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Messages - Amostubal

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646
Summary:
1) My many-year old Orc fort crashes when I slaughter a squig.
2) Can't generate new game on 1.23 no matter what settings.

I was playing Orc fort for quite a while (several game years) in MDF1.13.  Then eventually I crashed, and would crash over and over about 2 minutes after reloading.  I tracked it down to a single job:  I had turned on DFhack Autobutcher, that queued up a [Slaughter Squig] job, and when the squig was brought into the butcher shop the game would immediately crash.  Cancelling or suspending the job allowed me to continue indefinitely, but any time I tried to butcher any squig in any way, even manually assigning the job, it would instantly crash.  I certainly have butchered squigs in the past in this game, and was able to create a new embark with every caste of squid and butcher them without problems.

Ok, so something's wrong.  I copied over my save file into a fresh install of v1.23.  The problem continues.  Damn.

Ok, let me start a new Orc fort to play then.  I like laying out my fort architecture more than fighting beasties anyway.  Nope! 1.23 crashes on world creation, every time.  It crashes while *setting up to* generate world from parameters (before selecting a predef world map).  I loaded the default profile.  It gave me an error about colour palette and said "No settings have been changed" (even though ALL settings other than colours that were different in the profile HAD been changed - this is another bug all its own) and crashed when I tried worldgen.  Changed colour palette.  Crash crash crash.  I turned off all the MDF creatures options and a couple of other things that are new since v1.13.  It still crashed several times but did allow me to choose a map (Icy Myr) several times, but then crashed after generating it or when trying to "Start Playing" on a new map. Didn't make it to the embark screen even once in about 50 tries.

I loaded up 1.19 and made several maps, chose embark locations, and embarked several times without fail.  Unpacked a fresh copy of 1.23 from the zip file and crash crash crash.

1) Can anyone else make a new game in 1.23?
2) Does anyone wanna help me salvage my game where I can't slaughter squigs?

1. The issue with 1.23 is a memory issue.  its been mentioned several times.  For around 99% of all players reporting crashes in 1.23 the major fix is to use the LAA utility in the MWDF utilities folders... After you run it, it is self explanatory.  that should fix all your current crash issues with worldgen and load.

2. its possible you have a bugged squig definition... that would be my bet.  the whole multiple split caste thing is rather annoying, and could of possibly bugged out.  I hate squigs... I embark with 2 terrier squigs and hope I catch some kind of cat or moleweasel.  personally the pet selection is the worst in orcfort by far.   I just can't find a set orc like animals besides cragtooths that I want to raise, and their not orc specific pets they are apart of the dwarf DDD set.  I wish the squigs had more mixed sets.... say breeders that function as terriers and eaters that are woolys etc....

maybe they have gained non expressed names, or they have become sentient?  who knows why they crash?

@forsaken1111
Squigs are a poor orcs best friends. basics are that they are a split caste system where you have breeders(females), growlers(war/hunt males), eaters(fat males for heavy meat production), Woolies(wool bearing males), and terriers(male vermin catchers).  the breeders have large broods, but you don't know what you got till they get a year old(except the females, you know they are breeders).  If you start with say 5 breeders and 2 terriers. the 5 will drop around 20 pups in a few months, a year later you will have about 4 of each group besides your starting batch.... but that's random it could be all terriers or all woolies... Your not guaranteed a particular variety...  when I do raise them I keep all the growlers for hunting/war companions, 5+ woolies for wool production, 2 to 4 terriers that I give free reign to the embark, 5 breeders to keep the pups coming and slaughter the rest.

But no matter what happens, it seems around 7 to 10 years in everyone gets a squig bug that kills the entire system... you can't butcher any of them... At which point I put them under a fluidcaster and burn them all cage them and sell them all to the next trader and buy other animals to replace them.

personally, I would rather just be able to select the variety and grow that one variety so if I don't want woolies I don't bring woolies....

647
Masterwork DF / Re: Clay - There Can Only Be One... Apparently
« on: February 17, 2017, 08:52:41 pm »
thats what I was trying to get at... its almost like when they were adding things in and out of the mod they either put something in without editing the other half of the files they needed or started to remove something and forgot to remove the rest.... or possibly an older file version put in by accident? maybe?  Its not intentionally done that way.  I wish I knew the consensus on which direction people want to do it? sieve or the original way?

