I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.I get a crash near the end of a 125-year worldgen when it's "finalizing sites."
Seems to crash after you accept a world and it is finishing placing Sites.
I wonder how many slabs I can steal before I'm caught?"Return the slab!"
http://www.bay12forums.com/smf/index.php?topic=162750.0I wonder how many slabs I can steal before I'm caught?"Return the slab!"
Seems an awful lot like a spy. Should I accept?Sounds like it could lead to ¤FUN¤
My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.In all fairness, this sounds like fairly realistic canine behavior. Did you perchance send their owners off on a raid? The poor doggywogs might not realize they're coming back...
I am thinking sending squads of on impossible quests might be a good way to get rid unwanted migrants.Expendable dorf expedition trash disposal seems very over complicated, given that you normally have the garbage trucks (a.k.a. caravans), dumping into magma, and, loading dorf up and dumping into magma options. Of course, it's valid !SCIENCE! to do it once just to see if it works.
I am further considering its application in trash disposal. Just need to figure out how to load up the doomed dwarfs with all my unwanted stuff.
I wonder.. Does any tilesets even need to be updated? Or will most work just fine in this version?Pedestals and display cabinets are new to this version, so some kind of handling of those is needed. It may very well be that they get displayed with the image of something else, though, and many tile sets thus may still be usable, but I haven't tried.
Two people just came to the fort asking for "sanctuary."
(https://i.imgur.com/F1QXuwl.png)
EDIT: Uh..... guys..... I tried to find these people in the unit menu.... but I couldn't find them.... and it turns out they are my dogs.
My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.
Yep, got more then 7 visitors before getting meeting hall. Never happened before, bug of this version.
Really? I'll try that now.I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.
Crash seems to be related to the game's screen size of all things. If you let worldgen run through with the default windowed mode, it'll avoid the crash (from what I've seen, at least).
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It looks like kobolds put all their traps in the corners of rooms. They're almost useless arranged like that.
PTW
I just genned a world and took a look at the legends.
Most of the artifacts seem to be shields.
edit:
Another world seem to have mostly Jewelry artifacts.
Seems like each gen seem to favor one type of item more than others.
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.
Has anyone figured out how to build pedestals yet? I can build display cases, but can't seem to find pedestals.
How do monster hunters work now? How they SHOULD work?
They should start arriving after your first forgotten beast encounter generally (atleast A. if you survive & B. It is indeed working right)I had monster slayers very early in the game, even prior to cavern breaching. One of them descended to caverns later and started to attack cavern creatures (or at least tried to).
The stocks screen in fortress mode is in alphabetical order now, unless that was an option somewhere that I never saw before
It gets worse: Unintelligent creatures also demand identities. Just visit a Dark Fortress and bask in the surreality of paranoid groups of beak dogs and trolls going at it with each other.
I imagine this is your reference (https://www.youtube.com/watch?v=ut23WARAm7A).I wonder how many slabs I can steal before I'm caught?"Return the slab!"
Actually, this was my reference (https://www.youtube.com/watch?v=kKnC674-ZDU). So no, not exactly the thing you remember.I imagine this is your reference (https://www.youtube.com/watch?v=ut23WARAm7A).I wonder how many slabs I can steal before I'm caught?"Return the slab!"
If not, it still is in my head; at least until you cause me to discover/remember what you actually meant... ;)
The stocks screen in fortress mode is in alphabetical order now, unless that was an option somewhere that I never saw before
It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.
Carpenter.It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.
Yes, but which workshop has the option to actually build the pedestal. I can't see, to find it.
Just for fun, I loaded Archcrystal into 44.02. Runs fine so far. I've even sent a squad out to retrieve a necromancer book from the tower to the northwest and bring it back to my library.
Carpenter.It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.
Yes, but which workshop has the option to actually build the pedestal. I can't see, to find it.
Just for fun, I loaded Archcrystal into 44.02. Runs fine so far. I've even sent a squad out to retrieve a necromancer book from the tower to the northwest and bring it back to my library.
Did display cases and pedestals show up in Archcrystal? If not, it likely needs the same whack to the head that bookcases required. I'm not hugely inclined to work on DFHack porting, but I'm lurking in channel. As soon as we find the world struct and get a pre-alpha build, I can probably get THOSE working too. Course I'd need a narrative reason to justify Id's return :)
I think it should be under the carpenter. I have to pass it every time I make a wheelbarrow.
