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Messages - Amostubal

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301
Masterwork DF / Re: Firearms and ammo
« on: May 28, 2017, 10:52:17 pm »
so it finally let you assign the bullets? I'm curious... let me know if they ever pick them up... If I have time I'll test the muskets and bullets myself to make sure.

302
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 28, 2017, 10:46:31 pm »
yeah thats a non necessary line... rose-init calls the liquids-update script on its on, a second call isn't necessary.  fixed in the 1.27 planned pack already.

interesting... that should be fixed by the succubus-init file... It worked when I embarked as succubus earlier today... I've noticed that sometimes it wont be unlocked at first when embarking... but if you save and reload the game it will work... not sure what is causing that.

303
Masterwork DF / Re: Firearms and ammo
« on: May 28, 2017, 04:26:29 pm »
interesting... I've never messed with the guns... but I wonder about the ammo stack sizes...

from the wiki:
Quote
Quivers and Bolts
Please note that bolts are assigned to a squad, not to individual dwarves. If you have a squad of 10 marksdwarves, you need to assign at least 250 bolts to the squad. 500 is better.
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo; as they deplete it, Dwarf Fortress will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.


what stack sizes are you able to make of bullets?

If they are only 50+ then try this:
target a unit with 'v' then in dfhack console type:
createitems AMMO:ITEM_AMMO_BULLET INORGANIC:BRONZE 50

reduce the number by 1 and make another and another, keep checking the military screen to see if they show up... tell me what number you have to get below for them to pick up the stack... On my end I'll start editing down all the reactions... all I'm seeing here are 50 and 100 stacks... and well a quiver wont hold 50 stack according to the web... let me know what you end up at and I'll have a raw edit for you for the future so you can save your fort.

304
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 28, 2017, 03:45:16 pm »
the file located at:
Dwarf Fortress\hack\scripts\masterwork\base\periodic-check.lua

you can just delete that file... its not maintaining anything that we are using.  so it will throw an error when you initiate a map... but after that no more errors should occur.  besides I need people to do that while I'm fixing the other things in the game... a test period I would call it.  so that if deleting it does cause more serious errors I can deal with that.

305
Mod Releases / Re: Dwarf Fortress Revised for 0.43.05
« on: May 28, 2017, 03:32:14 pm »
no problem...  I'm writing a lua script to do this edit... since it propagates across multiple files(all the graphic folder in MDF...grrr...) .

306
Mod Releases / Re: Dwarf Fortress Revised for 0.43.05
« on: May 28, 2017, 09:38:41 am »
Het Taffer, buddy its been awhile since I talked with you,  anyways I was reviewing mods (actually I was looking for a good current version of modest milling, but that's a side note).  I noticed you are still advertising expanded dictionary... I've canceled that project all the way around... Its just not something I'm willing to continue to try and make into a viable product. If you still have the files for it, you're welcome to continue updating it, but I don't plan to return to the project.

anyways It doesn't look like you have the modest mass mill stuff in your raws... I was hoping to find one with all the plants fixed so I wont need to manually fix them in the current version of MDF... I guess I'm headed to the notepad++...


307
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link.  If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit.  There is a lot of info on him and his bike tours.   

308
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 27, 2017, 07:11:26 pm »
okay here's my current list based on what I didn't get done last update and want to do for the next update.... I'm sick though, I can't promise I'll get through it, but I'm moving a little now... lets see what is in the list.

left over that I didn't get done:
1. errors from the errorlog. I've removed several.
2. alcohol names, duplicates.
3. Start looking at a way to create documentation. I have some concepts.... out sourcing... if anyone is interested let me know, I have a lead developer, you can join a team.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
9. update armok vision.
10. update modest mods if possible... I'll have to look into it.
11. fix dwarf merchants. done.  it wasn't that it needed 5 coins it needed 5 stacks of coins, which presented an issue that any stack size counted... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed sort of...I set the default profile to the same as the settings I use when I "pack" MDF ... warning keybindings may not work the way you are use too... apparently I've had a modified version of the keybindings forever and a day being passed with the mod (even I may be upset, lol)  if in testing I can't handle it... well either I'm going to revert and save my keybindings under amostubal's or one of those 2 options are going to get hacked.
13. try to find out whats going on in liquid fire, and coral both odd materials that are appearing now suddenly... liquid fire destroying dwarf embarks, coral beings crashing worlds.... whats MDF coming too... this one probably wont have an answer this update.
14. any other updates you would like to see... anything else erroring in odd ways? let me know.


309
Masterwork DF / Re: Unknown plant substance
« on: May 27, 2017, 06:34:41 pm »
could be a naga that was a were and was killed either by the dwarves or this substance... i'm betting on coral or liquid fire now... lol... only since those 2 things seems to pop up in strange issues.

