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Dwarf Fortress => DF Modding => Topic started by: Meph on January 19, 2012, 05:00:20 pm

Title: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 19, 2012, 05:00:20 pm
New Version up, therefore a clean slate. All new issues will be collected here.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Esta on January 19, 2012, 05:55:36 pm
NOT FIXED - Tame Dragon arrived on map as a pet. Should only be aviable through trading with elves. COULD NOT REPRODUCE

Raw: creature_masterwork.txt, [CREATURE:DRAGON_TAME]

Remove [COMMON_DOMESTIC] to fix that. Elves have [USE_ANY_PET_RACE]. Problem is, that Elves will likely be able to bring Dwarven constructs.

Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Trapezohedron on January 19, 2012, 10:03:27 pm
NOT FIXED - Tame Dragon arrived on map as a pet. Should only be aviable through trading with elves. COULD NOT REPRODUCE

Raw: creature_masterwork.txt, [CREATURE:DRAGON_TAME]

Remove [COMMON_DOMESTIC] to fix that. Elves have [USE_ANY_PET_RACE]. Problem is, that Elves will likely be able to bring Dwarven constructs.

And the tame dragons will be incredibly rare if they're only bought from elves.

NOT FIXED - Glazing, explosion and tissue materials are still in stone screen.
I use a lot of new inorganic materials, for reactions and bodyparts. They do appear in the stock screen under economic stones. This is only cosmetics, but I would like to remove them.

Add [NO_STONE_STOCKPILE]? Not sure about that, but yeah.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: se5a on January 19, 2012, 11:50:47 pm
Hi,

NOT FIXED - Mirgants might arrive with hurt feet, some might suffocate.
No idea why. I could guess that is has to do with bare feet and frostbite, but why the suffocation ? Could only reproduce it once.


suspect this might be the same problem I mentioned in the other thread, cause could be wading through zombie blood, zombie corpse grime, or warpstone turret hydrolic fluid. (not sure which one of these three is causing it, though starting to think it's the warp-stone turret, still havn't ruled out the zombie stuff yet though (first time this happend I'm not sure I had a warpstone turret).
if you had some of this on the edge of the map...
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: hanspeter on January 20, 2012, 07:33:12 am
Hi,

NOT FIXED - Mirgants might arrive with hurt feet, some might suffocate.
No idea why. I could guess that is has to do with bare feet and frostbite, but why the suffocation ? Could only reproduce it once.


suspect this might be the same problem I mentioned in the other thread, cause could be wading through zombie blood, zombie corpse grime, or warpstone turret hydrolic fluid. (not sure which one of these three is causing it, though starting to think it's the warp-stone turret, still havn't ruled out the zombie stuff yet though (first time this happend I'm not sure I had a warpstone turret).
if you had some of this on the edge of the map...

It's definitely the hydraulic fluid. Shit is dangerous.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 20, 2012, 12:48:44 pm
Bugs

NOT FIXED - Flora and Fauna creatures have no graphics.
The new optional creatures show only characters, instead of sprites.

Raw: The sprites are in graphics/zoo and the graphics file is: graphics_zoo.txt The mentioned creatures are in: creature_ff.txt

Could just be a misspelling or format of the graphics_zoo.txt ^^^


NOT FIXED - Deconstructing a farm plot leaves green Furrowed peat as floor tile.

Could just be the cavern chosing that as it's default soil type (that covers the stone :/) ^^^


NOT FIXED - Magma Safe Workshop produces items out of Unknown material.
Every item, mechanism, floodgate, door, hatchcover made in the magmasafe workshop is called: unknown material itemname.

Raw: Sample reaction:
   
Spoiler (click to show/hide)

Try [PRODUCT:100:1:TRAPPARTS:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE] ^^^


NOT FIXED - Animal Man Camps still in the caverns.
I removed the cave civs from the entity file, and added 4 custom cave races. But I still get camps of animal people in the caverns.  Has to do with them being intelligent or can learn ?