Try the crafts shop under woodcrafting, it could be there as thats a alternative place to get furniture.
Are you playing on a 43 save in the new version? Or ported over the fortress save from that version to the new one?
The entity needs to have [TOOL:ITEM_TOOL_PEDESTAL] & [TOOL:ITEM_TOOL_DISPLAY_CASE] which came with the patch & would be generated on creating a new world in 44.x
Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.Are you playing on a 43 save in the new version? Or ported over the fortress save from that version to the new one?
The entity needs to have [TOOL:ITEM_TOOL_PEDESTAL] & [TOOL:ITEM_TOOL_DISPLAY_CASE] which came with the patch & would be generated on creating a new world in 44.x
This is a world genned in v44.01. I've since copied the save over to v44.02. But no, it's not a 43 version. The first thing I did was make a new world, start fresh, you know?
Edit: Plus... the display cases are there. Just not the pedestal. I'm gonna try to gen another world fresh in both v44.01 and v44.02, see if maybe it was something that got fixed, maybe it was a bug in .01?
Edit2: Nope. No pedestal in a fresh world in either one.
Edit3: No pedestal in a fresh install either.
Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.
Re-download vanilla 44.02, don't add anything and try again. Still no pedestals?
(Also, confirm if the tools tags posted above are present in your dwarf raws - pedestals and display cases are seperate).
Just tried an LNP 0.44.02-r02 embark and found both display case and pedestal both in the careful embark preparation menu and in the carpenter shop (the preparation had them in metal and stone as well as wood). I think, however, the pedestal was missing from the carpenter shop in my first embark attempt with 0.44.01, but it can be a case of simply not seeing it (the display case was there, in red, as I had no glass windows).
If it's missing from a vanilla embark a report on the bug tracker and a save on DFFD would be a good idea.
\raw\objects\entity_default.txt should have the following tags under the MOUNTAIN entity (Dwarves - should be the first one):Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.
Re-download vanilla 44.02, don't add anything and try again. Still no pedestals?
(Also, confirm if the tools tags posted above are present in your dwarf raws - pedestals and display cases are seperate).Just tried an LNP 0.44.02-r02 embark and found both display case and pedestal both in the careful embark preparation menu and in the carpenter shop (the preparation had them in metal and stone as well as wood). I think, however, the pedestal was missing from the carpenter shop in my first embark attempt with 0.44.01, but it can be a case of simply not seeing it (the display case was there, in red, as I had no glass windows).
If it's missing from a vanilla embark a report on the bug tracker and a save on DFFD would be a good idea.
That's about my only thought left before I report a bug. I'm using PeridexisErrent's alpha Lazy Newb Pack for 44.02, and am wondering if he missed the pedestal in the raw. I started fresh with a clean install of the latest one last night, that includes Dwarf Therapist (not that I use that part of it).
For anybody saying "Look under XXX workshop"... I've looked. No pedestals, just display cases.
When I get home tonight I'm going to grab vanilla 44.02 and test. If that works, I'll let PE know to check his pack. If it's not showing up in Vanilla, I'll be providing a save and bug tracker report. I'll keep ya'll posted I guess, we've come this far. It's going to be about 9 hours before work lets out to try again though.
Shonai_Dweller, which file specifically should I be looking in for the tags, btw?
Thanks Shonai_Dweller. I'll take a look when I get home tonight, and also try the vanilla install.Bug. A lot of them seem to be spies jumping the gun a little. Although mixed in are genuine monster slayers and beast hunters who perhaps should arrive early as a feature. Not sure. Asked in fotf.
What are your guys' thoughts about there being fortress visitors immediately after embark (literally on the first day of the new fort before any zones/construction/etc).... bug or interesting feature?
Thanks Shonai_Dweller. I'll take a look when I get home tonight, and also try the vanilla install.Bug. A lot of them seem to be spies jumping the gun a little. Although mixed in are genuine monster slayers and beast hunters who perhaps should arrive early as a feature. Not sure. Asked in fotf.
What are your guys' thoughts about there being fortress visitors immediately after embark (literally on the first day of the new fort before any zones/construction/etc).... bug or interesting feature?
I wonder.. Does any tilesets even need to be updated? Or will most work just fine in this version?
Is there a fix for the crashing during world gen issue yet?
I have it, but am still crashing on world genWhen the next version comes out, more crashes will be fixed. It's not out, so, no, obviously it's not been fixed yet.
