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Messages - Nobak

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1
DF Dwarf Mode Discussion / Re: Dwarf immigrant from my other fort???
« on: December 09, 2017, 02:43:18 pm »
Yeah, migrants are chosen from eligible historical figures in your civ. It's not tied to forts being attacked.

This also means if you play a mostly-dead civ, your first fort is likely to get all the eligible migrants (and then create additional ones out of thin air) and then if you start another fort, you'll pretty much get all migrants from the first fort. I have a world where a few individual followed me through the 4 forts I made.

Historical figures are not eligible to immigrate if they have a title of some kind in their current fort (mayor, all squad leaders, bookkeeper, etc). I don't think those dwarves' spouses are eligible either.

2
DF Dwarf Mode Discussion / Re: Pregnancies without migrants
« on: June 14, 2017, 09:49:06 pm »
In v43.03, I've had a fort that was getting births but no migrants with a population cap of 60 and a strict population cap of 220. Child cap was set at 150 (and 1000%).
What's your actual population at, and how many children?

3
Well like I said, it looks like it's something about amount of resources used, though it's not strictly ram (I've found a setup that consistently worked at round 1575MB and another that consistently crashed at less than that). It works fine with Stonesense enabled if I cut out enough other things. I've found no discernible pattern throughout the whole thing except less things (including smaller fort, and switching to a more lightweight tileset) = more success.

So I just looked up the documentation for every plugin so I could pick and choose those I want. It wasn't enough to get TWBT back, unfortunately, but I'm sure it will keep working longer on my next fort.

4
So why don't you try 64bit, or are you on a 32bit OS?

My main reasons are that I'm worried about the risk of having issues if I keep playing my current world on a newer version, and from what I've read it seems Dwarf Therapist doesn't work properly on 64-bit.

I'm honestly not sure what it is. My best advice would be to disable all of the plugins (really disable them, with the "disable -all" command, not through a pack), and then re-enable a few at a time until you find one that's crashing.

Neither disable -all nor "disable -all" as commands seem to work, but I can disable each of them manually in the init file. Stonesense and Tweak won't disable though ("Cannot disable plugin: stonesense"). Regardless, that still crashed.

I then tried just commenting out everything in the 3 init files I found in my folder (I have additional dfhack and onMapLoad init files with PeridexisErrant's name), but that also still crashed.

Then I just renamed the hack/plugins folder entirely. Success! Saving also works. Guess I can create a new empty plugins folder and manually add the plugins one at a time and see how that goes.

Edit: The folder has 83 plugins. Loading the first 40 works, and loading the last 43 *also* works. Either there's a conflict somewhere, or I'm just seeing a re-hash of the last times I got things running again, namely that I'm just getting things to work by trimming down my game environment and freeing resources, without actually finding a root cause.

Final edit, hopefully: Putting everything exactly as it was before, but without stonesense in the plugins folder, seems to work. It does happen to be the plugin with the largest file though, so that could be a coincidence, especially since enabling TWBT is still causing a crash with that setup. And to be clear, I was not actually using stonesense.

5
That's weird. Do the previous crashes still happen (i.e. once you reached the point where 2D crashed, did TWBT_LEGACY crash too)? How much memory is DF using once you load your fort?

I had not tried, but yes, TWBT_LEGACY still crashes. STANDARD also crashes. Turning off DFHack was my last ditch effort to keep the fort going. Hey, on the plus side that's helped me really realize just how many cool features it has.

With TWBT turned off, currently the memory is just under 1600 (1588) MB when it crashes.
With DFHack turned off, it reaches 1492MB on a successful load and seems to reach the 1500s eventually while running. The flip side of the load crashes, which is that saves other than quicksave failed most of the time, also does not seem to occur with my current configuration.

This is 43.03, so a 32-bit version of everything. I suspect that this may be significant.

I'm not personally looking to fix my situation, what I have now is good enough for me even though it's not optimal. But that was already how I felt before posting here, mostly hoping it might help out. So if you think it would be relevant to look into this situation in the DFHack thread, I can take it there.

6
Just an update on my previous issue. As my fort progressed, I've had a slow decay where the crashes would appear, I'd trim down addons, and then it would go away, and I'd play again. I reached a point where TWBT_LEGACY crashed, and switched to 2D. Then finally I reached a point where it crashed again - without TWBT enabled at all. At this point I have to disable DFHack to get it to load.

So whatever the issue is, I believe TWBT can be eliminated as a cause.

7
DF Dwarf Mode Discussion / Re: Rogue block won't move
« on: May 13, 2017, 08:42:24 pm »
That could be, but it lasted for in-game years and I don't remember ordering anything but walls and floors with microcline blocks. It also didn't have a J next to it, but maybe that only appears when someone actually picks it up to use for a job?

I tried playing around with cancelling and restoring the deconstruct designation of the floor it was on when I posted. I wonder if that may have helped.

8
DF Dwarf Mode Discussion / Re: Rogue block won't move
« on: May 13, 2017, 11:03:38 am »
Aaaand of course, after days of staying there, the block disappears as soon as I post.