Raw: Either entity_default.txt or the respective creature files.

could still be the [FEATURE_ATTACK_GROUP] tag on the creature (animal people) because I have not encountered any Trog Camps and they lack this, altho it could be the fact they have the [CAN_SPEAK] As I have found Gremlin camps. As Trogs lack the Speech tags. ^^^



NOT FIXED - Friendly gremlin gets born and crashes game ?
I got a report that a player got a anouncement about: gremlin X has been born, and shortly after that the game did crash. Probably has to do with gremlins being a [CAN_LEARN][CAN_SPEAK][PET] entity. COULD NOT REPRODUCE.

Raw: creature_standard.txt and/or entity_cave.txt

Could be a case of some DUPE raws or just a horrible incident of DFusion Magic? ^^^


NOT FIXED - Fossils drop horn gem, shell gem and so on. No actual horn or shell.
I added fossils in my testversion, a rare gem that should give other materials then gem. But they drop gems, named after the materials I want. Possible fix: Changing the stone_template to shell/horn/and so on template, but leaving the environment tags ?

Raw:inorganic_fossil

Spoiler (click to show/hide)

Reguardless you will either have to use the [IS_GEM] and drop gems or leave it and drop stone/boulders, If you make it drop boulders you can give it an ore of "fossil" so it can be smelted into "Fossil Bars" but other then that the only way you can get what you want is a reaction that takes the fossil "gem/stone/boulder" and makes a different Item type from the material (Gem/Stone/Boulder Fossil -> Bar/Log(wood)/Weapon/etc Fossil) ^^^



Balancing

NOT FIXED - Turrets, Golem, Mines and Decoys are at peace with wildlife. Good or Bad ?

All depends on what you consider Good or Bad, I would consider it bad as these are defensive tools of destruction, doesn't matter if a goblin or deer steps on a mine. In RL noone escapes ^^^


Others

NOT FIXED - Embark with Goblins. Yes, I did embark once with goblins, instead of dwarves. But the goblins have no civ_controllable in the entity file, so I have no idea why that happened.

Raw: Possibly entity_default.txt

DUPE raw?


NOT FIXED - Crash when I burn down trade depot full of elves with magma. I sadly have no clue what exactly caused the crash, many many things have been in the tradedepot.

Could have just been a freak crash, try it again with a new fort. If it still reproduces load before crash and take note of the materials the trade goods are made of. Could have been the fact Trade Depot broke/melted and sent so many items skattered into the magma causing DF is get confused ^^^


NOT FIXED - A lot of weird things in the embark screen. Alcohol for 1p, cartilages for 0p, and a very strange extracts list.

DUPE raws? cartilage should not be taken along on an embark ^^^

Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 03:15:34 pm
Thanks for the answers.

I fixed the hurt feet and suffocation problem. Felt rather stupid when I figured out what it was.
Migrants arrive with Frag-Landmine, Frag-Landmine explodes spontaniously (this is fixed as well) and the migrants hurt their feet (because they stepped on a landmine, doe) and get metal shrappnel in their hearts and lungs, which might cause suffocation.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 04:06:03 pm
Magma Safe workshop is fixed as well. Even better then fixed, the reactions now produce generic doors/hatches/floodgates... lol Thanks hugo.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 20, 2012, 04:26:19 pm
Just so you know, the [MAGMA_BUILD_SAFE] token does not work at all in the current version - if you want to fix it, you'll have to edit Dwarf Fortress.exe as described here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4573).
Additionally, those reactions are probably producing broken items because you failed to specify a quantity on the BOULDERs, causing the entire REAGENT token to be parsed incorrectly - try changing [REAGENT:A:BOULDER:NONE:NONE:NONE] to [REAGENT:A:1:BOULDER:NONE:NONE:NONE].

Take a look at errorlog.txt - I'm sure you'll find lots of errors in there.