I just had my second artifact of the new release and the creator offered it to my civilization. That means I've got one artifact that's been claimed as an heirloom and one artifact that's been offered to my civ. Any requests/suggestions as to what sort of !SCIENCE! I should do with these? I want to figure out what the difference is but I've never done any !SCIENCE! before.Usually the next step after an artifact is offered to a civ in worldgen is that it becomes a symbol of the (insert noble position here). First check Legends and see if that's already happened. Then see if you can make it happen manually (put it in the mayor's room or something).
I've also got the save backed up, so if anyone wants to do some !SCIENCE! of their own I can upload the save to the file depot.
I just had my second artifact of the new release and the creator offered it to my civilization. That means I've got one artifact that's been claimed as an heirloom and one artifact that's been offered to my civ. Any requests/suggestions as to what sort of !SCIENCE! I should do with these? I want to figure out what the difference is but I've never done any !SCIENCE! before.Usually the next step after an artifact is offered to a civ in worldgen is that it becomes a symbol of the (insert noble position here). First check Legends and see if that's already happened. Then see if you can make it happen manually (put it in the mayor's room or something).
I've also got the save backed up, so if anyone wants to do some !SCIENCE! of their own I can upload the save to the file depot.
Then, for Science, you could try offering your stolen artifacts to the merchants. They're supposed to recognize that as an 'offered to' event too. Then try offering the heirlooms to the elf merchants and see if the owner reacts badly.
Giving an heirloom to the hippie caravan and letting them take it off the map with them doesn't seem to trouble the creator a whole lot. Once I get a mayor, I'll see if I can plop the other artifact in his room and make it a symbol.Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...
Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...
Apparently they also notice if you snatch your artifact back before they leave. :)Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...
Oh, yeah I did. If you trade the artifacts, they say something like "We thank you for your offer of Bowdived. We recognize this is not an ordinary trade." And if you offer them as gifts they say something like "Our civilization thanks you for the presentation of Bowdived." Didn't note down the verbatim wording.
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.
Ok. Now we need to sell an artifact, and send out raiding party the very moment the merchants leave.Might just teleport off to the main city. Unlike a lot of things, merchant caravans don't exist yet outside of player fortresses.
see what happens.
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.
Interesting, not all embarks are hopeless then.
Also for your elf problems that was probably them freaking out over charcoal usage implied by the glass as murdering trees, which makes them sensitive to it.
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.
My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Yes, you really should quit the habit of waking up at 5 in the morning ;)Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Then I woke up at 5 this morning, read your post and wrote a grumpy reply. Bad habit, sorry. :)
I'll try...Yes, you really should quit the habit of waking up at 5 in the morning ;)Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Then I woke up at 5 this morning, read your post and wrote a grumpy reply. Bad habit, sorry. :)
so.... i did the display case reaction and got a mortar... did i miss a post about this or is this new?
uhh nope no moddingso.... i did the display case reaction and got a mortar... did i miss a post about this or is this new?
Are you playing version 44.02/44.01?
The new tool tags for display items in this version are
[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]
Else i would say your result of a mortar is because of modding or a modding failure where things are now overlapping trying to find best fit, get a fresh version or go to the modding forum to seek help i would recommend.
I mean i use peridexis's pack on obsidian graphics soooo
I mean i use peridexis's pack on obsidian graphics soooo
Okay, so here's something I've noticed: megabeasts, semi-megabeasts, titans, forgotten beasts, and the like, don't path into the fortress anymore. They just hang around near where they entered the map and defend that area. I beat a two-headed ettin by sending my conscripted marksdwarves in to pepper it with bolts repeatedly, then run away once they were out of ammo. The Ettin would only chase them a short distance before running back to its favorite spot. This cycle must have repeated nearly half a dozen times before I managed to forge some metal bolts and finish it off. Every monster that's come to my fortresses in the new version has behaved the same way.
I suspect this is a bug, but it has forced me to alter my usual tactics of hiding behind layers of traps. It's also created some interesting stories, like the time a titan showed up and killed some of my civilians that wandered too close to its territory. My other civilians then went in to try and retrieve their fallen friends so they could bury them, but this only lured them within reach of the titan, who would then kill the newcomer. The more dwarves it killed, the more bait it had to lure in more dwarves to kill.
Might as well just let him run his course... Have Fun with the guests your gajillion dorfbux artifact attracts. This sounds like a blessing in disguise, honestly, you can see if a ridiculously high-value artifact causes any notable difference in behaviors from civs. Maybe you'll get a lot more attention for it, for example.