9
DF Dwarf Mode Discussion / Rogue block won't move
« on: May 13, 2017, 09:49:02 am »
I guess this is a common issue, but I think I've gone through a few similar topics and checked the suggestions I've found there and still can't figure out what's wrong. I figure it has to be something stupid, but here goes:

I built a floor somewhere, then I removed some of the tiles because I wanted holes for a pump stack and walls next to them. Some of the blocks got hauled away, but one stayed stuck on a tile (which was also designated for deconstructing) where I need a wall. It is lying on a floor and below another floor, but is on the same z-level as most of the surface. It does not get hauled, it is not counted when I try to build floors or walls, but is counted in the stocks screen. It also gets ignored when I mark it for dumping as well. I have haulers available, the block is not forbidden, my dwarves are set to gather from outside, and I do have a zone for dumping garbage.

On a possibly related note, a caravan left some junk on the surface that behaves in the same way. The only thing I can add is that the metal items I unforbade and marked for melting *did* get molten, which I find interesting because the other items do not get hauled or dumped.

In both cases, I've tried to claim and forbid a few times to try and jog the game into gear, but nothing's happening. I've also reloaded the game several times since this happened. I don't care much about the caravan items, but the block is in my way. Any ideas what could be wrong?

10
DF Dwarf Mode Discussion / Re: My Miner is a total murderer.
« on: May 12, 2017, 07:10:37 pm »
Oh, yes. All my dwarves train a few months a year and all the miners wield picks.

11
At the risk of doing a miniature necro, I think it's reasonable in this case: I have made a fort with low specialization, a single meeting area that is a dining room (no temple or tavern or anything else they could do instead of "No job"), and military training one month out of six. I tried to have plenty of idling time in-between doing things, but have made no special effort to get specific dwarves to interact. The fort had roughly 50-55 adult dwarves within two years of its creation; some of those did know each other to some extent from previous forts.

The fort has been running for 15 years and just had its first marriage. There are 3 other pairs of lovers that formed here, and a good number of other dwarves with 15+ friends.

It's taken some time, but I think it's decent results for making little special effort, especially considering it's a fort that's kinda-aboveground-but-not-really, so my dwarves did spend a good chunk of time building walls and floors. I'm operating on the hypothesis that dwarves that are busy praying and meditating aren't busy socializing, but I don't have a control fort to compare results with. Just thought the info might be relevant here.

12
This is probably the most amusing thing I've seen all day.  I mean necro'ing a 6 year old thread, and then waiting 3 more years to respond to the necro-accusations.... pure gold.

Definitely deserves style points.

Besides that, does a thread like this ever get old? I read it all and it was enjoyable.

13
DF Dwarf Mode Discussion / Re: Squad Organization System
« on: May 01, 2017, 08:17:05 pm »
I kind of like keeping the random squad names the game gives me. Seriously, who would want to mess with The Ultimate Merchants?

14
DF Dwarf Mode Discussion / Re: Law-giver suddenly going hostile?
« on: April 28, 2017, 06:04:04 pm »
Sterling research! What this tells us is you don't need to be in a civilisation associated with the temple or be in a relationship with the god to get a curse you just need access to the temple.

It seems that the amphibian wasn't in the same faction as the law giver so I guess your dwarfs treated it like an escalation of conflict. Further question. Did your dwarfs get a chance to have a stab at her before she fled? Possibly both parties are considered party to the escalation

No, my dwarfs did not get to attack the werebeast Kara. The diplomat actually saw him and started running before I got the announcement. I was watching him leave to make sure he didn't go and dive in the moat.

I feel like the fact that Salore (the diplomat who was attacked by the werebeast) and Ishas (the law-giver) were members of civilizations that were at war with each other might be a factor.

15
DF Dwarf Mode Discussion / Re: Law-giver suddenly going hostile?
« on: April 25, 2017, 10:03:23 pm »
Hmmmmmmm, there is a difference between turning werebeast in world generation, which is usually accompanied with a driving out event, and having lyc/mammoth/mooseanthropy thrust on a character during an active fortress, which I don't think will tend to include a driving out event, so no exiling and de-factioning. The amphibian man would have to do a profane act to get the curse, therefore it follows he must have had an association with a god...? Do animal men tribes have gods? do they need to join a civilisation to find a god, is a temple necessary to do any profaning? We need some unholy research here.

Kara Pinefrogs
No related figures, so no deity

In early autumn of 297, Kara became chieftain of The Spots of Vanishment*
In midwinter of 327, Kara profaned The Temple of Liberty in Griptaxes
In midwinter of 327, the human deity The Scholarly Book cursed Kara to assume the form of a capybara-like monster every full moon
In midwinter of 327, Kara moved out of Rampagedcracks the Gloom of Tunneling of The Spots of Vanishment in Griptaxes
In midwinter of 327, Kara began wandering The Hill of Combinations
In early autumn of 357, Kara bit the elf werebeast Salore Roarsravens, passing on the capybara monster curse

*The Spots of Vanishment
amphibian_man outcast
In 205, The Spots of Vanishment formed in Rampagedcracks the Gloom of Tunneling in Griptaxes


So basically Kara lived with an outcast group in the sewers in the city of Griptaxes, where the temple he profaned also was.

Interestingly, there is another amphibian woman werebeast, also formerly from the Spots of Vanishment, who profaned the same temple. I think she may have even visited my fort and fought with a few of my dwarves for a spell before turning back and escaping, but legends mode has no info on the incident so I can't confirm.

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