648
Post so you know I edited my last post and the following:

And here's another thing, I was kicking around with Fedor the other day... Do we really need 5 coins(copper, silver, gold, platinum, and bonemold)?  Do we really need them in stacks of 500? the lowest cost items are still sold and bought at what is either equivalent to [500] silver in copper, or the removal of copper would increase the item count from 4 to 10 for potash and wicker blocks to buy them at [500] silver?  whose buying wicker blocks?  Also if everything is a multiple of 500 anyway, why not have a single unit called a bag of coins.  I played with the concept and its easy to create a bag of <INSERT METAL> coins item.  so there isn't stacks of 500 items everywhere(that somehow get split all the time) just 1 item. so here's what I was thinking...
1. toss coppers make silver the smallest coin in orc currency.
2. toss coin stacks and go with the singular item concept.
3. toss platinum, too maybe so that wee don't have so many reactions for coinage.
4. set the value of bags to single bars so you don't go to the trade depot buy 5 bars of gold for 1 bar worth of coins... really the traders suck at negotiations.
5. Make a set of coin exchanges at all the trade shops so you can use any of them to switch silver to gold to bonemold and visa versa.

And how many people actually use the whole bonemold/bloodsteel system?  by the time I get it going I already have raiding going and regular steel from raiding is better all around... I mean it does give you a reason to make it because of all the work at the dismemberment theater to make a couple of grade Z doctors... but after I have the bars, I just either sell it to the traders or make weapons and trade them for coins... or make all my furniture out of it... We discussed using iron in exchange for bonemold in coins, but I'm not totally sold on it.  but I wanted to pass it around the community before I added it to the stack. 

649
Yeah  weirdsound, I worked on some of what I was talking about, not much any suggestions is nice so I'll go through your points and then say what I did do.

2.  Interesting, I haven't even touched on that point in my jitters through the raws.  I'll consider it.
4b. Yeah those reactions.   Other than the pig iron and steel (which is the only way to make these without making cauldron for a Metallurgist, which doesn't feel orcish to me.  The rest of the smelting is just off...  what I figure is that when rusty iron was removed and replaced with bloodsteel, that's when this shop lost track and those weird smelting jobs appeared.  I use the molten pit primarily for steel and wood to coal reactions.  Even then I just feel like it was a lost shop.

5a.  Well I never wrote the melt it into bars reaction... what I did do was created a customs office, place it where you want goods to be unpacked at, 5x5 shop.  It matches all the hot keys for the raids so that it's easier to remember hotkeys. oh and it looks like it was cut from the same page as the raiddock... moving the unpacks take away 1/3rd of the jobs filling the menu for the raiddocks and make it easier to place in near say smelters or up near the foodstocks or wherever.
5c.  Yeah I tossed that idea almost immediately.  Opting for the above mentioned customs shop. 

5d.  Yeah I play succubus a lot, and talk to Boltgun often... I hated that one succubus raid... I switched it to silver mithril gold items, used the armors from the succubus class, added in some glass and brimstone to assist with black smoke and ashland glass shops.... then I made a pillage and an assault, with more interesting items and resources for those 2 shops.   Anyone wanting get to go through ashland glass and black smoke reactions will love succubus raiding.  Kept the souls though... maybe because I also made a succubus captive cage and I hadn't decided what to do with her work cell yet.  maybe a trade in for the souls... maybe a soul for a skill up... or maybe a part of orc magic.
Also I didn't consider that odd about goblins... maybe because their are dark pits and other kinds of raid stuff for them and other races defined in the reactions not in use.

6.  I was considering tackling the ancient foundry next... you know the concept of a foundry is to mass produce items that are useful, especially for an army... but I do like the idea of it moving the casting of mithril bars and other stuff from dust.  I can come up with a useful list.  I think though that your right we need to get rid of the individual armor/weapons from their all together.  Possibly moving the valuable items somewhere else if people really want them... or I was thinking of a sub menu that provides batches of gear like the orc foundry does just only of the higher metal quality items. say 5 deep bronze mail greaves for 4/5ths of the actual cost of the item.  Maybe 2 subgroups, 1 for deepbronze gear and 1 for orichalcum gear.  anyways.... kick that around.

7.  Interesting idea to use the poisoner... I build them all the time but rarely touch them.  their reactions just aren't that useful with the low raid counts.

9. Agreed.  On the Dreamwalker issue.  My only real issue with magic, is that there aren't any good examples floating around on how it is accompliahed.  It took me forever to understand how the fire imps were tossing fireballs.  It seems that most magic systems rely on a lot of scripting in dfhack for the razzle dazzle. and personally that's something I haven't delved into enough to jump into or its just copying "high end" creature attacks.