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
Has anybody seen the new 'armies demand artifacts' mechanic yet? Fought off one ambush and one siege so far in current version. So far, so normal sieger behavior.
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.
I'm assuming at least a couple of the hundreds of visitors coming in and out of my tavern are spies and my artifacts are prominently displayed in the tavern. I guess someone will be along eventually. But, yeah, also have a squad out looking for some goblin civ artifacts which might help.The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.Has anybody seen the new 'armies demand artifacts' mechanic yet? Fought off one ambush and one siege so far in current version. So far, so normal sieger behavior.
Perhaps if you steal something first? I wanted to try that but the captain in charce is currently occupied....
Otherwise I guess the world needs to know about your artifacts. Have you tried to display them in an accessable tavern or so? That's just guesswork, so please do tell if you have results.
On a related note, when you create a museum out of a display case, you can link it to a location.
To what location should it be linked? Tavern or library?
Okay, so here's something I've noticed: megabeasts, semi-megabeasts, titans, forgotten beasts, and the like, don't path into the fortress anymore. They just hang around near where they entered the map and defend that area. I beat a two-headed ettin by sending my conscripted marksdwarves in to pepper it with bolts repeatedly, then run away once they were out of ammo. The Ettin would only chase them a short distance before running back to its favorite spot. This cycle must have repeated nearly half a dozen times before I managed to forge some metal bolts and finish it off. Every monster that's come to my fortresses in the new version has behaved the same way.
I suspect this is a bug, but it has forced me to alter my usual tactics of hiding behind layers of traps. It's also created some interesting stories, like the time a titan showed up and killed some of my civilians that wandered too close to its territory. My other civilians then went in to try and retrieve their fallen friends so they could bury them, but this only lured them within reach of the titan, who would then kill the newcomer. The more dwarves it killed, the more bait it had to lure in more dwarves to kill.
I thought I read somewhere that books can't be assigned to cases or pedestals? Which is a shame, as that would provide a much easier way to manage original texts.
Do museums provide any viewing benefits, a-la tastefully-arranged statues in statue gardens? Otherwise, it seems to me that the primary utility to them at the moment would be in terms of artefact management.
From a roleplaying perspective, possessed artefacts often seem to be created under the influence of deities (I once had an ardent worshiper of a deity of stars produce a ring with an image of stars on it during a possessed mood), so it would make sense to put them in their associated temples. Same with artefact figurines of deities. Weapons and armor in temples to gods of war and fortresses, etc. Artefact goblets and musical instruments in taverns? And artefacts depicting historical events in libraries.
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.
Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.
strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.
Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.
Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.
Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.
Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
you're fine, it was a simple mistake.strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.
If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
No zones, nothing else.
Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.
Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
I see what you mean. I just saw, I checked on the wrong dwarf... The other macedwarf militia captain. The real one totally just died of dehydration. My bad.
Player: "Someone made a healthy recovery and is living a normal life!"welcome to dwarf fortress, enjoy your stay
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"
Man, this place is wack yo.
IKR. Been here a while, but its still hilarious seeing nuggets of goodness like this.Player: "Someone made a healthy recovery and is living a normal life!"welcome to dwarf fortress, enjoy your stay
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"
Man, this place is wack yo.
I'm interested in showing somebody that has never heard of DF all of the horrifying things the community has done, dwarven daycare, mermaid genocides, the elf slaughter, and other stuff like thatIKR. Been here a while, but its still hilarious seeing nuggets of goodness like this.Player: "Someone made a healthy recovery and is living a normal life!"welcome to dwarf fortress, enjoy your stay
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"
Man, this place is wack yo.
That's what I do when I talk about it to peoplehow do they react
So... I sent a couple of squads out to steal a book from a nearby necromancer's tower.
They came back with fifteen.
Is this a known bug, or...?
-snip-Toady has said that non-historical figures like tower zombies don't take part in defending against raids, which is why it was so easy for you to retrieve the books. He also said that he will fix this before this round of updates is done.
HUH? WHAT? Is this new? I noticed that two dwarves can use the same forge at once.
I ordered a steel helm and a steel flask at my forge to prime two unskilled dwarves for a armorsmith and metalcrafter mood.
The metalcrafter took the job while the armorsmith was already busy crafting on the forge. Both jobs had a green A for active on them at the forge's q screen.
I have a ton of visitors but have only allowed a few performers to join but take any hired swords who ask to join. Only had one were-beast attack so far and no vampires (or they learned not to announce themselves). ;D
@martinuzz: I believe that bug has been reported on the bug tracker.
