am
I guess I'll slaughter all those bears I've been breeding. Major letdown there.

It's a pretty trivial edit to the raws to make them be born at adult size. There should be no need to give up on your bear population.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: ajg1g12 on June 06, 2013, 10:34:34 am
Hi all,

I've been following this thread for some time, I was just wondering whether someone could summarise the effects that this bug has on the game as it stands?

Many thanks.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 06, 2013, 10:57:15 am
In dwarves, dwarven dwarfism, while considerably dwarfy, make combat rolls less favorable. This is hardly noticeable with edged attacks, but considerably so with blunt weapons. It oddly doesn't affect punching/kicking that badly according to VerdantSF.
For animals it means 2 things. 1. Makes them butcher for less bones, meat, organs, and fat. 2. Considerably weakens their combat capabilities, since damage is directly linked to size.
For everyone it also reduces amount of fall damage taken. If you're landing on someone/something though you kinda wanna be bigger for extra damage.
For players the affects range anywhere from indifference, amazement, and even to frothing at the mouth from rage that a bug this big could exist this long.

It doesn't appear to affect the dwarf's ability to wear Dwarf sized armor interestingly enough. I think that's all that have been thought of, found out, and/or mentioned in the thread. I haven't been involved with any testing, I've just been reading and stuff like this sticks in my head. I'm sure there's something I forgot too
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: pisskop on June 06, 2013, 11:01:04 am
they bleed out quick and suffer in any sizedbbased event.  i.e. wrestling, wielding weapons.   I wonder if transforming them would fix it.

Edit: no wonder theyre afraid of falcons!n
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 06, 2013, 11:27:55 am
Even if pickaxes are decent for native military dwarves, they still need to multigrasp and can't weild shields too, except in the luckier cases.

Actually, even though Edem II multigrasps when he doesn't have a shield, he wields a pickaxe just fine in one hand when he does have a shield.  Ditto for the other tiny soldiers.

Edem II's inventory (http://4.bp.blogspot.com/-_tTYyQ6cHVk/UbC87JTPGRI/AAAAAAAAA2I/wWM8XZiB_8w/s1600/edem-ii-inventory.jpg)
Emnanges (http://3.bp.blogspot.com/-dSudO9OYj_U/UbC87H12VvI/AAAAAAAAA2E/VOx853I-CI8/s1600/emnanges.jpg)
Stigilkodor (http://4.bp.blogspot.com/-j65ctfmKMWo/UbC87PdSzsI/AAAAAAAAA2M/Rm929qjfTW8/s1600/stigilkodor.jpg)


Any penalties to hit from wielding a multigrasp item in one hand are easily overcome by skill.  Sure, tiny dwarves have less blood, but I see that as a challenge.  My fort is 40 years old and is still going strong :D.  I don't use danger rooms and my soldiers have defeated over 700 enemies with only 10 deaths, and half of those were tiny war grizzlies.  The bug is annoying, but with a few simple changes, it's easily overcome.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: BlackFlyme on June 06, 2013, 11:41:31 am
It doesn't appear to affect the dwarf's ability to wear Dwarf sized armor interestingly enough.

If I remember correctly, that's because equipment is calculated by racial size rather than by a creature's individual size. If the wearer is not of the same race as the creator of an item, it then compares the wearer's racial size compared to the creator's racial size. If it is within an acceptable limit, then it can be worn, otherwise it will label the equipment as being too large or small. Though if you were to mod a race where there was one caste several times larger than the other, both castes could wear the same clothes. Though I may be wrong.

Back on topic, it is worth mentioning that some creatures and dwarves do grow up as intended. Though why some do and some don't is still unknown.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 06, 2013, 12:11:14 pm
Maybe it's a weird trait bug? Or, possibly a small window of opportunity where it thinks about growing up critters. what is the birthday of those Dwarves that did grow up properly? Maybe adamantine is slightly radioactive and is having a profound effect on our dwarves several generations later. Maybe the world is such a bleak place no one wants to grow up?  31.25 didn't have the problem, yes? So, what may have been changed that may relate to growing?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: BlackFlyme on June 06, 2013, 12:39:10 pm
Maybe it's a weird trait bug? Or, possibly a small window of opportunity where it thinks about growing up critters. what is the birthday of those Dwarves that did grow up properly? Maybe adamantine is slightly radioactive and is having a profound effect on our dwarves several generations later. Maybe the world is such a bleak place no one wants to grow up?  31.25 didn't have the problem, yes? So, what may have been changed that may relate to growing?

That's part of the problem; we don't know when this bug started. It's assumed that it actually started in DF2010.

I have been reflecting on this, and I don't believe this affected the time period when people set up merpeople farms.

You're probably right.  People were going over butchering results with a fine-toothed comb back then.

I believe that the merfolk farm was back in 40d, and my own farming experiences in 40d make me think that animals were growing up just fine. The additional butchering products (organs, etc) were added in the following version: DF2010. DF2010 was a pretty big overhaul of the game and of bodies in particular, so my first guess is that this bug began there.

Yes, I agree. It's likely that this happened when Toady rewrote the bodies code in the transition from 40d to 31.xx, given that the merpeople farming was a 40d phenomenon. That was the last major time the bodies code was fiddled with on a massive scale.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Black_Legion on June 06, 2013, 01:06:17 pm
I made a post linking this thread in the Modding forum. I'll try and update that one with any workarounds or other information so it can help modders address the issue in their own mods. Thanks to all of you for a remarkable instance of community-led investigation.

Link to modding thread: Fort-born creature size information for modders (http://www.bay12forums.com/smf/index.php?topic=126924.0)

As always good work.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: anzelm on June 06, 2013, 03:03:13 pm
The bug is annoying, but with a few simple changes, it's easily overcome.

This. One of my current forts is over 20 years now, over half of my population is trained military (about a hundred warriors), the fort is open all year round, And I have lost 1 dwarf per 200 enemies on average so far (1000+ dead goblins and ogres).

Then again, it's good that it got discovered now, closer to the end of the release cycle.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: crossmr on June 06, 2013, 06:40:50 pm
It doesn't appear to affect the dwarf's ability to wear Dwarf sized armor interestingly enough.

If I remember correctly, that's because equipment is calculated by racial size rather than by a creature's individual size. If the wearer is not of the same race as the creator of an item, it then compares the wearer's racial size compared to the creator's racial size. If it is within an acceptable limit, then it can be worn, otherwise it will label the equipment as being too large or small. Though if you were to mod a race where there was one caste several times larger than the other, both castes could wear the same clothes. Though I may be wrong.

