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Messages - Cryten

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1
DF Adventure Mode Discussion / Basic Questions: Rivers and Beasts
« on: November 08, 2010, 03:14:39 am »
Howdy,

I can't seem to cross rivers with out traveling with shift T. Tried alt direction but this did nothing when I selected going into the brook. Interestingly I could fling myself into the abys if I traveled north a bit putting me into the river but severly hurt and then unable to get back up. So how do I cross rivers?

Also I cant seem to find any wildlife or things to kill/be killed by, are they not common in .16?

If anyone can point me to a Adventure mode guide Id be thankful since google has failed me.

2
G'day, I've never really done the whole hunting for meat thing in my fortress (always just fishing and farming) and would like to give it a go. I would like to know how you guys set up your butchery and leatherworking chain.
I come across a few issues including:
- setting up a stockpile to accept corpses which are butcherable since the corpses category is massive and dosn;t differentiate between butcherable and on butcherable.
- Do I need to allow the collection of refuse outside for hunters to return corpses?
- Is there something I should do about bones as well?
Also some examples of your physical setup would be appreciated.
Thanks.

3
Yes they group train when the squad is active and not performing any military duties.

4
The topic says it all, I got system warnings all over the place and posting a reply to a issue results in a bad token error. Anyone else?

5
DF Bug Reports / Re: [0.31.01]How-To: Using the Mantis Bug Tracker
« on: April 16, 2010, 04:19:04 am »
Im curious when I see issues with possible duplications/child or parent relationship Ive been writing the numbers in the notes. Is this a derired behaviour or would you rather we didn't do that?

6
DF Bug Reports / Re: [DF 0.31.01] Woodcutting Bug
« on: April 13, 2010, 07:58:07 pm »
No real point bring this thread back from the dead .03 has solved the pathing issue's. If your still having this problem occur in a newly generated world in the latest version please state so or report it to the tracker (checking first for duplicates).

7
DF Bug Reports / Re: [DF2010] Doors break pathing.
« on: April 11, 2010, 04:21:45 am »
All these issues seem to be tied to: 0000018   34   [Dwarf Fortress]
Pathfinding   major   new   2010-04-10   Pathfinding fails to update after map changes.
I just got this myself as I built some building in front of a slope and then my crafters couldnt get access to the materials inside the mountain. I tried removing the uphill ramps to create a nice face for them to walk around but this only got my miners stuck.
Thanks for the tip about resetting DF to recalc pathing.

8
DF Bug Reports / Re: [0.31.01] Could not find path lagg
« on: April 11, 2010, 02:40:57 am »
This sounds somewhat similar to HFS path blocking lagging out a game. Though that only 1 person being path blocked is causing so much lag sounds like a big issue.

This is issue 0000901 on the bug tracker so its been reported and is listed as a major issue.

9
DF Bug Reports / Re: [0.31.01]No dwarf caravan before first winter
« on: April 02, 2010, 09:16:20 am »
Firstly check to see if the dwarf civ has any living members in it (in ledgends) also anouther possibility is: is the civ completely unaccesible (mountains in the road) from where you are.

10
DF Bug Reports / Re: [0.31.01] Items don't rot
« on: April 02, 2010, 08:55:49 am »
For the record can you confirm if this was underground or above ground refuse piles as aboveground refuse piles don't rot they just degrade ie the stockpile should be wiped clean on season changes.

11
DF Bug Reports / Re: Dump commands and impossible items
« on: March 18, 2010, 07:27:16 am »

2) Make sure you have an active pit. You can't dump unless you have a pit. I always forget that, set a bunch of items to dump and curse at my lazy idlers who don't go dumping. Then as soon as I make a pit, suddenly boom, everyone jumps into action.
I've always been able to just designate a garbadge zone on the ground to get dumping commands to work. Makes a great way to clear stone away from a hall.

12
DF Bug Reports / Re: [40d16] Two trader bugs in one
« on: March 10, 2010, 08:08:12 am »
The only thing I can think of here is that perhaps you got the mayor and broker roles confused as they can be assigned to different people  if you look at the positions tab. Otherwise if he was idling for more then a couple of seconds (and you had good fps) then it sounds like a genuine bug.

One of the more dedicate forumers might tell you if its been reported before.

As to the second one I think you just trapped the wagons so the traders packed what they could and left with thier mules.

13
DF Bug Reports / Re: DEP Malfunction
« on: March 10, 2010, 08:00:20 am »
Sooo is there a specific bug to report?

14
DF Bug Reports / Re: Crash on startup (closed during save process)
« on: February 01, 2010, 07:48:31 am »
I think its safe to say that you buggered the save and you should start a new fortress.

15
DF Bug Reports / Re: [40d15] unconscious metalsmith in strange mood
« on: September 07, 2009, 07:21:59 am »
I dont know if this is a bug as Ive heard stories of such things several times. Most commonly its legless dwarves taking forever and then going insane dragging themselves across the fortress.
Strange moods can overcome many disabilities (such as red spine wounds) at least untill their sleepdeprivation from taking so long drives them insane.

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