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Messages - Gakidou

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196
I hope this gets fixed; I intend to one day possess a masterpiece steel sword decorated with every type of bone in the game.

197
DF Bug Reports / Bags with sewn images not used by the mill.
« on: January 02, 2007, 03:13:00 pm »
In a recent game, I've noticed that leather bags with leather sewn images are not useable for milling jobs. No idea why, or if similar things occur with cloth bags.

198
DF Bug Reports / Re: opengl error on wine
« on: October 18, 2006, 08:37:00 pm »
If you aren't already, try running the executable with:
code:

WINEDEBUG="-all" wine dwarfort.exe


That works for me; I'm also running on Ubuntu.

I think Ubuntu comes with Mesa "OpenGL" preinstalled, but if not, install it or some other OpenGL library. (I can't quite remember the reason that Dwarf Fortress uses OpenGL, but it uses it to render the ascii tiles.)


199
DF Bug Reports / Re: Empty Caravan (elves)
« on: October 12, 2006, 08:15:00 pm »
An interesting bug I found: If you dismantle a trade depot after a caravan has dropped its items down, all of those items are no longer considered to be owned by the caravan, allowing for you to steal them all away.

200
DF Bug Reports / Butchering is giving my Butcher unhappy thoughts
« on: October 07, 2006, 04:35:00 pm »
Hey. I was under the impression that a butcher butchering was not supposed to give that butcher the "witnessed death" unhappy thought, but I have a game in which this is occuring. Is that right?

(Toady: If it isn't supposed to happen, I have a save file of right before when the butcher kills a mule if you are interested.)


201
DF Bug Reports / A peference for... wagon bones?
« on: October 07, 2006, 07:14:00 am »
In the most recent release, I have a dwarf with a preference for wagon bone. Unless there are undead, skeletal wagons roaming the plains, I take it that this is in error?

(I just hope that this dwarf doesn't go fey mood on me and demand any of this mythical substance.)


202
DF Bug Reports / Re: DF reads the wrong init.txt
« on: March 20, 2007, 03:33:00 am »
Don't listen to him, he speaks lies and falsehoods! Everyone knows that vi is the only proper text editor!   :) I attempted to try out that emacs, but as you said, XP doesn't like it much.)

And then, there's always Ed.
Ed Is The Standard Text Editor


203
DF Bug Reports / Re: Converted workshop retains old task
« on: March 22, 2007, 02:19:00 am »
quote:
Originally posted by Toady One:
<STRONG>Was the dwarf standing on the butcher's shop when the mood hit?  I think there's still a bug where they'll claim the building they are standing on instead of the proper building.  And yeah, it's likely the autoqueued jobs.</STRONG>

Huh, so if we want our dwarves to convert buildings with useful floorplans (looms for large open pathing space, or bowyer workshops for their vertical walls), we should make our entire fortress path through them?

(So possessed dwarves converting workshops isn't intentional? Hmm.)


204
DF Bug Reports / Re: Crash bug found involving canceling buildings
« on: August 24, 2006, 07:43:00 pm »
UPDATE: It seems that the farmer dwarf is not related; both cancelling the bridge before he starts spamming, and removing the farmer from the "build bridge" command before cancelling the bridge result in a crash. I still don't know whether it is this particular bridge or all bridges.

(Aditional information, if it helps: I'm using the latest version (21-102-19a), the only changes I made to any files were the init files, and the world was generated on my computer.)


205
DF Bug Reports / Crash bug found involving canceling buildings
« on: August 24, 2006, 07:37:00 pm »
Hi, Toady! I've got what appears to be a repeatable crash bug on a saved game that you might be interested in looking at. I'm not certain precisely the range of actions of that will cause these crashes (I had three crashes without really knowing what I did to cause it before finding a repeatable method), but this seems to work:

There is a farmer dwarf going to build a bridge. If everything is left alone for about half a minute or so, the announcements get spammed with a "building cancelled due to pathfinding" sort of message. Once these start, select the bridge with "t" and then cancel its construction with "x"; this will cause the game to crash instantly.

I'm going to go ahead and do some more testing (whether cancelling before the spam doesn't cause the crash, for example) to try to help narrow down the cause, but would you like me to send you the save file, and if so how would you prefer I send it?

Thanks for all your hard work!


206
DF Bug Reports / Re: No Job when there are LOTS of jobs
« on: August 25, 2006, 05:26:00 pm »
Just a suggestion, not sure how useable it is: Could you maybe let the game have buildings make checks when the game is paused, or when dwarf jobs get assigned? It would be nice to be able to pause, set job assignments, and see what jobs dwarves are going to do quickly without having to unpause and wait half a minute in the hopes that the dwarves get the message...

207
DF Bug Reports / Re: Perpetual wave machine!
« on: August 30, 2006, 10:23:00 pm »
quote:
Originally posted by Upthorn:
<STRONG>Any way to stop this once it gets started? I just ran into it myself, and it's been a while since I saved</STRONG>

Toady's mentioning of the game Life makes me think of an idea: You could try to set up OTHER waves to disrupt the perpetual wave agents...

Or maybe you could try connecting the channels up to the chasm?


208
DF Bug Reports / Re: Dwarf Caravan is not appearing...
« on: December 13, 2006, 01:16:00 am »
Wonderful!

209
DF Bug Reports / Dwarf Caravan is not appearing...
« on: December 12, 2006, 10:36:00 pm »
Hello, Toady!

I have a game in which the caravan did not come in either the first or the second year. It is a wasteland environment (Temperate/None/None). The metalsmith did appear in the summer, but aside from that the only creatures to show up have been a naked mole dog and some ratmen. (The naked mole dog came at a great time; I had expected to trade for food so everyone was hungry.)

My first guess was that the world location wasn't linked to a Dwarf civilization, but I imagine that the game would cull out starting locations like that. My only other guess is that no NPCs are spawning outside (in my experience there has usually at least been a Jaguar or so on such maps; nothing in two years, here.)

The world was generated with the newest version. My save is currently at the second winter. If you want, I can e-mail you the save.

Thanks again for creating such a great game, and for doing such an amazing job of maintaining it!


210
quote:
Originally posted by Rooster:
<STRONG>list of items:
meat(doesn't appear whose meat is it) cost 0 points
element man (mud and iron) silk,leather and meat
() i don't even know what is this! it doesn't have a name!

belive it or not the only thing i touched in raws was dwarfs (changed them to civilisation of evil goblins [ its good to be bad ^^'])</STRONG>


Zero point meat? Interesting. I wonder how many wagons you can start the game with without crashing...


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