Back on topic, it is worth mentioning that some creatures and dwarves do grow up as intended. Though why some do and some don't is still unknown.

Well that's something that can definitely be investigated if some are growing up and some aren't.
Again, I'm willing to start comparing and crunching numbers if someone can tell me how they're pulling all unit info/flags/etc from dfhack
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 06, 2013, 07:36:02 pm
I have updated unit-info-viewer.  Fixed a bug and updated my body size calculation so that it should now be accurate (should match butcher products size) for any unit that first spawned fully grown. Link in sig

...
Back on topic, it is worth mentioning that some creatures and dwarves do grow up as intended. Though why some do and some don't is still unknown.

Well that's something that can definitely be investigated if some are growing up and some aren't.
Again, I'm willing to start comparing and crunching numbers if someone can tell me how they're pulling all unit info/flags/etc from dfhack

What I have been doing, is using my unit-info-viewer bound to Alt-I to see the two sizes and my estimation of what it should be for their age, and then using gui/gm-editor bound to Alt-E to look at the other fields.  Still slightly tedious but not as bad as using printall in the lua console.

I don't have any idea as to why babies are often born significantly bigger than I expect of them and am in the process of making a science blob of muscle (adding other tissues later) so that I can try to see how muscle thickening affects the size of the creature.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 06, 2013, 10:00:34 pm
...
Well that's something that can definitely be investigated if some are growing up and some aren't.
Again, I'm willing to start comparing and crunching numbers if someone can tell me how they're pulling all unit info/flags/etc from dfhack

I just use the following lua script:
Code: [Select]
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor!  Aborting with extreme prejudice.")
return
end

printall(unit)

I modify the printall command to print unit.flags3, unit.relations, unit.body, etc. as I experiment. I leave the lua script open in notepad and save it after changes, since you don't have to restart DF to use a modified script. This is an inefficient method to dump all creature info, and isn't exactly easy to share with other people as compared to a long script that dumps everything. I have used this method for most of my DFHack experimenting on other topics.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: k33n on June 07, 2013, 09:12:29 am
This is... so devastating my ability to enjoy this game now. I just cant get into any of my old forts or enjoy making a new one knowing that it gets so screwed up...

Yuck. I hope this gets fixed soon so I can play this game again  :(
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: malimbar04 on June 07, 2013, 09:56:19 am
The bug is annoying, but with a few simple changes, it's easily overcome.

This. One of my current forts is over 20 years now, over half of my population is trained military (about a hundred warriors), the fort is open all year round, And I have lost 1 dwarf per 200 enemies on average so far (1000+ dead goblins and ogres).

Then again, it's good that it got discovered now, closer to the end of the release cycle.

If you have that many warriors I would hope you're winning pretty handily. I do something similar on a miniature scale, as I've found that 2 dwarves that are legendary in all respects single-handedly win sieges without a sweat. However, young dwarves that are trained up to nearly the same skill die quite easily in the same situation.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: k33n on June 07, 2013, 11:49:28 am
*entitled rage about goats or something*

It's Toady's and Threetoe's hobby that they happen to let other people share. If you want a game, you can find plenty here:
http://www.ea.com/

It's actually Toady's self professed life work and his primary source of income. To suggest that people either bow down in submission to every fault in an excellent but buggy game or play EA is outrageous.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Matoro on June 07, 2013, 02:32:41 pm
Think positively: It's just DF adjusting it's difficulty! You know, all the classic games like Tetris and Pac-Man gets harder longer you play. So does DF, because dwarves will be even more ineffective if you play longer.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: k33n on June 07, 2013, 02:47:18 pm
Think positively: It's just DF adjusting it's difficulty! You know, all the classic games like Tetris and Pac-Man gets harder longer you play. So does DF, because dwarves will be even more ineffective if you play longer.

Except it is at worst a game breaking glitch, and at best an immersion-destroying kitten-sized retard dwarf simulator.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 07, 2013, 03:05:22 pm
Well its certainly not game breaking, since no one even noticed it for months.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Witty on June 07, 2013, 03:10:32 pm
It was noticed though. People have been complaining on how sucky war animals are and how the meat industry never paid off for years. We just now know (through random luck hacking) what the problem is.

I love Toady, but these sort of bugs shouldn't just be taken in stride. These are bad, immersion breaking and overall embarrassing. This is the size of a creature were talking about, not some obscure aspect of the game. 
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 07, 2013, 03:27:13 pm
It was noticed though. People have been complaining on how sucky war animals were for years, or how the meat industry never paid off. We just now know (through random luck hacking) what the problem is.

I love Toady, but these sort of bugs shouldn't just be taken in stride. These are bad, immersion breaking and overall embarrassing. This is the size of a creature were talking about, not some obscure aspect of the game.

Then contribute to such bugs by providing information, helping with the bug tracker and joining in the discussion. I understand that Dwarf Fortress is mostly an imagination-based game, and this can break immersion... but demanding bugs to be fixed doesn't usually work. Toady is pretty good at addressing the worst bugs though, as long as he is aware of them though. This bug is on #1 spot on the bugtracker, so I can definitely see it being addressed soon. Until then, nothing changes in how things are played. War Animals are weak, and so are blunt weapons. Just go on with that, as the size doesn't actually affect gameplay in any other way.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: XXSockXX on June 07, 2013, 03:34:31 pm
If that bug already existed in 34.07, I have never noticed it in several decades old forts, with many fort-born dwarfs. It's really not game-breaking at all.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Button on June 07, 2013, 04:58:22 pm
If that bug already existed in 34.07, I have never noticed it in several decades old forts, with many fort-born dwarfs. It's really not game-breaking at all.

I'm 95% sure it did exist in 34.07, since that's when I first modded my giant keas [TRAINABLE_WAR] and found that they were laughably bad at it. Like, unable-to-seriously-wound-a-goblin-one-on-one-even-after-getting-the-drop-on-him bad.

At the time I assumed that this was a function of wild giant keas being able to strike from above, while tame giant keas were groundbound. (I was new to the game and didn't realize that the combat system doesn't work that way.)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: XXSockXX on June 07, 2013, 05:03:41 pm
Well, I don't use war animals much beyond guard functions, but my military always seemed fine. Butchering results were probably compensated by means of overproduction.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 08, 2013, 12:00:13 am
The effect of this bug on butchering/herding has very little effect in-game. Overabundance of herd animals and food is the issue for all but the most new players. I regularly have to mass-slaughter, mass-magma-pit, or mass-cage herd animals to keep their population and products under control.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Raphite1 on June 08, 2013, 12:01:43 am
This is... so devastating my ability to enjoy this game now. I just cant get into any of my old forts or enjoy making a new one knowing that it gets so screwed up...