Also, just so you know, you do not need to have separate copies of reactions to work at a normal workshop versus a magma workshop - just have one reaction that has [FUEL] and two [BUILDING:whatever:NONE] tokens.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 20, 2012, 04:27:45 pm
Magma Safe workshop is fixed as well. Even better then fixed, the reactions now produce generic doors/hatches/floodgates... lol Thanks hugo.
You are welcome, I have been busy with RL so I've been unable to do much of anything DF related :P thought I'd do a power run.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 04:43:31 pm
@quietust: Wow. Thanks. I tested the workshop and made a giant magma trap, and everything worked. Other players of the mod report the same, even if it is an unknown material item. The errorlog is empty, no problems there. But I will definetly do more testing, having only NON-Magmasafe mats and use the workshop.

For the proposed Fix: With what program would I edit a sdl ?
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 09:55:39 pm
Half of the bugs are fixed. :)
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: nukularpower on January 20, 2012, 11:12:27 pm


NOT FIXED - Friendly gremlin gets born and crashes game ?
I got a report that a player got a anouncement about: gremlin X has been born, and shortly after that the game did crash. Probably has to do with gremlins being a [CAN_LEARN][CAN_SPEAK][PET] entity. COULD NOT REPRODUCE.


That was me.  I can send you the save if you want; it will always crash about 10 seconds after you unpause it.  I tried using dfhack's fastdwarf mode to kill the gremlin and its stupid baby, but it still locked up, so not really sure if related.  It was a reclaim, so could be related to the friendly invaders thing, too.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Ashnal on January 20, 2012, 11:18:22 pm
For the fossil gems, you could either create reactions to turn them into the appropriate materials, or reactions to make crafts out of them. Maybe call the fossil gems "stone encased fossil" and have a workshop that "removes" the stone around the fossil.

Technically, I think this would require a MATERIAL_REACTION_PRODUCT in the fossil gem material that points to a "fossil" creature's bone/horn/shell material.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 11:29:15 pm
ah.. it was friendly, becaue of a reclaim. That explains at least that, although not the crash. I do not think that the both things, gremlin baby and the crash are related.

@ashnal: Yeah... I had hoped to avoid that, adding more reactions. But it seems to be the only way, if I want to use fossils the way I want. Maybe in an archeologists workshop ? I could then add gems called: historic treasure, or treasure chest, and have it excavated by the archeologist, producing a random selection of items, like old gold ducats, stone arrow heads...
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Ashnal on January 20, 2012, 11:35:39 pm
Tbh the addition of archaeology stuff sounds quite awesome if you can make it unique and interesting, including some more stuff aside from fossils, like chests and hidden artifacts or something. Tie it into the game somehow similar to the way LFR has orichalcum for tech advances.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 20, 2012, 11:41:36 pm
Well, adding gems is easy. I could make 10 gems, call them whatever you can find while digging: Treasure cheast, old arftefact, unknown material, crashed ufo, fossilized bones, T-rex-skull...

And then make reactions that produce one or another item out of these gems. Treasure chests could produce a selection of valuable items, coins and gemstones, old artefacts can produce weapons/armor, uknown material could produce metal bars/ low chance of poison, crashed ufo is just for fun (or adds super ranged weapon, like in fallout 3 ;) ), fossilized bones create bones and the t-rex-skull creates an epic T-Rex Skull Helmet.

But anyway, I will spend some more thought on that. :)
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Ashnal on January 20, 2012, 11:56:08 pm
Would be an interesting change in the typical process in DF: Find raw materials > craft them into something. Instead you'd once in a while find something already usable! (after processing in the archaeology workshop) Or just something that has a specific purpose rather than a general one as most things in DF do.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 22, 2012, 08:58:37 am
se5a found another bug, Dungeon Masters (and I guess Prophets) go mad, because of offices of fellow nobles being better then theirs.

is noted and fixed :)
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: hanspeter on January 22, 2012, 05:32:35 pm
I can't seem to produce yarn cloth from sheep wool anymore since everything just ends up as "hair".
Is there an easy fix for this I could apply myself? My dwarves, of course, adhere to Murphy's Law and all need tons and tons of yarn cloth for moods.

