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Messages - Aussiemon

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1
Can you try just dfhack+twbt, without other plugins (mousequery is ok)? You can temporarily move other .plug.dll files from hack/plugins to somewhere else and then put them back.

Just tried with all plugins disabled and moved, with the exception of twbt, mousequery, and automaterial. Crash occurred similarly, this time when trying to place a door. I used STANDARD print type previously, not 2D.

2
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 13, 2016, 11:46:35 am »
Quote
Crash at save in 0.42.06-alpha2. I've just seen that you've released an update, but this might still be helpful.

Here is the crash log:
Spoiler (click to show/hide)
Well, I have no idea what the issue is there. Has it happened more than once? Do you have anything in onUnloadWorld.init-related files? Have you added stuff to onLoadWorld.init, etc.?

Nothing added to either of those, only dfhack.init, wherein I disabled several plug-ins from the standard Starter Pack default. The crash happened twice, but it actually gave me an error message this time so I thought I'd post it. No saves to upload though because the save still went through before the crash.

Sorry I couldn't be of more help. I'll post again if I can reproduce it.

3
Damn, it appears that the save I uploaded had been autosaved over just before I copied the folder.

I was able to recreate the original bugged save, fortunately, and it still crashes frequently when trying to build shale block walls at the bottom of the moat. I've attached two more saves below.


Save 1 - (Original) Post-bug (disabling TWBT and proceeding past the crash point fixed the issue):
https://drive.google.com/open?id=0B2dQD-3xGxMtanVBUGk2V0pmVWc

Save 2 -  A bit before the point of crash (build shale block walls at bottom of moat and maybe try smoothing as well):
https://drive.google.com/open?id=0B2dQD-3xGxMtaVM2ZVFhV1NqMWM

Save 3 - Closer to the point of crash (proceed as above):
https://drive.google.com/open?id=0B2dQD-3xGxMtaEIyNGNBR3NqWXc

Package 1 - The complete Dwarf Fortress folder with DXDiag.txt, save 2, and save 3 included.
https://drive.google.com/open?id=0B2dQD-3xGxMtaGF0SzQtdVBOaE0

4
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 13, 2016, 12:35:29 am »
Crash at save in 0.42.06-alpha2. I've just seen that you've released an update, but this might still be helpful.

Here is the crash log:
Spoiler (click to show/hide)

5
I get crashes placing constructions when the keyboard cursor moves (perhaps too suddenly?).

I'm not sure if it's TWBT-related yet (EDIT: Confirmed to not crash when TWBT is disabled, save attached below), but here's what Visual Studio gives me:


I'm on 5.59, Windows 10 x64, Starter Pack 42.06 R2

EDIT: Here is a link to five DF minidumps: https://drive.google.com/open?id=0B2dQD-3xGxMtLXdfT2huYnJzSFU
3208 and 6788 are directly related to this issue, though the other three are also recent and might be useful too.

EDIT2: Here is the save: https://drive.google.com/open?id=0B2dQD-3xGxMtanVBUGk2V0pmVWc
Crash occurs when TWBT 5.59 is enabled in conjunction with DF Starter Pack, does not occur when TWBT is disabled. Crashing usually happens when trying to fill in the gaps at the base of the moat, along top side of fort, with shale walls.

6
More of a future solution, unless you don't care about your existing cages (EDIT: I see that you do):

  • Dedicate a carpenter's workshop to wooden cage production.
  • Restrict that workshop to no-talent carpenters.
  • Dump the reject cages into the magma sea, or lesser body of magma.

This solution has the benefit of being fast. You would not need to set up cages as buildings, nor produce mechanisms. The speed in disposal would make up for the time needed to create more, I'd think. The drawback is the increased wood consumption.

7
I have a simple process:

1. Check the skills of a migrant.
2. If they're useless, assign them the custom profession "Serf"
3. Open Dwarf Therapist after the wave, give them the Serf labors (Farming, Plant Gathering, Fish Cleaning)

You should use a dedicated Brewer though.  Last I'd read, booze has a hidden quality rating. I only need two full-times for massive forts.

EDIT: I was misinformed. Value of the stack is what matters. Still, there's something to be said for speedy legendary brewers.

8
DF Dwarf Mode Discussion / Re: Clearing Crimes
« on: May 20, 2013, 02:59:46 am »
I never kill nobles, i just put those puny dwarves in jail for justice. I dont kill nobles cause i give baron, count, duke etc. to useful dwarves for achievements. Why kill the poor nobles?

Personally, I like having totalitarian fortresses where the oligarchs have huge amounts of control.

However, I can definitely see the appeal in giving the obese, lazy Dwarves a little bit of Fun.