Yuck. I hope this gets fixed soon so I can play this game again  :(

Go into the raws and change the baby and child size to adult size. It's a bit annoying, but workarounds for bug and balance issues are hardly uncommon for DF.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: anzelm on June 08, 2013, 02:07:30 am
Is there a df-hack way to automagically dump maxblood and related data for all dwarves in a fort?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: reality.auditor on June 08, 2013, 07:16:17 am
There goes any motivation to play this version of DF.

And no, I can't arse to mod it. Why I should?
There are way too much people that claim there is no bugs at all in DF already thanks to this (doing workarounds instincively, not doing unkosher things etc). Pathetic.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 08, 2013, 09:11:17 am
Do what now? You can't ass to mod it? What person ever claimed that DF is bug free?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Man of Paper on June 08, 2013, 11:06:50 am
Let's stop this hating on DF and Toady's coding before it gets out of hand. It's understandable to be a little miffed about a bug like this in Dwarf Fortress. But it's a game, not life support. And it's not actually game-breaking, considering you can change a couple values and deal with the worst half of the problem (dwarf size). In all honesty this is just another inconvenience that DF figured out how to work past while Toady figures out how to fix it. Like always, ye of little faith.

Yes, I want this fixed as soon as possible, but I won't let one of the many, many bugs I've seen in DF ruin the experience for me. Nor will I let it fester into the apparent dislike of Toady's M.O. when it comes to coding his brainchild.

On the other hand, perhaps it was intentional and meant to nerf wrestling some more :p
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Tacomagic on June 08, 2013, 01:24:00 pm
Let's stop this hating on DF and Toady's coding before it gets out of hand. It's understandable to be a little miffed about a bug like this in Dwarf Fortress. But it's a game, not life support. And it's not actually game-breaking, considering you can change a couple values and deal with the worst half of the problem (dwarf size). In all honesty this is just another inconvenience that DF figured out how to work past while Toady figures out how to fix it. Like always, ye of little faith.

Yes, I want this fixed as soon as possible, but I won't let one of the many, many bugs I've seen in DF ruin the experience for me. Nor will I let it fester into the apparent dislike of Toady's M.O. when it comes to coding his brainchild.

On the other hand, perhaps it was intentional and meant to nerf wrestling some more :p

MY GODS!  HE'S USING REASON!  EVERYONE PANIC!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 08, 2013, 02:16:58 pm
Go into the raws and change the baby and child size to adult size.

Great suggestion!  I'm going to do the same for my war animals so the next generation can actually put up a fight.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Vgray on June 08, 2013, 02:21:07 pm
Has anyone actually tested how this affects domestic birds?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: kingubu on June 08, 2013, 02:22:18 pm
So, I'm still hatching eggs.

There is some growth taking place.  Peafowl and geese give some bones right at birth, chickens and turkeys do not.  But if you, say, forget about the birds for a while and then get back to them because your combat logs are filling up with cat vs bird fights because somehow a cat got locked in your bird room, well then, slaughtering two year old birds is the same.  Except turkeys now give bones.  Easily more than the others.

At some point the turkeys got larger.  Still not full size, maybe 20-30% give bones. 

If I wasn't so lazy, I'd make a graph or something with a lua script. 

Edit: Weird, someone was asking about birds as I typed this.
Has anyone actually tested how this affects domestic birds?
Edit Edit: Yeah, I've hatched about 5000 birds in the last few weeks. 
tl;dr version is raise peafowl or geese and slaughter them immediately for best returns.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Vgray on June 08, 2013, 02:34:56 pm
Huh. So not even Turkeys ever give meat?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: kingubu on June 08, 2013, 03:39:28 pm
No, if they give bones they give meat.  You just have to wait for turkeys to grow.  Peafowl and geese can be slaughtered as soon as they hatch.

Turkeys do give 2 meat, 2 fat, a skull, and a skin at birth a percentage of the time.  I'm just focused on bone carving so I mostly just track bone returns.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 08, 2013, 03:44:15 pm
If you are using the unit-info-viewer I made, you would be able to check their size at birth (which is often much larger than expected) and compare it to when they are a year or two old.  Bones should be provided when the unit is at size 283 or more.  I doubt that those birds really grew but were born large to begin with.  If they did truly grow, I would like to see some seasonal saves where something grew so that I can try to figure out why.

In the meantime, I am trying to figure out how to calculate the other related sizes and have deciphered a bunch of info on many of the unknowns in the body_plan structure which I am planning on posting to the dfhack thread latter.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: ZzarkLinux on June 08, 2013, 05:04:34 pm
Ajusting the Infant/Child sizes seems like a good workaround.
I forsee that dwarven mothers will move a LOT slower since they have to haul all that extra weight.
Which I guess is actually more realistic than drafting all the moms into the military and birthing while in a sparring session.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 08, 2013, 05:35:20 pm
Ajusting the Infant/Child sizes seems like a good workaround.
I forsee that dwarven mothers will move a LOT slower since they have to haul all that extra weight.
Which I guess is actually more realistic than drafting all the moms into the military and birthing while in a sparring session making baby smoothies in the danger room.

I fixed it for ya  ;D
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: k33n on June 09, 2013, 02:57:22 am
Hmm. Can I keep the baby size the same but make the child grow to adult size?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deepblade on June 09, 2013, 04:39:19 am
I believe they'd be stuck at baby size if they started/came to the fort as babies.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Thormgrim on June 09, 2013, 10:35:13 am
so, um can somebody please post the mechanics of how to actually edit the raws for a work-around on this?
Has somebody built a script or exe that will just run through all the raws and fix them for other animals?

can we sticky either/both to the beginning of the thread?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: ZzarkLinux on June 09, 2013, 11:48:26 am
so, um can somebody please post the mechanics of how to actually edit the raws for a work-around on this?

I believe that's what the DFHack (http://www.bay12forums.com/smf/index.php?topic=91166.0) people and the Modding sub-forum (http://www.bay12forums.com/smf/index.php?board=13.0) community are working on it right now. I think that they will place the fixes into the DFHack tool or the Lazy Newb Pack whenever they're ready.

I plan to start testing this issue, once I'm done testing the fix for vampire alcohol dependency.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: kingubu on June 09, 2013, 06:20:00 pm
Ugh, well to muddy the waters, sometimes birds grow, sometimes they don't.

Wrote this script to dump all the bird sizes to a file
Spoiler (click to show/hide)
Ran it every season for a year on 400+ birds.
Data here http://dffd.wimbli.com/file.php?id=7742

Long story short, about 10% of chicks grow properly.
Put that in your pipe and smoke it.