So now then what did I do?  Well I made an orc archaeologist, reworked the rewards from treasures/fossils/relics so that really valuable rewards drop less often then not so valuable goods.

Reworked raiding...
1. Reduced cost and rewards for mines and put it at the level of a farm raid.
2. Created a logging camp raid and fishing fleet raid to round out base resources, provides a source of shell and pearl.  Same price and value as a farm raid and mine raid.
3.  Evened and balanced the Dwarf elven human succubus raids along with what is above I gave armor specific sets to each including leggings and gloves, corsets and thongs... PANTY RAIDS!  evened out the item drops to about 16 average a raid.  Humans and dwarfs have metals steel bronze iron, succubus drop glass and acid mats, elves drop wood and raw mithril gold silver...
4. Pillages, Reworked abbey as a more human type raid, created a new dwarf pillage, new succubus dark temple raid, new elven sanctuary raid.  Slightly better goods then above, dwarf raids drops anvils and pipes, human raid still has the splints and bandages lol, elven raid is more about instruments and statues, succubus has metal beds and glass items.
5. 4 solid assaults.   No more dwarf assault gives you all you need.  Better gear drops then the earlier ones. Assaults drop about 24 items average.  Dwarf and human assaults gives iron steel and bronze and deep bronze bars and gear.  Elves and succubus drops gold silver and mithril gear and stones.  They all have a chance for relics/treasures/fossils.
6. Treasure fleet only slightly modified, got rid of all the oddity gear.
7. Each pillage can only drop fragments of a blueprint, 4 fragments for a full blueprint.  Assaults actually drop full blueprints.  Created a blueprint for each race... haven't gotten much farther than that... don't know what I'm going to do with the new blueprints, may even change their names... human - alchemist chamber, was going to give them a transmutation center.  Succubus - dark temple - sort of a black magic type location, possibly a trading place for all those lost souls.  Elves - sanctuary really didn't get farther than the name on that one.... just like the idea of an elven sanctuary....

After all that I've been bugging with Fedor and few others, been resting and building a huge orc obsidian cast for the last 2 days... really not done much more than that.... that I can think of... been staring at that clay issue that was brought up in the main forums... staring at my language mod some... really it's the end of winter blues here, and I just don't want to talk tons of lists...

Apologies I'm on my phone at the moment... there may be some edits of this for typos when I get home. - edited it, wow I hate my phone typos.


650
The problem is the material doesn't count as a valid material for weapon production.  The weapon exists, and can be forced equipped in the military screen through choosing specific equipment for a character.  It can be hauled to the depot for sell.  It just won't stockpile, because the item can't match any valid weapon category.

Other materials suffer similar issues, glass, gems, rock... wood is only valid for training weapons, ammo, and bows, bone is only valid for bows and ammo.

There's no way to get around it without making the material a metal.  At which point it can be melted in the smelter into bars...

If anyone else has info on this beyond what my own testing has shown, I would appreciate it.

651
Masterwork DF / Re: Clay - There Can Only Be One... Apparently
« on: February 13, 2017, 10:52:00 am »
yeah humans for some reason are missing permissions for all of the clay sieves....
dwarves have permission for the ones that are written, and to add aggravation.... the clay that can be sieved, can't be targeted for retrieval, so the reactions
are useless, unless a trader shows up with those clay(EXTREMELY HIGHLY UNLIKELY, you can't even request them from the trade liaison).

The code snip above will fix it for Dwarf and Kobold.   humans have an odd 'cheat' where they still have access to the old reactions that never were removed, but late in the game as they get use to using foreigner workshops... they come across the problem and its the same reactions that are fixed by that code snip.



Here's from my personal notes:
Spoiler (click to show/hide)

652
Masterwork DF / Re: Clay - There Can Only Be One... Apparently
« on: February 12, 2017, 07:41:35 pm »
sorry to copy and paste on your post, common question answered often.... let me guess playing humans?  I'm not much into the clay industry... It aggravates me every time I try.

Hey, Meph. I'm playing the latest masterwork and I'm having some trouble with my clay industry. I have produced boulders of "silty clay", but cannot sieve them or use them directly in the pottery. Also, I have "silty clay loam" nearby that cannot be collected (does not count as clay in the zones selector). Any idea what's going on here?