/edit:typo.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 22, 2012, 05:44:22 pm
Usually I would say: Add this: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD] to the hair template. But it is already there. I will have a look, but I just checked some raws and cant find anything wrong with the materials. I will do testing.

Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: hanspeter on January 23, 2012, 01:18:37 pm
Found anything? I assume it has something to do with the generic materials as everything turns into "hair thread". Yarn cloth doesn't even show up in embark or caravans.
This bug is really annoying the fuck out of me. I've, by now, filled entire graveyards full of dwarves mooding for yarn cloth. Grrr.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 23, 2012, 01:24:26 pm
I checked the raws, i cant find a fault in them. I will try it ingame and see if I can reproduce it.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: hanspeter on January 23, 2012, 06:25:56 pm
I just checked whether or not somethings bugged on my end. Redownloaded the V0.8 file, set up a world straight out of the box, no changes to the default settings whatsoever, and still get the same problem: "Urist McWeaver cancels Weave Yarn into Cloth: Needs 15000 collected yarn thread" with the hair thread right next to him in the Farmer's Workshop.

Am I seriously the only one with this bug?
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 23, 2012, 07:48:15 pm
Is the object a "body part" (²) or a "thread" (φ)? If the former, then you need to spin it into thread at a Farmer's workshop.

Does the hair material have the [YARN] token? If not, add it - without it, the game won't recognize it as a type of yarn.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 23, 2012, 08:17:03 pm
The hair is ok, and can be made into generic thread. BUT the thread is not accepted by the loom, you cant make cloth out of it. Same on embark, I can get pig tail fiber and silk cloth, but no wool/hair-cloth

I transformed it back from an inorganic:hair to local_creature_mat:hair. Lets see how it works out.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: narhiril on January 24, 2012, 11:00:02 am
NOT FIXED - Friendly gremlin gets born and crashes game ?
I got a report that a player got a anouncement about: gremlin X has been born, and shortly after that the game did crash. Probably has to do with gremlins being a [CAN_LEARN][CAN_SPEAK][PET] entity. COULD NOT REPRODUCE.

Raw: creature_standard.txt and/or entity_cave.txt

For reference, I have gotten [CAN_LEARN][CAN_SPEAK][PET] creatures to work just fine - the meowkin in LFR have all three of those tokens.  I doubt the crash came from that particular combination.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 24, 2012, 04:44:08 pm
Yeah, the gremlin was friendly because of a reclaim bug, but what caused the crash, no one knows...

I will clean the first page, since a new version is up.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 24, 2012, 05:51:08 pm
Not really a bug, but more of a complaint: you don't have a download package that takes less than 5 minutes to download (took over 7 minutes to get it from DFFD).
It's over 30 megabytes long, and most Dwarf Fortress players already have both the game itself and most of the utilities you've included - excluding them would shrink the download to about half its original size, though at the cost of requiring users to extract your mod on top of an existing Dwarf Fortress installation.

Actual bugs, at least in the default configuration:
* WARPSTONE_UNSTABLE complains that it occurs within the nonexistent material KAOLINITE. This looks to be a result of you attempting to delete materials by simply replacing the leading "[INORGANIC:" with "!NOGEM!INORGANIC:" - if you want to remove an object from the raws, you need to remove all of its tokens, not just the one that says "begin new object", since otherwise it'll just continue to parse the new tokens and apply them to the previous object (in this case, it picked up the [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER_SMALL:100] line from TURQUOISE).
* Anthracite is tagged as appearing within JET, but said material doesn't exist (because you commented it out with "!NOMIN!").
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 24, 2012, 06:10:14 pm
A download package without the extra content would be possible, BUT I would have to include another manual, to tell people what directory they would have to copy the utilities in, so that my program can find them.  Copying the mod over vanilla DF will lead to countless errors. I dont think that 32mb is too much. Its not like a few gig, like any other game...