Edit:  Birds that grow properly are all of the same clutch as well.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 10, 2013, 12:11:13 am
I found (over in the DFHack thread) that the bug also prevents proper size calculation for strength and fatness. The old and young dwarves in your fort that grow properly aren't affected, but the rest will keep to a single body size regardless of how much they eat. This means that if the bug is fixed, all of your corpulent lazy adult dwarves will suddenly need bigger belts and will move slower because of their increased size.

Currently if you view an obese dwarf's info page, it will correctly tell you how fat they should be, but this currently doesn't affect how fast they move or what size of pressure plate they will trigger for bugged dwarves.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 10, 2013, 01:19:15 pm
Using a modification of kingubu's script, I confirmed that in my test sample, one out of 12 clutches are growing.  I started with 3 females each (peafowl, goose, chicken, turkey) and one male each. In the second batch of eggs, again, one out of the 12 clutches are growing, but I managed to catch that clutch soon after birth and found that when they "grew" they shrank to a normal size for their age.  Also, I noticed that they grow when unit.relations.birth_time mod 1200 == df.global.cur_year_tick mod 1200. 

Spoiler: The modified script (click to show/hide)

My data dumps (http://dffd.wimbli.com/file.php?id=7745)

Edit:  forgot the code tag
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 10, 2013, 01:43:07 pm
Edited due to cure being found!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Okami No Rei on June 10, 2013, 07:06:56 pm
Patched Vanilla Raws (http://dffd.wimbli.com/file.php?id=7746), as well as a .dfmod file for DF Mod Manager 0.7 (http://www.bay12forums.com/smf/index.php?topic=74828.0). 

Do PM me if I've missed something.  I'm just now testing it.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Di on June 10, 2013, 07:14:11 pm
Adjusting the Infant/Child sizes seems like a good workaround.
I foresee that dwarven mothers will move a LOT slower since they have to haul all that extra weight.
Which I guess is actually more realistic than drafting all the moms into the military and birthing while in a sparring session.
I guess they're going to turn into dreadnoughts with that: normal babies are able to stop a couple of arrows or a single strike with halberd, now imagine a meatshield of the size of an adult dwarf, also greater size would allow them to actually punch someone to death while mommy is busy swinging an axe.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 10, 2013, 08:32:59 pm
Using a modification of kingubu's script, I confirmed that in my test sample, one out of 12 clutches are growing.  I started with 3 females each (peafowl, goose, chicken, turkey) and one male each. In the second batch of eggs, again, one out of the 12 clutches are growing, but I managed to catch that clutch soon after birth and found that when they "grew" they shrank to a normal size for their age.  Also, I noticed that they grow when unit.relations.birth_time mod 1200 == df.global.cur_year_tick mod 1200. 

...

So a clutch of birds that are all born at the same time either all have the bug or all don't. What creature type grew properly in the first batch? Was it the same as the creature type for the second batch? The same mother? Do you have their birth times from DFHack?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 10, 2013, 09:29:07 pm
Double post because solution:

Code: [Select]
unit.relations.birth_time=-1
This single line of code will change a dwarf's birthday and cure them of the aging bug. Probably works for animals too (needs crowdsourced testing).

Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 10, 2013, 09:59:46 pm
Double post because solution:

Code: [Select]
unit.relations.birth_time=-1
This single line of code will change a dwarf's birthday and cure them of the aging bug. Probably works for animals too (needs crowdsourced testing).

Wow, I will have to try that.  And some variations.   As for the birds in my test, the first set that worked were geese, the second set were chickens, so not the same mother.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: CognitiveDissonance on June 10, 2013, 11:18:16 pm
Double post because solution:

Code: [Select]
unit.relations.birth_time=-1
This single line of code will change a dwarf's birthday and cure them of the aging bug. Probably works for animals too (needs crowdsourced testing).

Urist Da Vinci, you are amazing. did you know that?

Could somebody add this info to
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 11, 2013, 12:30:03 am
in my few test that I have done so far, yes -1 works.  however, I also found that a multiple of 1200 works.  Then I found that a multiple of 10 works.  All of the birds that were growing were born on a tick ending in zero.  This means that we don't have to totally mess up their birth time.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: k33n on June 11, 2013, 01:33:43 am
in my few test that I have done so far, yes -1 works.  however, I also found that a multiple of 1200 works.  Then I found that a multiple of 10 works.  All of the birds that were growing were born on a tick ending in zero.  This means that we don't have to totally mess up their birth time.

That is... so strange. I can only imagine the code behind this.

Should I hold off that latest fix until this new one is implemented?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 11, 2013, 02:26:29 am
Putnam and I have each posted a script on the dfhack thread (Putnam's (http://www.bay12forums.com/smf/index.php?topic=91166.msg4310810#msg4310810)) (mine (http://www.bay12forums.com/smf/index.php?topic=91166.msg4310886#msg4310886)).  I think they need more polish.

I think I would prefer to use either of the scripts rather than mod the creature sizes.  However, it is important to note that with the bug, babies and children often are born or migrate with a size far greater than they are supposed to have and once fixed they will shrink to the correct size and grow from there.  This means that getting butchering young animals will provide no returns or fewer returns for creatures with large babies.  Setting birth_time to -1 such as Putnam's script does, will give units born latter in the year the same size as units born earlier in the year which may improve butcher results from the younger animal population.  I also have concerns about mods, scripts, or other places that use the birth time from the historical figure entry or assumed identities so I suggested a modification for Putnam's script.

I also think we need to test whether or not vampires, undead, and other not living things will grow after being fixed or will properly stay where they are.  Or should they grow if they gain/lose strength or fat?  Does this fix make a unit lose size when they lose a limb or other body part? Do we care?

Edit: fixed typo, thanks!

Also, looking at my bird tests for birth time, I missed some growing birds.  Thats what I get for not writing a function in the spread sheet to show diffs in size
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Brilliand on June 11, 2013, 02:46:08 am
I also think we need to test weather or not vampires, undead, and other not living things will grow after being fixed or will properly stay where they are.  Or should they grow if they gain/lose strength or fat?  Does this fix make a unit lose size when they lose a limb or other body part? Do we care?

s/weather/whether/

Confused me on the first readthrough.  Weather is actually a thing in DF.  (I wonder if we should test weather?)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: crossmr on June 11, 2013, 08:00:07 am
Double post because solution:

Code: [Select]
unit.relations.birth_time=-1
This single line of code will change a dwarf's birthday and cure them of the aging bug. Probably works for animals too (needs crowdsourced testing).