If you really want to know whats going on here... check inside.... its a lot of reading as I cruised the raws for you.
Spoiler (click to show/hide)

My suggestion, if you don't want to regenerate a world with the added permissions from above....

just edit the reaction_kobold.txt file in your save folder and replace all of:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:CLAY]
with:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:NONE]
and you will be able to use all clays as normal and you will be able to detail which clay to use... and it shouldn't require a new world generation as your not removing or adding tokens.

653
I haven't looked into their raws yet, but I'm sure its an issue with either the raws or it might even be that its not decoding properly from shearing over into leather.  It probably is treating them as thread... I've seen the badger dog fur as thread.... was kind of confused but shrugged.  all of this has been a common complaint since the change over to 43.

654
Masterwork DF / Re: How does currency work?
« on: February 12, 2017, 07:21:37 pm »
the game splits stacks as it needs to make purchases. yes bridges no longer fling coins around the room like it did under older DF versions...

the orcs have some small purchases that pick up part of a stack... the left over stack will get moved around from reaction to reaction as it tries to find a use for it.  A stack of 1 coin wont count as a stack of 500 coins

655
Hey, Meph. I'm playing the latest masterwork and I'm having some trouble with my clay industry. I have produced boulders of "silty clay", but cannot sieve them or use them directly in the pottery. Also, I have "silty clay loam" nearby that cannot be collected (does not count as clay in the zones selector). Any idea what's going on here?

If you really want to know whats going on here... check inside.... its a lot of reading as I cruised the raws for you.
Spoiler (click to show/hide)

just edit the reaction_kobold.txt file in your save folder and replace all of:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:CLAY]
with:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:NONE]
and you will be able to use the silty clay as normal... and it shouldn't require a new world generation as your not removing or adding tokens.

if you read all the above and wanted to really know...
Spoiler (click to show/hide)

656
createitem TOOL:ITEM_TOOL_DYNAMITE INORGANIC:GUNPOWDER

657
Code: [Select]
[REACTION:HUMAN_BUY_DYNAMITE_D]
[NAME:Buy dynamite (1) for 5000 sovereigns]
[BUILDING:RARE_MERCHANTS_STALL:NONE]
[REAGENT:A:5000:COIN:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_DYNAMITE:INORGANIC:BLANK_CHEMIST][SKILL:NEGOTIATION]
[REACTION:HUMAN_DYNAMITE_SELL_D]
[NAME:Sell dynamite for 1500 sovereigns]
[BUILDING:RARE_MERCHANTS_STALL:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_DYNAMITE:INORGANIC:BLANK_CHEMIST]
[PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD]
[PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD]
[PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD][SKILL:NEGOTIATION]
Code: [Select]
// boom
[ITEM_TOOL:ITEM_TOOL_DYNAMITE]
[NAME:dynamite:dynamite]
[DESCRIPTION:An explosive used to create exploding ammo for siege engines, ranged weapons and traps.]
[UNIMPROVABLE]
[VALUE:40]
[HARD_MAT]
[TILE:'|']
[SIZE:10]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

nothing else refers to it so I'm pretty sure its completely unusable... its just a relic waiting to be awoken...

658
that looks like a misdefined magma spawn point.... and even a bad raw edit doesn't produce actual lava, it produces the magma slag that is left behind when some material is heated beyond its melting point.  Its has room temp and isn't dangerous, and it wont stack or flow... what he shows in the picture is what I usually see when a magma spawn point is set.  if he has any magma wells, I would suggest trying to set all 4 directions to 0... if that doesn't work, then use the dfhack commands liquids to edit and remove the spawn point.

659
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going on

Edit: I just noticed it isn't even a full-moon. It isn't even night at all
I don't know but that sounds..  extremely excruciating.

Does anyone know how effective is ore processor? Is it worth processing every single ore in early embark?

Its worth it to process any ore, the difference between say hematite and process_hematite...
hematite has 4 tries at 1% for 1 orichalcum bar, and 4 irons bars when smelted.
processing the hematite gives you 1 pure hematite, 25% chance for 1 granite boulder, and 3% chance for 1 rock crystal.
smelting the pure hematite gives you 4 tries at 2% for 1 orichalcum bar, 4 tries at 25% for 1 iron bar and 4 iron bars automatic.
basically one step and you easily are increasing your average return rate to 5 iron bars with a possibility of 8 iron bars and increasing your chance of orichalcum.

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