Just checked, a utilities and extra-content less version would be: 20mb, but the settings.exe crashes then, because of missing content. ^^

About the rest: I will fix the warpstone, thanks. I wondered about that, because I moved all optional materials to the top, to avoid the problem you mentioned. It seems that inorganic_stone_gem is targeted by two functions, the warpstone and the gem one. I will split it in two raws then.  unfortunately I cant remove all errorlogs, since I have about 100 settings, that makes over 5000 combinations possible. I cant test all.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 27, 2012, 02:35:25 pm
I just ran through all of Masterwork's creature definitions with my "parsebody" script (now available on my User page on the wiki), and the following problems showed up:
* Manticores specify that they have HUMANOID_JOINTS, but they don't have humanoid limbs - as a result, their shoulders, elbows, hips, and knees aren't connected to anything
* Star shamblers specify both TWO_NO_CLAW_TENTACLES and SIX_TENTACLES, giving them two right upper tentacles ("RUT") and two left upper tentacles ("LUT").
* Frog men are missing a "]" in their skin color modifier - "[TLCM_NOUN:skin:SINGULAR".
* Frost giants have a very strange body definition - their individual body parts are specifying connections to their armor, rather than doing it the other way around. I'm not sure how this is supposed to work, but it parses as if their armor is inside their bodies. As a general rule, all body parts should be able to trace back to an [UPPERBODY] part, which is not the case here.
* Deep crows and thunderbirds specify both HUMANOID_JOINTS and HUMANOID_ARMLESS_JOINTS, causing them to have two pairs of shoulders/elbows/wrists (one of which isn't connected to anything)
* Dust landmine has a broken (but commented) ITEMCORPSE - it specifies a material, but not an actual item type.
* Female blind cave ogres have two body parts with the name "LB": "lower body" and "left breast", which might cause problems.
* Asp vipers have an extra "[" after [EXTRAVISION], which might cause problems.
* Lots of birds are specifying HUMANOID_JOINTS despite not having arms (and the same for several legless creatures), but most of them are known issues (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4095).
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 27, 2012, 03:15:43 pm
* Frost giants have a very strange body definition - their individual body parts are specifying connections to their armor, rather than doing it the other way around. I'm not sure how this is supposed to work, but it parses as if their armor is inside their bodies. As a general rule, all body parts should be able to trace back to an [UPPERBODY] part, which is not the case here.
The "Armor" is surpose to be the normal 'Body' and the normal "Arms, Legs, Feet, Hands" and the like are internal to these parts, now they don't connect to an upperbody (breastplate) but the real torso that is embedded within the breastplate counts as the upperbody.

What is the error that is givin? As my Errorlog shows no issues with this setup :/
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 27, 2012, 03:46:59 pm
It doesn't show up in the game's errorlog, but my parsebody script assumes that all body parts should be able to recursively trace a connection (via [CON:bp], [CON_CAT:category], or [CONTYPE:UPPERBODY/LOWERBODY/HEAD/GRASP/STANCE]) to a body part with [UPPERBODY], an assumption which holds true for every other creature in the game except the frost giant.