Do we have to hunt and peck through each dwarf and creature to add this, and keep checking new ones?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 11, 2013, 09:23:12 am
Double post because solution:

Code: [Select]
unit.relations.birth_time=-1
This single line of code will change a dwarf's birthday and cure them of the aging bug. Probably works for animals too (needs crowdsourced testing).

Do we have to hunt and peck through each dwarf and creature to add this, and keep checking new ones?

I'd prefer that you use a script with a multiple of 10, like Kurik's. Less chance of weird age-related problems.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 11, 2013, 11:29:33 am
Incredible work, everyone!  I've updated the thread and the mantis entry :D.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist McDwarfFortress on June 11, 2013, 12:40:50 pm
From the bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334):

Quote from: Quietust
In summary, it appears that unit growth is intended to be recalculated once per day (and offset by the time of day the creature was born), but there's a further restriction that it only does that check once every 10 ticks, so if the creature's birth time is not a multiple of 10 ticks, its size does not properly get updated.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 11, 2013, 01:10:44 pm
Ah, so THAT explains why a small subset of native dwarves and animals were growing just fine!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Caldfir on June 11, 2013, 06:53:48 pm
Oh man, that sounds like what I was having trouble with a while back with all my dogs being tiny (http://www.bay12forums.com/smf/index.php?topic=119085.msg3788050#msg3788050)!  I assumed at the time that I must have garbled my raws. 

That seems like a pretty big issue to have been overlooked this long. 
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: cvar on June 11, 2013, 07:35:28 pm
Oh man, that sounds like what I was having trouble with a while back with all my dogs being tiny (http://www.bay12forums.com/smf/index.php?topic=119085.msg3788050#msg3788050)!  I assumed at the time that I must have garbled my raws. 

That seems like a pretty big issue to have been overlooked this long.

It seems like we all saw the effects of the bug and simply assumed that animals were supposed to be weak.  Since the chances of a player running a fort for 12+ years and only setting up their military from those dwarven children instead of the hundreds of semi-useless migrants coming in are also fairly slim, I'm not super shocked that this wasn't observed right away.  We've been staring at this bug and griping about useless war animals the entire time assuming that was the intended behavior.

Hell, Verdant only found it because he was paying an abnormal amount of attention to a single dwarf for RP reasons!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Urist Da Vinci on June 11, 2013, 08:20:35 pm
Oh man, that sounds like what I was having trouble with a while back with all my dogs being tiny (http://www.bay12forums.com/smf/index.php?topic=119085.msg3788050#msg3788050)!  I assumed at the time that I must have garbled my raws. 

That seems like a pretty big issue to have been overlooked this long.

It seems like we all saw the effects of the bug and simply assumed that animals were supposed to be weak.  Since the chances of a player running a fort for 12+ years and only setting up their military from those dwarven children instead of the hundreds of semi-useless migrants coming in are also fairly slim, I'm not super shocked that this wasn't observed right away.  We've been staring at this bug and griping about useless war animals the entire time assuming that was the intended behavior.

Hell, Verdant only found it because he was paying an abnormal amount of attention to a single dwarf for RP reasons!

So now people need to try war animals again and see if they become awesome with the fix.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 11, 2013, 10:47:17 pm
Hell, Verdant only found it because he was paying an abnormal amount of attention to a single dwarf for RP reasons!

Trufax.  Edem II is going to get a power-up, like an anime transformation sequence!  AND I'm going to give him back a hammer :D.  I'm just holding off until more testing can be done and the side effects of the cure, if any, can be observed.

So now people need to try war animals again and see if they become awesome with the fix.

The goblins shall face the wrath of full grown grizzlies after decades of slaughtering mere cubs!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Kurik Amudnil on June 12, 2013, 01:39:17 am
I have updated my ruby version of the fix with this post (http://www.bay12forums.com/smf/index.php?topic=91166.msg4313566#msg4313566)

As for side effects.  The only one I have seen is that the babies and children that are born overlarge will shrink to a normal size for their age and then grow from there. 

Not a side effect but could be considered a separate but related bug is that the game doesn't consider missing body parts in the size calculation such that a reanimated arm is the same size as the full body it was separated from.  A reanimated skin is also the size of the full body rather than just the size of the skin layer.  A dwarf that looses a limb will have the same size.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: ajg1g12 on June 12, 2013, 10:46:08 am
Would anyone be decent enough to inform a noob how to fix this in their df? I've tried DFMM, couldn't get it to work :(
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Okami No Rei on June 12, 2013, 06:22:06 pm
ajg1j12 - Looks like PeridexisErrant's latest version (http://dffd.wimbli.com/file.php?id=7622) of the Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.msg1319616) already has Kurik's script installed.

If you want to apply it to an existing installation, rather than switching over your saves, follow these steps:

Spoiler: Step by Step Guide (click to show/hide)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Deltaway on June 12, 2013, 08:58:31 pm
You guys are all awesome! :D
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 12, 2013, 09:10:47 pm
For some reason, the newest version of the LNP causes the Legends viewer to malfunction with my current fort, so thank you for the guide, Okami.  I gave it a try and followed the instructions, but I'm getting an error message in DFHack that "fix/growthbug is not a recognized command."

*Edit* Just realized my version of DFHack doesn't have the ruby interpreter.  I suppose I'll give the update LNP another try.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Okami No Rei on June 12, 2013, 09:43:33 pm
If LNP doesn't work for you, Putnam's lua script should.  Same steps.  Different filename.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 12, 2013, 10:58:16 pm
Where r14 failed with Legends mode, r17 had no problems :D.  You guys are the best!  Edem II is now a full-sized dwarf and is able to use war hammers effectively!

Spoiler (click to show/hide)
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: anzelm on June 14, 2013, 02:30:58 am
You guys should get some sort of medal from Toady for fixing (aye, this is more than just a workaround) a serious bug. As the cause is known, it should now be trivial for him to fix it in the source.

