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Messages - ein Syndication

Pages: [1] 2 3 ... 12
1
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 10:03:05 am »
Graphical Mode Still Doesnt work Correctly.
Okay i turn graphics to on. I can load up a game now, doesn't crash now.
However no matter what I do, dwarf fortress only loads up the default dwarfs from examples.
Even after i deleted the graphics example file and bitmap. It still loads them up.
Anyone know whats wrong?
These new versions of DF copy the raw folder into each of the worlds when you gen them.

2
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 20, 2010, 06:38:23 am »
And here it is, http://dffd.wimbli.com/file.php?id=2382

For those scared about using a executable from a random stranger and know their way around an Hex editor you can replace code at virtual address 0x00917C33 to 0x00917C9F (binary address 0x00517033 to 0x0051709F, 109 bytes) with NOP instruction (0x90 in hex)

Tried both supplied EXE and editing my own, just gives a white screen and instantly crashes.

3
DF Bug Reports / Re: [0.31.01]How-To: Using the Mantis Bug Tracker
« on: April 10, 2010, 11:31:55 am »
Just a little nitpicking, but shouldn't the duplicate bugs be listed as closed instead of resolved?

4
DF Bug Reports / Re: [31.01] Skeletal creatures might be unkillable.
« on: April 07, 2010, 10:05:22 am »
I had this problem in my current fort for a while. Accidentally embarked as a dead civ, so I only got 13 dwarves total, which made me not want to risk setting them to military in these terrifying mountains. Got some bears in place of military, which ended up fighting a single zombie goat for a year and a half.

Gave a completely unskilled dwarf a steel battle axe, he walked over and chopped it in half in a manner of seconds.

5
DF Bug Reports / Re: [DF2010] Doors break pathing.
« on: April 05, 2010, 06:46:00 am »
I just had this happen to me, except it wasn't out of the blue. I have no idea what caused it to happen, but a tile with a door on it turned completely black. Confused, I deconstructed the door. The door by itself showed up fine. Built a new door there, suddenly the tile was black again and pathing was broken despite the wall having a second door two tiles away. Ever since then, dwarves have gotten stuck at various parts of the fort.

Building a third door after some time made the door show back up, but dwarves were still getting lost in completely unrelated and mostly open areas underground.

6
DF Bug Reports / Re: [0.31.01] Alt-tab resize error and charcoal
« on: April 04, 2010, 08:55:57 am »
Having the same trouble with the wood furnace. Make charcoal jobs made directly at the wood furnace or from the managers job list not being done, even after a couple of seasons. No access or forbidding problems, lots of dwarves with furnace operating enabled, some of them idle. Quit and restarted (which seemed to work when miners wouldn't mine earlier) but nothing doing.
Wood furnace uses the wood burning job, which is under the farming skills.

7
DF Bug Reports / Re: [0.31.01]Space not always working as "back"
« on: April 04, 2010, 06:56:35 am »
I bound it to shift+space to normal exit and ctrl+space to exit all, it's close enough to default that I'm not fumbling for keys yet it's not interfering with input.

8
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.

9
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.

10
I think I have something like this happening in mine, my fort's almost entirely destroyed due to a Forgotten Beast, which is currently locked in eternal combat with a dwarf caravan's guards. I was checking around and noticed after a lot of the blood disappeared, there's suddenly yellow "cave blob fluid" where blood used to be. Judging by the spatter on the ground around the beast, it's bleeding troll blood and there's no "cave blob fluid" anywhere near it.

11
DF Bug Reports / Re: [0.31.01] Strange material pathing/enumeration
« on: April 03, 2010, 01:05:18 am »
I believe this used to happen in the older versions when it couldn't find a valid path to the materials normally, but it could when it assumed the tile you were placing already existed. If you go into individual view, it should list some accessible logs mixed in with the crazy negative number logs.

12
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)

13
DF Bug Reports / Re: [0.31.01] Items don't rot
« on: April 02, 2010, 05:20:26 pm »
I can somewhat confirm items don't rot. Just reclaimed a fort and all the food from the previous dispatch are still here, completely unrotten. Only rotten things I see are a few animal corpses.
There are non-rotten turtles lying around everywhere, some of which eventually rotted, but it took almost an entire in-game month and a lot of it made it to a stockpile before that happened. Several prepared meals and intestines, too. Have yet to see anything actually rot away, I've just resorted to one-tile dump designating it all away.

Edit: I look away for a second and everything changes, go figure. A bunch of the rotten turtles have disappeared from the refuse pile, I suppose they rotted away. Haven't seen any vermin remains do that yet, though.

Edit 2: 9th Felsite (Late Spring) and a 2-stack roast that was lying around since reclaim just got taken to the food stockpile, still unrotten.

14
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 02, 2010, 10:18:18 am »
-Traction benches can't be made without an iron table.  However, if you have an iron table, the mechanic will just use any old table that happens to be nearby.
I made a traction bench with a chalk table way before I had iron in that fort.

15
DF Bug Reports / Re: [0.31.01] Butchered kittens only produce a skull
« on: April 02, 2010, 10:03:50 am »
I butchered a calf and got all the parts from it. Figured the kittens were just too small for anything else useful.

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