This is the actual output of the script:
Code: [Select]
Parsing body of creature FROST_GIANT
Creature FROST_GIANT uses the BODY group 'FROST_GIANT_BODY'
That includes the 'breastplate' (UBA)
That includes the 'fauld' (LBA)
That includes the 'helmet' (HDA)
That includes the 'right rerebrace' (RUAA)
That includes the 'left rerebrace' (LUAA)
That includes the 'right vambrace' (RLAA)
That includes the 'left vambrace' (LLAA)
That includes the 'right gauntlet' (RHA)
That includes the 'left gauntlet' (LHA)
That includes the 'right cuisse' (RULA)
That includes the 'left cuisse' (LULA)
That includes the 'right greave' (RLLA)
That includes the 'left greave' (LLLA)
That includes the 'right boot' (RFA)
That includes the 'left boot' (LFA)
That includes the 'upper body' (UB)
That includes the 'lower body' (LB)
That includes the 'head' (HD)
That includes the 'right upper arm' (RUA)
That includes the 'left upper arm' (LUA)
That includes the 'right lower arm' (RLA)
That includes the 'left lower arm' (LLA)
That includes the 'right hand' (RH)
That includes the 'left hand' (LH)
That includes the 'right upper leg' (RUL)
That includes the 'left upper leg' (LUL)
That includes the 'right lower leg' (RLL)
That includes the 'left lower leg' (LLL)
That includes the 'right foot' (RF)
That includes the 'left foot' (LF)
Creature FROST_GIANT uses the BODY group '2EYES'
That includes the 'right eye' (REYE)
That includes the 'left eye' (LEYE)
Creature FROST_GIANT uses the BODY group 'SWORD_2H_RIGHT'
That includes the 'great sword' (RH_2H)
Creature FROST_GIANT uses the BODY group 'FG_HEART'
That includes the 'black heart' (CORE)
Creature FROST_GIANT has 34 body parts, starting at UB.
Creature FROST_GIANT body part 'breastplate' is unconnected!
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'fauld' is unconnected!
The helmet bone's connected to the breastplate bone
Creature FROST_GIANT body part 'helmet' is unconnected!
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right rerebrace' is unconnected!
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left rerebrace' is unconnected!
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right vambrace' is unconnected!
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left vambrace' is unconnected!
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right gauntlet' is unconnected!
The left gauntlet bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left gauntlet' is unconnected!
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right cuisse' is unconnected!
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left cuisse' is unconnected!
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right greave' is unconnected!
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left greave' is unconnected!
The right boot bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right boot' is unconnected!
The left boot bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left boot' is unconnected!
-
The lower body bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'lower body' is unconnected!
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
Creature FROST_GIANT body part 'head' is unconnected!
The right upper arm bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right upper arm' is unconnected!
The left upper arm bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left upper arm' is unconnected!
The right lower arm bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right lower arm' is unconnected!
The left lower arm bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left lower arm' is unconnected!
The right hand bone's connected to the right gauntlet bone
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right hand' is unconnected!
The left hand bone's connected to the left gauntlet bone
The left gauntlet bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left hand' is unconnected!
The right upper leg bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right upper leg' is unconnected!
The left upper leg bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left upper leg' is unconnected!
The right lower leg bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right lower leg' is unconnected!
The left lower leg bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left lower leg' is unconnected!
The right foot bone's connected to the right boot bone
The right boot bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right foot' is unconnected!
The left foot bone's connected to the left boot bone
The left boot bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left foot' is unconnected!
The right eye bone's connected to the head bone
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
WARNING - Body part REYE could not find [HEAD] body part to connect to!
Creature FROST_GIANT body part 'right eye' is unconnected!
The left eye bone's connected to the head bone
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
WARNING - Body part LEYE could not find [HEAD] body part to connect to!
Creature FROST_GIANT body part 'left eye' is unconnected!
The great sword bone's connected to the right hand bone
The right hand bone's connected to the right gauntlet bone
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'great sword' is unconnected!
The black heart bone's connected to the upper body bone

Logically, the armor is the frost giant's body, and all of its actual body parts are connected directly to the armor, not each other.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 27, 2012, 03:58:46 pm
That is the logic, THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Quietust on January 27, 2012, 04:02:32 pm
That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 27, 2012, 04:15:53 pm
That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 28, 2012, 11:04:37 am
That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P

It also makes them somewhat more difficult to kill. (now that they don't melt.) screwing with this system even more, may result in enemies that cant be killed unless the upper body, lower body, and head are broken off or horribly traumatized.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 28, 2012, 01:32:07 pm
The hawk tile under phoebus tileset has a pink dot in the top left of the image, a small mistake in image editing i presume.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Hugo_The_Dwarf on January 28, 2012, 04:08:16 pm
That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P