I'm off to order some pets from the mountainhome.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 14, 2013, 11:24:27 am
My war grizzlies are doing a lot better now that they're full-sized. Before, a single knife strike could incapacitate or kill them,  but now they fight on and actually get some good chomps in.  They're still quite vulnerable to arrows and bolts, though  I'm thinking of creating a special squad with all the war animals of my fortress attached.  They can hang back a bit so that my shield legendaries can take the brunt of the missile fire, then charge in.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: UberFuber on June 14, 2013, 01:10:53 pm
Dwarf Fortress Players.
Obscured bug discovered?
Reverse engineered and fixed in two weeks.
Damn, you guys are fast!
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Dante on June 15, 2013, 01:01:47 am
Aha. Interestingly enough, I already tend to make all my fortress-born dwarves axe wielders as a sign of status, and give hammers to the filthy migrant militia. Lucky I haven't been doing things the other way round.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: malimbar04 on June 15, 2013, 05:21:34 pm
Aha. Interestingly enough, I already tend to make all my fortress-born dwarves axe wielders as a sign of status, and give hammers to the filthy migrant militia. Lucky I haven't been doing things the other way round.

yup. BTW I woudl think size still matters for axes and such, just less so. weak sad dwarven baby-adults are still a lot easier to kill than burely giant dwarven-adults.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: TheDarkStar on June 16, 2013, 10:26:42 pm
There's an interesting discussion in this thread (http://www.bay12forums.com/smf/index.php?topic=109319.0 (http://www.bay12forums.com/smf/index.php?topic=109319.0)) where people see effects of this bug, from about a year ago. However, they decide that it is just because they are not fully grown.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: krenshala on June 17, 2013, 12:30:39 am
There's an interesting discussion in this thread (http://www.bay12forums.com/smf/index.php?topic=109319.0 (http://www.bay12forums.com/smf/index.php?topic=109319.0)) where people see effects of this bug, from about a year ago. However, they decide that it is just because they are not fully grown.
Well, in a way their conclusion is the correct one.  They weren't fully grown, just not for the reasons we thought at the time.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: taptap on June 28, 2013, 03:23:44 pm
THIS explains so much, it isn't even funny.

Pressure plate problems. Bad injuries in fortress born dwarves. War animals. Non working airlocks and logic circuits. ...

So either lock down your long term fortress completely or wait for the alpha version. Or is there by any chance a fix for the Mac version?
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: fricy on June 28, 2013, 06:58:38 pm
THIS explains so much, it isn't even funny.
Pressure plate problems. Bad injuries in fortress born dwarves. War animals. Non working airlocks and logic circuits. ...
So either lock down your long term fortress completely or wait for the alpha version. Or is there by any chance a fix for the Mac version?

If you can get DFhack r3 to run on mac (i think you can do it with wine or some other form of emulation) a fix is possible. Otherwise you are stuck with microdwarves.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: nightwhips on June 28, 2013, 10:21:35 pm
Can this be stickied? And perhaps the title changed again? It seems pretty important.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: VerdantSF on June 28, 2013, 10:42:45 pm
Can this be stickied? And perhaps the title changed again? It seems pretty important.

What would you suggest as a new title? 
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: mavj96 on July 06, 2013, 03:40:07 am
In the new title I'd be sure to address that this effects all forts and typical makes dwarves about 1/10th of the size they should be; as well as all other creatures born in the fort. I think this is worthy of a hotfix.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: Snaake on July 06, 2013, 04:07:24 am
In the new title I'd be sure to address that this effects all forts and typical makes dwarves about 1/10th of the size they should be; as well as all other creatures born in the fort. I think this is worthy of a hotfix.

It affects all forts, but not all fortress-born dwarves or animals. "Just" 90% of them.
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: PDF urist master on July 06, 2013, 06:47:34 am


after butchering around 20 cave croc hatchling to save space, i realized that i had 400 cave crocodile meat and an around 500 bones. cave croc hatchling are around 70 cm3 when they're born and that when i killed them. the amount of meat they dropped is what an adult should drop.

other than that, there doesn't seem to be any problems.

certainly better than before
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: mavj96 on July 06, 2013, 12:50:35 pm
In the new title I'd be sure to address that this effects all forts and typical makes dwarves about 1/10th of the size they should be; as well as all other creatures born in the fort. I think this is worthy of a hotfix.

It affects all forts, but not all fortress-born dwarves or animals. "Just" 90% of them.

Well yes but you can't exactly put all of that in a title.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: BoogieMan on July 06, 2013, 12:54:55 pm
My current game was started before I was using a version that fixed this. I've played for awhile with the fixed version, but will it retroactively fix things that were born and advanced to adult before using the fix?

Also, how can you check a creatures size?
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: VerdantSF on July 06, 2013, 01:07:19 pm
Yes, the script included in LNP will fix things retroactively :).  To check size, use this maxblood script (http://www.bay12forums.com/smf/index.php?topic=126558.msg4285632;topicseen#msg4285632), then multiply the result by 10 for cubic centimeters.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: BoogieMan on July 06, 2013, 01:10:31 pm
Yes, the script included in LNP will fix things retroactively :).  To check size, use this maxblood script (http://www.bay12forums.com/smf/index.php?topic=126558.msg4285632;topicseen#msg4285632), then multiply the result by 10 for cubic centimeters.

Ahhh very spiffy. Thanks!
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Kurik Amudnil on July 06, 2013, 02:27:45 pm
to check size you can also use unit-info-viewer (link in sig),  which in addition to thickened size and base size, also gives age, milking, shearing, egg laying, and grazing info
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Raphite1 on September 04, 2013, 08:07:59 pm
Has any Mac fix been developed yet? (Other than wrangling with DFHack.)
Title: Re: microdwarves (fixed in LNP and MNP)
Post by: fricy on September 05, 2013, 01:19:47 am
Has any Mac fix been developed yet? (Other than wrangling with DFHack.)

The fix is included in the MacNewbie Pack, link below. Or if you don't want to use dfhack, you need to edit the size of babys/children in the raws.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: PetWolverine on September 07, 2013, 10:48:38 am
This thread has some great detective work! Many thanks to everyone who helped find and fix this.

I just downloaded and installed DFHack for the first time because my current fortress is getting old and I want to eventually rely on native-born dwarves as well as war animals and a meat industry. I ran the script, unpaused, and then something unexpected happened: My rivers thawed for the first time after playing for eight years. I'm wondering if anyone else has encountered this.

My thought - since this is supposed to be a temperate biome, and I was expecting to get freezing and thawing when I first embarked, and it rains in the spring and summer - is that the same bug that prevents critters from growing also prevents other periodic checks from succeeding, and that seasonal thawing of rivers and murky pools is one of these checks. I'm not really sure how plausible that is, but it's hard to believe the sudden thaw is a coincidence.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Snaake on September 08, 2013, 06:09:14 am
This thread has some great detective work! Many thanks to everyone who helped find and fix this.

I just downloaded and installed DFHack for the first time because my current fortress is getting old and I want to eventually rely on native-born dwarves as well as war animals and a meat industry. I ran the script, unpaused, and then something unexpected happened: My rivers thawed for the first time after playing for eight years. I'm wondering if anyone else has encountered this.