9
Just made an unofficial Accelerated + Modest + Ironhand version for myself, and I thought I'd share:
http://dffd.wimbli.com/file.php?id=7470


No porcelain or yarn changes were added, it's just a merging of the Accelerated Modest test and the stock Accelerated Ironhand (Windows) release on the front page.
Key repeats and pillar tiles were fixed, however.


EDIT:  Oh and a list of unintentional/intentional discrepancies between the two:

-Aquifer left in inorganic_stone_soil  SILICEOUS_OOZE in test version

-Aquifer in Accelerated Ironhand (Non-Modest) conglomerate not present in Accelerated Modest Raws (intentional?)

-No item symbol for lignite in inorganic_stone_mineral in test version

-Red beryl in AccModest Raws (wasn't in original Accelerated Ironhand)

-Material muscles, skin, and bone templates have 'ashes' gaseous state names in AccModest Raws, now.

-Material muscle gaseous state color changed to gray in test version

-Grass plant named 'MGRASS' (intentional?)

10
DF Gameplay Questions / Re: Booze efficiency
« on: March 09, 2013, 04:45:48 am »
You monster! That's a violation of basic Dwarven rights and decency!

(In all seriousness though, I love this idea.)

11
DF Dwarf Mode Discussion / Re: Vampire execution chamber.
« on: March 09, 2013, 04:39:39 am »
It would be very interesting to have a fort where all Dwarves are expendable, except for a vampire elite class of your favorites.

That aside, I prefer symbolic 'solutions' that will leave them alive for an eternity in the most horrible ways. Sealed into foundations, crippled, insane, and/or forgotten. Give them a fitting end in the theme of the deity they profaned, maybe.

12
DF Adventure Mode Discussion / Speed Oddities
« on: July 07, 2012, 09:41:34 pm »
Has something changed with encumbrance in DF2012?

I pick up a stack of 16 wild strawberries (19 urists of weight), and my speed drops 300 points.
This is just an average-sized dwarf, no armor, with superior strength and agility.

What gives? I don't remember it being that bad...

13
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So it's been a while since I've played Dwarf Fortress, but I always get these interesting ideas that never really take off. Now that I'm coming back, I want to make a really cool fortress, and actually have it succeed this time! The latest of these ideas, as described in the title, is a fortress of Dwarves that are super-immune to fire, abuse magma heartily (magma baths!) and keep dragons as pets. For the sake of badassery, these Dwarves will also keep helmet snakes and cave dragons, and be able to turn them all into war versions of themselves, or leave them wild.

To do this, I'm going to need to modify the raws:
  • Increasing the population and frequency of the dragon types I want
  • Removing their exotic status, dungeon masters don't work anyway
  • Make Dwarves super-immune to fire
  • Allow Dwarves to breathe magma, probably requiring a NO_BREATHE tag. Would amphibious work here instead?
  • Dragons might have to be given a tag that prevents them from starvation, I'm not sure.
  • Something I'd LOVE to do is build my fortress literally inside a volcano, but I'm guessing that Dwarves can't build while 'underwater', even if they're not drowning and the materials are magma-safe, right?

Anyway, the purpose of this thread was to share my idea and get feedback and ideas; so fire away! :)

--------------------------------------------------------------------------

14
DF Dwarf Mode Discussion / Re: FPS saving embark
« on: July 18, 2011, 04:29:43 pm »
A few things I'd recommend that might (they used to work at least) help:

-Always use ramps, not stairs

-Build a small trench with 3/7 water in it at the entrances to major tunnels in your fort. Contaminants are brutal on fps

-Go for a small or pocket world with a minimal amount of history, world size used to and still might have an effect on fps

-Use dfcleanmap often (part of the dfhack library)

-Change the init to make the dwarf fortress process a higher priority

-Perhaps get gamebooster?

-Lastly, a few versions back it was said that changing "normal" traffic square costs to 1 would improve fps. This still might work. The game looks for the cheapest path to take for a dwarf, so this may reduce travel time. Take it with a grain of salt though

15
DF Dwarf Mode Discussion / Re: The perfect spot
« on: July 09, 2011, 04:12:34 am »
Yep that's the main drawback, but it was the only way i could get the 5 biomes and the volcano !

On my C2Duo laptop, game is still at 150 FPS a few hours after embark, when a 16*16 embark drops immediatly at 1 FPS. So i guess it has less influence than the number of dwarves or the blood they have on them, but i'm not really sure if 5*5 will make game lag after game start ?

You may not know this, but it was discovered through testing that the size of the world (i.e. pocket, medium, etc.) has a rather large impact on fps. This may have changed in the newer versions, but I don't believe it has. I don't remember where the thread about this was, sadly.

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