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April 23, 2024: Dwarf Fortress 50.13 has been released.
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DF Bug Reports / Re: My fishery is generating turtle shells/bones!
« on: November 17, 2007, 02:49:00 am »I checked the fishery and didn't see anything cluttering the space. Since the spawning stopped, I assume that if there were unmoved turtles at the fishery, they're gone now. But if there were some turtles laying at the fishery, wouldn't there be some huge miasma clouds? I didn't see any of that at all.
DF Bug Reports / My fishery is generating turtle shells/bones!
« on: November 15, 2007, 08:23:00 pm »That's when I saw where they were taken from: The Fishery. Once in a while, the fishery would suddenly generate a pile of 2-4 shells and at least one turtle bones. They would be cleared out, and a moment or two later, a new pile would appear.
Earlier in the winter, I had my fisherdwarf clean the entire stock of fish/turtles he caught in the year. It took him a long time as he caught a lot, practically took all of winter to clean them. I'm wondering if maybe that has something to do with this sudden generation of shell and bones.
DF Bug Reports / DF missing from taskbar once in a while
« on: November 13, 2007, 10:30:00 pm »It doesn't always do this; it seems to depend on the combination of programs layed out in the taskbar. So far, from left to right, having IE, DF, and mIRC in a row will make DF dissapear as I read a web page. It's almost like a mini-game, except the prize is to annoy me.
This is all with the current version, of course.
DF Bug Reports / Same world gen seed, same "random" name and so
« on: November 13, 2007, 09:27:00 pm »The first problem is, I'm getting the same name for it, "The Eternal Land", despite it set to random name. Not a big deal but it gets boring.
The second is, out of the 4-6 worlds I've made with it, about two or three times it's made the exact same map as one another. Kind of annoying, but if I really wanted a random world I would've forgone the seed anyway.
This has all been with 33a.
DF Bug Reports / Re: Blacksmith won't make iron stuff
« on: November 12, 2007, 09:33:00 pm »DF Bug Reports / Blacksmith won't make iron stuff
« on: November 12, 2007, 08:03:00 pm »I don't think I'm doing anything wrong. The only difference this time around is that I've been getting my iron bars from magnetite instead of hematite. I've got plenty of charcoal and a few iron bars in the bar/block pile ready to go. The workshop is easily accessible. I don't get any error messages. None of the blacksmiths have negative thoughts or are busy doing anything else. It's like they don't even know the metalsmith's forge even exists, and the blacksmith built the damn thing!
DF Bug Reports / Re: Embark screen biomes misleading
« on: November 20, 2007, 09:41:00 am »quote:
Originally posted by DDouble:
<STRONG>The treeline is altitude 150. If your biomes are all above that, then you won't get trees in a "heavily forested" area.</STRONG>
This is a good argument to change these biomes into something not labeled "heavily forested".
I had to re-pick my new map's fortress 3 times today because, despite keeping elevation in the blue, cliff indications around 2-3 and over half the land covered in "heavily forested", I still got stuck in a completely treeless zone.
DF Bug Reports / War dog training bugs
« on: November 10, 2006, 12:09:00 pm »2) I am not getting any error messages from the animal trainer when trying to train war dogs when I have none available. I'll queue up a few, the trainer will get there without dragging a dog with him, get confused, clear the queue and leave. I think having my stray dogs caged might be ruining his vibe, but without an error message I can't say for sure.
3) The animal trainer is training people's pet dogs. This is bad; I don't want my dwarves getting sad because poochie was pressed into service and died. I think he only does it because there are no stray dogs available, but I don't want him to do that unless I direct him to.
DF Bug Reports / Lots of starting barrels with ale
« on: November 04, 2006, 11:25:00 pm »DF Bug Reports / Re: Empty barrels hauled by anyone
« on: November 04, 2006, 11:08:00 pm »DF Bug Reports / Fisherdwarf won't build Fishery
« on: November 01, 2006, 03:05:00 am »DF Bug Reports / Re: Carpenter's wood stolen while working
« on: November 01, 2006, 02:38:00 am »DF Bug Reports / Carpenter's wood stolen while working
« on: October 31, 2006, 10:04:00 pm »What's worse is, the carpenter wouldn't even notice it's gone! He would keep working until whatever he was working on timed out, end up not making the item he was working on, and go get a piece of wood. The process repeated quite frequently but not always, as sometimes he got his work done.
I understand there is some issue with how dwarves go about carrying items around, but I haven't seen any specific examples of resources literally being taken out of the hands of the workers. None of my other workers (mason, crafter, mechanic, ect.) suffered from such theft. I did stop the thefts from disabling wood gathering, but it's rather inconvenient when I have wood that still needs cutting/moving around.
DF Bug Reports / Re: Trade depot + bins...
« on: November 01, 2006, 02:55:00 am »I managed to get around this by placing the new finished goods bin into the trade depot and immediately declaring the finished goods stockpile as no longer accepting finished goods.
The goods stayed where they were, and when the first dwarven traders showed up, I traded all my goods for all their food. After the transaction, I thought it would be ok to turn the finished goods stockpile back on. Low and behold, all my available dwarves take the finished goods, which should belong to the traders, back into my stockpile. My food I traded for was still accounted for in my food stockpiles.
I have to ask, if I allowed this to happen, would the merchants I took from notice? Would they send bad word out that my dwarves are compulsive thieves? I saved my progress for the night and would like to survive a winter for once.