My thought - since this is supposed to be a temperate biome, and I was expecting to get freezing and thawing when I first embarked, and it rains in the spring and summer - is that the same bug that prevents critters from growing also prevents other periodic checks from succeeding, and that seasonal thawing of rivers and murky pools is one of these checks. I'm not really sure how plausible that is, but it's hard to believe the sudden thaw is a coincidence.

A more probable cause is that you had temperature off and turned it on... But if it is due to a bug similar/related to this one, it would probably be something that only affects a few % of cases, instead of the (exactly) 90% that the growth bug unaffected. The growth bug was undetected because there's no direct way to see actual size in-game*, this seems like it would be fairly obvious. Or are rivers/ponds that thaw out/only freeze once every several years more common than I thought? If so, how can we be sure a barely temperate zone like yours that only thaws out once every X years isn't intended behaviour rather than a bug.

* theoretical method to observe size in-game #1: see what dwarves can equip what weapons: bugged to always check dwarven species average size
theoretical method to observe size in-game #2: see what dwarves can equip which weapons 1-handed: mauls etc. can't be equipped at all due to bug in #1. Longswords and the regular weapons could serve as diagnostics, but militias are usually based off migrants, since not many people play for 12+ years.
theoretical method #3: pressure plate size limits. Either bugged like #1(?), or see #2 about fortress inhabitants usually being mostly first-generation. And I guess citizen-triggered pressure plates aren't that common, or they're set to trigger off even small children anyway.
method #4: indirect observation that fortress-born fare worse in combat. Aroused enough suspicion to encourage use of dfhack to check size. SUCCESS! (did I leave anything out?)
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: reality.auditor on September 08, 2013, 04:01:28 pm
My thought - since this is supposed to be a temperate biome, and I was expecting to get freezing and thawing when I first embarked, and it rains in the spring and summer - is that the same bug that prevents critters from growing also prevents other periodic checks from succeeding, and that seasonal thawing of rivers and murky pools is one of these checks. I'm not really sure how plausible that is, but it's hard to believe the sudden thaw is a coincidence.
Judging from descritpion of no-growth bug, sudden thawing is coincidence.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: A_S00 on September 08, 2013, 11:45:49 pm
I'm attempting to get this fix working on a pre-existing install (no LNP).  I followed Okami's guide post (http://www.bay12forums.com/smf/index.php?topic=126558.msg4315204#msg4315204) on how to manually add Kurik's fix via dfhack.  I get the confirmation message "FixGrowth: Running" when I start DF, but as soon as I load my game, my dfhack window gets spammed with error messages going by too fast for me to read.  I can't find dfhack's error log anywhere (I'm sure there is one...), but the part of the error message I can read says:

-----

onupdate cb String can't be coerced into Fixnum

...and then what looks like a line-by-line error traceback through a few files in my /hack/ruby folder.

-----

Anybody have any idea what's wrong?

If I can't get it working, I can just use Putnam's .lua fix (http://www.bay12forums.com/smf/index.php?topic=91166.msg4312699#msg4312699), but his posts in the dfhack thread seem to indicate that that one only works as an init.lua file in the raw folder for a save, and I'd prefer a fix that I didn't have to repeat each time I start a new region.

Thanks for your help!
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Larix on September 09, 2013, 04:02:48 am

* theoretical method to observe size in-game
 #3: pressure plate size limits. Either bugged like #1(?), or see #2 about fortress inhabitants usually being mostly first-generation. And I guess citizen-triggered pressure plates aren't that common, or they're set to trigger off even small children anyway.

If you have a lot of dwarfs in generation 2+ and use citizen-triggered pressure plates, that is a very notable effect. I have some multi-generation forts in which only about 1/3 or less of the population is heavy enough to trigger minimum-weight plates. This unfortunately kills most of the cleverer citizen-run computing applications.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: fricy on September 09, 2013, 07:15:01 am
I'm attempting to get this fix working on a pre-existing install (no LNP).  I followed Okami's guide post (http://www.bay12forums.com/smf/index.php?topic=126558.msg4315204#msg4315204) on how to manually add Kurik's fix via dfhack.  I get the confirmation message "FixGrowth: Running" when I start DF, but as soon as I load my game, my dfhack window gets spammed with error messages going by too fast for me to read. 

No idea about the error messages, you should ask this in the dfhack forum. (http://www.bay12forums.com/smf/index.php?topic=91166) Or try the 3rd fix here: (http://dffd.wimbli.com/file.php?id=7849), unzip, and place the .dll in the hack/plugins directory. (windows only)
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Syndic on December 12, 2013, 04:06:47 pm
I would very much like to get rid of this bug, so thanks to all who worked on it. But...

I find it a bit hard to figure out what exactly is necessary for me to remove it.

In the mantis bugtracker it has the tag "binary patch", but none of the binary patches I could find list this bug in their summaries. Is it just not mentioned, am I looking at the wrong patches, or is my assumption that this tag means "a binary patch for this issue exists" wrong?

If I can't just run a binary patch, is there any other way for me to get rid of the bug without downloading dfhack and (I assume) constantly having it run alongside DF?

And if the answer is "no" again, since I never used DFhack either except for a short time when I needed it to clear spreading contaminants... What are the commands and/or installing steps I'll need for this?

Sorry about my cluelessness, but other than a bit of raw editing to give animals a child tag and the aforementioned contaminant-clearing (which was a separate executable back then... I think >_>) I play DF pretty much vanilla, so it's all new for me^^
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: VerdantSF on December 12, 2013, 05:20:00 pm
The Lazy Newb Pack technically isn't vanilla, but it doesn't change a lot other than to tweak and fix things here and there.  Best of all, it takes care of this bug for you :).  Just run the game and DFHack will automatically take care of any creatures that need a growth boost. 

http://dffd.wimbli.com/file.php?id=7622

Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Syndic on December 12, 2013, 07:56:10 pm
Well, I downloaded and installed... but now I have trouble getting rid of the graphic pack it uses as default^^

(posted here too: http://www.bay12forums.com/smf/index.php?topic=124613.105 (http://www.bay12forums.com/smf/index.php?topic=124613.105) )

Any advice?
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: BlackFlyme on December 12, 2013, 08:17:38 pm
Well, I downloaded and installed... but now I have trouble getting rid of the graphic pack it uses as default^^

(posted here too: http://www.bay12forums.com/smf/index.php?topic=124613.105 (http://www.bay12forums.com/smf/index.php?topic=124613.105) )

Any advice?

One of the tabs on the LNP launcher is called Graphics. It is in between Options and Utilities.