@Urist Dimplebooks: It's possible for vampire victims to survive and just be pale, although that's not very common (survival chance might be dependent on physical traits). It's a clear vampire sign though, and most likely the next victim won't survive (DF vampires don't possess the skill to stop feeding to keep their victims alive for later reuse, at least not currently).
There's definitely vampires in 44.xx, I just had a fort where I lost 4-5 dwarves to one. They were found dead, completely drained of blood.
Never did catch it, despite posting a pair of guards in the dormitory 24/7.
If someone has the chance, please send a vampire on a mission. I'm interested to know if he/she will feed while away from the fortress.
this isn't related to current conversation, but I've made a SUPERTAVERN™ with a ton of performers, tavernkeepers, and instruments but there has only been one dance with one person. The dance floor is 17x19 I have about thirty instruments with fifteen performers with musical ability, but no one even plays music. There was a reason I made a SUPERTAVERN™ and it was to have the largest dance possible. I feel betrayed...It could be that your dwarves are too far apart to engage in a multi-performance. It could be just coincidence, but I've seen more performances in small taverns than I have in large ones.
luckily, a SUPERTAVERN™ has actually somehow fixed the tons a' bards bug.
Do your performers actually know any group dances? Check the descriptions of the dances they know. My SuperTaverns are full of groups hanging out performing together in various parts of the tavern.this isn't related to current conversation, but I've made a SUPERTAVERN™ with a ton of performers, tavernkeepers, and instruments but there has only been one dance with one person. The dance floor is 17x19 I have about thirty instruments with fifteen performers with musical ability, but no one even plays music. There was a reason I made a SUPERTAVERN™ and it was to have the largest dance possible. I feel betrayed...It could be that your dwarves are too far apart to engage in a multi-performance. It could be just coincidence, but I've seen more performances in small taverns than I have in large ones.
luckily, a SUPERTAVERN™ has actually somehow fixed the tons a' bards bug.
EDIT: related hint: You can encourage your dwarves to do stuff in the tavern by drafting them, giving them a military move order into the tavern, and undrafting them when they have gathered in it. Doesn't work really well when there's a huge backlog of high priority jobs waiting for them, but if things are quiet, it's a great way of getting a performance underway. For libraries, it works even better. Library jobs are purple (high need) jobs, and even with a huge backlog of jobs, this is a surefire way to get those assigned scholars scholaring instead of hauling rocks.
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people? Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress? I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such. ???
Well, it's all new, isn't it?Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people? Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress? I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such. ???
Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.
In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people? Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress? I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such. ???
Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.
In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people? Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress? I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such. ???
Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.
In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display. While Artifacts stolen from other places are public property(?) and can be put on display. I was able to display four Artifacts (books) taken from other places. So my Museum has stuff in it now.
I was also able to link the Museum to the Library and now people go to both to ponder subjects. I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.
I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display. While Artifacts stolen from other places are public property(?) and can be put on display. I was able to display four Artifacts (books) taken from other places. So my Museum has stuff in it now.
I was also able to link the Museum to the Library and now people go to both to ponder subjects. I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.
I'm displaying every artifact, that was created in my fortress; heirloom and public.
In adventure mode I asked around and dwarves seem to give quests related to their family's heirloom but not the property of their town.
It could very well be a feature, that is pretty much unimportant in fortress mode.
I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display. While Artifacts stolen from other places are public property(?) and can be put on display. I was able to display four Artifacts (books) taken from other places. So my Museum has stuff in it now.
I was also able to link the Museum to the Library and now people go to both to ponder subjects. I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.
I'm displaying every artifact, that was created in my fortress; heirloom and public.
In adventure mode I asked around and dwarves seem to give quests related to their family's heirloom but not the property of their town.
It could very well be a feature, that is pretty much unimportant in fortress mode.
Well, now I am just confused. :(
In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
I sent the army to raid a nearby goblin pit.
They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;
Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.
I sent the army to raid a nearby goblin pit.
They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;
Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.
Think of it as the equivalent of those raids where you get the announcement "An ambush! Curse them!" moments before they scurry off the map again because they were just passing through.
Also, it might be just as well: goblin pits are generally ludicrously overpopulated, and I'd imagine even an elite squad could be overcome by numbers alone...
I sent the army to raid a nearby goblin pit.yeah, that is kind of strange the way it works.
They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;
Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.