310
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 27, 2017, 06:32:19 pm »
nvm I just found it... apparently after the error in the scripts I fixed for 1.26 it calls this script, then this script calls itself every 100 ticks afterwards... just delete it... it should throw one error in the console when initializing, but after that it wont change game play.  I have disabled its initial call in the 1.27 comits and if we decide to use its functions in the future we will restart it.

311
Masterwork DF / Re: Unknown plant substance
« on: May 27, 2017, 04:29:16 pm »
not one that I have.  and even if I did there's not much I can do for the save file... its not game breaking to chase down, and even if I did it wont help in correcting my end its a dwarf fortress problem not a Masterwork problem.

312
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 27, 2017, 04:22:39 pm »
WOoooooo thats a lot of invokes... oh shit I'm going to go look at the paper work... nothing should be producing that many invokes.


yeah I'd like to see the save.  just the region folder...  It should have all I need to check it.

313
Masterwork DF / Re: Unknown plant substance
« on: May 27, 2017, 03:17:47 pm »
unknown is not the name of the material.  it has a name, the game just failed to pull it up and display it.  Its a known bug in DF. names of most things come from the material type definition, so in this case you have a plant material in a liquid form on a creature.  in that object ( the liquid plant material on the creature ) it has a pointer to its material.  Now then that pointer is to an index in a table to locate the material data.  DF basically uses the pointer to pull up its ID then passes that back to produce all sorts of things, such as names, and get its material information for all sorts of other things(weight, density, boiling points, etc,). 

Now then the issue comes in when such a pointer grabs an ID beyond 32,xxx range. because when it goes to grab the name, its just indexing the material table and any index in DF beyond 32,xxx fails when passed to a table array (Its one of several things that are broken in DF).  generally this isn't an issue, vanilla DF barely has 5k materials after all the metals, all the inorganics, all the creatures, and all the plants, along with all their separate part materials.  Where does that leave us?  well we have a pointer and that pointer is used to access the other parts it needs (its faster) so we know its something that has a deadly poison possibly on it if that's what killed the were.... but without accessing a DFHack and writing a script to search for the material's name through the pointer, we wont know what it is.

So yes DF failed to "find" the name, because its broken in certain ways, and those things get called unknown.   It does not mean they don't have a name.

314
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 27, 2017, 02:59:51 pm »
Apologies - oone more report, if I may.

Again, please find attached a save game: https://www.dropbox.com/s/5z6cpdeugnvrwnc/region1.rar?dl=0

For some reason, after all the dwarves install the furniture on the left of the save's starting location (just did the planning) the game becomes unstable. I can't quicksave via the console (instant crash) and if I try to wait for the auto-save at the end of the month, it crashes again before said time.

I don't know how to debug it, but if there's a conflict you should be aware of - enjoy :P

have you tried it without planning... there is a discussion of it being unstable over in the dfhack section.


My game has been stalling every second every since I updated to 1.26 (new fort) while playing the Succubus race. Every second the game will pause for a fraction of a second. I had no problems with 1.25 with a similar setup.

I used kill-lua to kill scripts/masterwork/base/periodic-check.lua and the lag went away.

Not sure which part lags the game, but it's something that wasn't there in 1.25.

hmmm periodic-check.lua not sure what we have that uses it at the moment... what reactions/shops/ etc that you are using?  what errors are appearing in the dfhack log (stderr.log) otherwise I don't know whats going on, based on the info you provided.

315
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 27, 2017, 07:46:57 am »
Never had a hill titan appear ... and if it auto crashes the map... there's not much of a cure possible.  such titans are "generated" at world creation... and if it crashes you then it has some interesting thing about it that can't be editted out.   maybe a DFHAck through region pops looking for titans and deleting their populations... but that might not work on internal generated titans.

Thanks Amostubal for responding.

On the off-shot it wasn't the Hill Titan, here's a link to my save file in case you'd like to have a look. I'll just see what I can do based on your recommendation then.

https://www.dropbox.com/s/5z6cpdeugnvrwnc/region1.rar?dl=0

Other than that game-breaking (at least for me) bug, nice pickup on Masterwork! Really good stuff!

Well to save the map... just target the titan in the unit menu.

go to dfhack and type exterminate him

he literally disappears in a puff of smoke...end of story map doesn't crash.

additional notes:
1.  you have a bunch of gloves and shoes listed as unknown frozen creature substance (lol, its not frozen its just solid) and I have no clue what they are made of or from... they throw item trigger errors, because the material can't be accessed... they are not causing any issues.
2.  I still don't know why the titan is causing a crash... it may be the coral.. it seems to be unstable at room temperature, which makes the titan unstable... he should of just poofed on his own, cause his corpse poofs when he is exterminated.


oh and congratulations! let the game run a couple of days and you will know why....


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