There's quite a long list of graphics packs, but one of them should be called something along the lines of 'ASCII Default'. This should be the standard ascii graphics that Dwarf Fortress uses.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Syndic on December 12, 2013, 08:39:54 pm
The problem was that I thought the "old" in the .exe name meant I shouldn't use that, so I used the .jar file... the .exe gives me the ascii graphics, so that should be fine now^^
Title: Re: Fortress-born dwarves & animals are not growing to adult size!
Post by: NonconsensualSurgery on December 14, 2013, 11:10:30 pm
ajg1j12 - Looks like PeridexisErrant's latest version (http://dffd.wimbli.com/file.php?id=7622) of the Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.msg1319616) already has Kurik's script installed.

If you want to apply it to an existing installation, rather than switching over your saves, follow these steps:

Spoiler: Step by Step Guide (click to show/hide)

You! THANK YOU.

It should be noted that for windows, you want to save as type: all files. Otherwise you wind up with growthbug.rb.txt.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: laularukyrumo on December 19, 2013, 08:06:11 pm
Bumping this up because I'm having a weirdass problem with Kurik's script.

Turned on fix/growthbug.rb and....

onupdate cb String can't be coerced into Fixnum
./hack/ruby/ruby.rb:42:in `+'
./hack/ruby/ruby.rb:42:in `check_run'
./hack/ruby/ruby.rb:100:in `onupdate'
./hack/ruby/ruby.rb:99:in `each'
./hack/ruby/ruby.rb:99:in `onupdate'
(eval):42
onupdate cb String can't be coerced into Fixnum
./hack/ruby/ruby.rb:42:in `+'
./hack/ruby/ruby.rb:42:in `check_run'
./hack/ruby/ruby.rb:100:in `onupdate'
./hack/ruby/ruby.rb:99:in `each'
./hack/ruby/ruby.rb:99:in `onupdate'
(eval):42
onupdate cb String can't be coerced into Fixnum
./hack/ruby/ruby.rb:42:in `+'
./hack/ruby/ruby.rb:42:in `check_run'
./hack/ruby/ruby.rb:100:in `onupdate'
./hack/ruby/ruby.rb:99:in `each'
./hack/ruby/ruby.rb:99:in `onupdate'
(eval):42

etc etc etc..... Literally it repeats hundreds of times. Not even exaggerating. What did I do wrong?
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: shali8 on January 14, 2014, 04:03:17 pm
I am using the linked version of LNP from the OP,

How do I change the icon that represents dwarves back to its vanilla
I personally prefer the smilies to the golems.

I was going to post this under the Peridexis Errant thread but I couldn't find it.
(I was probably just derping with the search function)

thank you
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: BlackFlyme on January 14, 2014, 04:28:28 pm
I am using the linked version of LNP from the OP,

How do I change the icon that represents dwarves back to its vanilla
I personally prefer the smilies to the golems.

I was going to post this under the Peridexis Errant thread but I couldn't find it.
(I was probably just derping with the search function)

thank you

Thread is here: http://www.bay12forums.com/smf/index.php?topic=126076

One of the tabs in the LNP launcher should let you change the graphics.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: shali8 on January 14, 2014, 04:55:40 pm
thanks

P.S. I have already tried messing with the graphics tab I couldn't find a way to switch it,

unless there is something obvious im missing idk

EDIT: after 30 seconds someone responded and told me how to fix it lol
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Walkaboutout on June 13, 2014, 11:51:45 am
(EDIT: Nevermind. I'm a retard and fixed the error that was preventing the DFHack plugin from working for me. Like literally 30 seconds after posting. Sorry).

Man, I hope Toady gets this goofy bug squished in his bug-fixing list. My native dorfs want to be effective with hammers so badly (and will be now that I installed DFHack and am running the plugin). Anyways...sorry for the apparently retarded bump, and thanks to all in this thread who came up with the current work-around fix.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: joeclark77 on June 13, 2014, 12:13:36 pm
So... does DFHack do this automatically or do I  need to configure it to do so?  I don't use the LNP, just installed DFhack manually.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: fricy on June 13, 2014, 12:18:19 pm
So... does DFHack do this automatically or do I  need to configure it to do so?  I don't use the LNP, just installed DFhack manually.

You need to get the growtbug.rb script, save it to hack/script/fix and add this to the dfhack.init:
fix/growthbug enable

Edit: Step by step instructions (http://www.bay12forums.com/smf/index.php?topic=126558.msg4315204#msg4315204)
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Cobbler89 on July 09, 2014, 09:32:43 pm
At whatever point someone uses updated dfhack or something to confirm or deny the presence of this bug in the new version, can they... I dunno, either organize a party at one of these forum threads (besides the dfhack thread itself, where it will be buried sooner or later under other dfhack stuff) so we all know we won't need to install that script anymore, or if they're feeling lazy just PM me?

It is terrifying.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Toady One on July 09, 2014, 09:36:08 pm
I haven't changed any old bugs deliberately for the big release, but this one is on the menu when I start that after the bad new bug fixes.

edit: actually, the binary patch bugs like these might slip in sooner when they are as actually as easy as they appear on the surface.

edit: okay, should be in for 0.40.02.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: krenshala on July 10, 2014, 06:50:14 pm
Yay! My dwarf child labor children will grow up now!
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Cobbler89 on July 10, 2014, 08:31:05 pm
Cobbler89 has organized a party at the (masterfully crafted) bug-hunt thread.

Thanks, Toady!!
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: CaptainArchmage on July 10, 2014, 08:40:17 pm
I haven't changed any old bugs deliberately for the big release, but this one is on the menu when I start that after the bad new bug fixes.

edit: actually, the binary patch bugs like these might slip in sooner when they are as actually as easy as they appear on the surface.

edit: okay, should be in for 0.40.02.

Thanks Toady! Now there’s just the immigrant bug where their numbers drop when the units list gets too big.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: Melting Sky on July 10, 2014, 11:25:13 pm
Thanks Toady! Now there’s just the immigrant bug where their numbers drop when the units list gets too big.

I think that is intended behavior except that it counts dead enemy and animals units towards the total but I could be wrong in that assumption.
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: greycat on July 11, 2014, 08:14:49 am
Thanks Toady! Now there’s just the immigrant bug where their numbers drop when the units list gets too big.

I can think of a couple other bugs; it's not "just" that one....
Title: Re: 90% of fortress-born dwarves & animals are 1/10th normal size (fixed in LNP)
Post by: VerdantSF on August 02, 2014, 09:01:36 pm
Awesome, thank you Toady!