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Topics - ein Syndication

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DF Bug Reports / [30.1] Dwarf locked on food
« on: April 04, 2010, 04:50:15 am »
Not entirely sure what else to call this one. I have around 500 plants, 70 fish, and even a little meat, but for some reason, the only food my planter wants to eat is a single piece of rat weed, which just so happens to be right next to a zombie mountain goat who's been fighting a black bear for probably about a year now. Planter originally grabbed it to eat, walked by the fight, and dropped it in the doorway. Now it's stuck trying to eat only that, to the point he's starving now. I've forbidden it several times, I've restricted civilians to burrows that don't include it, I've tried to get him to think it's much shorter to get to the food stockpile, still only wants that rat weed.

Edit: I managed to lock him in a room, he switched to hunting small creatures. Unlocked it, he left for a while, got thirsty and went to the stockpile to drink while still starving, and upon finishing drinking, went straight back to try to get that rat weed. Every time he's on eat, if I unforbid and reforbid that rat weed, he'll cancel eat due to job item being lost or destroyed, then instantly pick the eat job back up for that one rat weed.

Edit 2: Finally got him to eat. I had to trick him into being locked in the room again, then while he was, built a second wall so that every door between him and the food were locked, then he finally went and got some prepared food. I'm surprised he didn't starve to death before it happened.

2
DF Bug Reports / [30.1] No Music Bug
« on: April 03, 2010, 12:11:12 pm »
After changing the music volume in the init, music playing seems to be sporadic. Right after a change, it tends to not play music at all, but if I instantly exit and re-open it, often the music's back. Not sure what triggers it exactly, but I realized a short while ago that I've been playing the game through several launches entirely without music, simply from changing the default volume to half.

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DF Bug Reports / [30.1] Artifact Material Bug
« on: April 02, 2010, 08:39:52 pm »
This is probably related to the iron goblets bug, but it's not metal related and it's from an artifact.
I had a bonecarver get possessed, claim a craftshop, grabbed three shells and a rough gem, then got to work. Upon completion, he came out with ... an iron figurine. Strangely, the iron figurine that appeared out of nowhere has three images in turtle shell and an image in gray chalcedony. All the materials were used, so nothing was forgotten. He just materialized an iron idol out of nowhere to do the work on.

Spoiler (click to show/hide)

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DF Bug Reports / [33g] Minor Legends issue
« on: January 10, 2008, 12:42:00 am »
Started a human adventurer and the game immediately told me three wagons were scuttled. Was kind of odd but whatever, I went on my way. A short while after getting him killed, I went and checked the legends. In my starting town legend, it says three times "In the late winter of 1057,  was scuttled in Savagepriests."

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DF Bug Reports / [33g] These elves sure are wierd ...
« on: January 08, 2008, 05:01:00 am »
New fortress, first elven caravan shows up and brings me some presents ...
 
I would have loved to have some of those ... But not now.

To my knowledge, it's only cold, not freezing. Half of my lakes have unfrozen already, I wouldn't think they would have died from the cold. There are wild animals, trees, plants, and my hunter dwarf in the area the elven caravan showed up at, and they seem to be living just fine. Aside from the occasional hoary marmot with a bolt in its face.


6
DF Bug Reports / Human caravans hate the beach [33f]
« on: December 19, 2007, 07:58:00 pm »
Human caravans appear to get killed by ocean waves. I don't know how that works, I just know the water stops them temporarily, suddenly the caravan disappears and shows up as deceased on my unit list.

Considering I started on a beach without any ramps, I have a feeling the humans are just going to completely hate me before long.


7
DF Bug Reports / Releasing Tame Vermin Spam [33f]
« on: December 19, 2007, 04:58:00 am »
Started a new fort near the ocean, just had my first elven caravan come and go. One of the cages I bought had a tame hedgehog in it. I placed the cage and tried to release it, just for the heck of it, and after unpausing for two seconds, one person tried to release it and failed three times since I have no traps. Ten unpaused seconds later, I have another twelve fail to release messages. Same person, same reason.

Not a big problem, just felt someone should know. I'd think it'd at least re-assign it to the cage or something to prevent such spam.


8
DF Bug Reports / Merchant pathing issues? [33f]
« on: December 16, 2007, 08:58:00 pm »
I'm in a fortress with 98 dwarves, 5x5 area. I'm getting around 20 FPS. Right around the time an elven caravan showed up, it dropped to around 10, often going below. It also decided to go through my fort to the trade depot, which involves going to the left and making a half circle around my trade depot through a few doorways and my statue hall, which takes around 28 steps when they could have just gone to the right and straight up to the trade depot, which takes around 13 steps and has caravan-friendly walkways. As soon as both merchants got to my trade depot, my FPS went back up to around 20ish. Obviously the elves are confused.

I'll even attach a picture.
     
Green is the path they took. Magenta is the path they should have taken.
Edit: Apparently I offended them to the point of them leaving by accidentally offering them two pieces of leather, and almost as soon my FPS halved again. Though it was slowed for some time after they left, so maybe the traders aren't completely to blame. They also took the short path out this time.
Edit 2: Looks like I had attached some gears in the wrong order, causing a burst of two screw pumps to start for a short time (not enough power to go around), so I'm thinking that was probably the cause of my FPS issue.

Also, on an unrelated note, disabling "active" on my garbage dump and designating a new "active" garbage dump, they still dump everything in my first one.

And I'm getting tired of spam caused by dwarves apparently eating/drinking stuff that's in the kitchen while the cook is gathering four items, resulting in job item lost or destroyed.

Okay, so those last two are very minor annoyances that I want to gripe about but am too lazy to spam new threads. But still.

[ December 17, 2007: Message edited by: ein Syndication ]


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DF Bug Reports / Immigrants milling about for no reason [33e]
« on: December 09, 2007, 09:50:00 am »
Playing on a mostly mountain map, got my first wave of immigrants in the first summer and, they're just standing there in the top right corner with No Job, long enough that migrant status had worn off and they were starting to get thirsty. The path straight to my fortress would involve falling off cliffs, but I've walked it manually and you can get there just going down ramps. They stayed up there doing nothing until I carved out a stairway that went up three Z levels, which I find funny because the miners mined out the top and bottom first, then the middle connection later on, so I know dwarves can path up there manually. Just not the immigrants.

Edit: I keep forgetting to mention, this is [33e] that this is happening with, and the thing I'm pointing out is that it was fixed immediately after I constructed stairs nearby even though they should have had a path.

[ December 09, 2007: Message edited by: ein Syndication ]


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DF Bug Reports / Water pathing issue.
« on: December 06, 2007, 11:54:00 am »
After building a tunnel between my fort and a brook, one of my miners kept deciding it would be faster to walk down a ramp into 5 and 6 deep water to get back inside and eat food (because it was indeed the fastest path). Every time he'd step down the ramp and get 1 tile away before realizing the water was too deep for his liking, then he'd run back up the ramp, wait a moment, and decide the same thing. Building a floor on top of the ramp exit fixed it, but I find it odd in general the dwarf would continually try to walk through water he would drown in, especially since he had no experience swimming before that incident.


This is in 33d

[ December 06, 2007: Message edited by: ein Syndication ]


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