It also makes them somewhat more difficult to kill. (now that they don't melt.) screwing with this system even more, may result in enemies that cant be killed unless the upper body, lower body, and head are broken off or horribly traumatized.
They are harder to kill yes, but cutting off their head "helmet" or bisecting them (severing the lowerbody "fauld") or stabbing their black heart in their upperbody "breastplate"

I made these for meph since he wanted a "End Game" invader that is difficult to kill. But they can be killed. Usally Magma will solve this
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 30, 2012, 04:39:29 pm
Got another one in 0.9

i 'sacrificed' my priest about 12 times before he bled to death, apparently being sadistic and making 9 people that are sacrifices than setting the job on repeat has weird consequences.
im assuming it has to do with the repeat command, so for now im just not going to do it as its an exploit, but notifying you in case you can fix it. thought i suspect a vanilla bug interfering with the sacrificing for some reason.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 31, 2012, 10:05:16 am
Ok, thanks. I never tested with repeat on the sacrifice. That would mean 9x free steel stuff for you ;)

It also does only work with temp on.

The question is: Did the priest only get affected by the poison after 9th time, ot did he actually manage to do the job 9 times, before he died ? The thing is rather fast and deadly, i usually get the dwarves to walk 3-5 tiles before they die of bloodloss.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 31, 2012, 06:23:15 pm
temp IS on, and no he wasnt sacrificed nine times, he was sacrificed until i took it off repeat. about 30 times before i wondered why it was taking so long, looked and there were about 5 pages of stuff in temple. it would appear the syndrome does not take effect with repeat job. if its a one go they fall dead near the instant i sacrifice them.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 31, 2012, 06:28:59 pm
Good find. Although I am quite baffled as how to fix this.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 31, 2012, 06:31:41 pm
never done reactions really, any way to disable repeat? if not simply list it on the tips and tricks in an 'Exploits' section for anyone who's having trouble and wants an easy way to get ahead. i personally like to ride my fortress's downward spiral to the very end.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 31, 2012, 06:34:18 pm
Well, I think the free steel stuff is powerful enough as it is. You can start with 7, sacrifice one, and have a steel clad soldier in the first spring. The fun part is that you risk tantrum spirals, therefore you cant use it too often.

But with repeat the entire thing is broken... this and danger rooms, and you are untouchable.

I wonder if you should take danger rooms out as well, since I have the training libraries for that.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 31, 2012, 08:03:42 pm
remove training weapons, danger rooms are still possible, but with a hell of a lot more risk.

im guessing from further observation that syndrome producing workshops, and repeat jobs conflict badly.

is the code simply not there to just outright 'kill' a dwarf?

also, temples, wheelbarrows, and alchemy shops use the same skill don't they....
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 31, 2012, 08:37:13 pm
Danger room will real weapons is deadly.

The temple reaction is possible, putman has a similar one in his mod. He was kind enough to send me his raws, I will try to find the difference, or if all else fals, rename his reaction and use it instead. But I am certain that I can fix it. :)

In the next version:
Temple/Altar/Shrine use strand_extraction (rare enough)
Wheelbarrow will use Mining/Woodcutting (for mining cart and logging cart)
Alchemy will use alchemy :)

Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: bombzero on January 31, 2012, 09:25:34 pm
thats much better, not like i use adamantine anyways. I dont particularly like the coveted 'blue metal'. usually only use it as a sort of "oh hey, adamantine. guess ill make some mail shirts and swords.".

also... tungsten. titanium. mithril. fuck. yes.
Title: Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
Post by: Meph on January 31, 2012, 09:40:57 pm
I am testing just now with:
Mithril, wolfram(tungsten), slade (weaker slade veins in undiggable slade. If you find them, you have something epic adamantine like, just on the heavy side, not the light one) cobalt, chrome, titanium.

All these new metals have an extra step to make them:
 - Grind ore into powder
 - Smelt powder into bar