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March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Bug Reports / Bags with sewn images not used by the mill.
« on: January 02, 2007, 03:13:00 pm »DF Bug Reports / Re: opengl error on wine
« on: October 18, 2006, 08:37:00 pm »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.)
DF Bug Reports / Re: Empty Caravan (elves)
« on: October 12, 2006, 08:15:00 pm »DF Bug Reports / Butchering is giving my Butcher unhappy thoughts
« on: October 07, 2006, 04:35:00 pm »(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.)
DF Bug Reports / A peference for... wagon bones?
« on: October 07, 2006, 07:14:00 am »(I just hope that this dwarf doesn't go fey mood on me and demand any of this mythical substance.)
DF Bug Reports / Re: DF reads the wrong init.txt
« on: March 20, 2007, 03:33:00 am »
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
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.)
DF Bug Reports / Re: Crash bug found involving canceling buildings
« on: August 24, 2006, 07:43:00 pm »(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.)
DF Bug Reports / Crash bug found involving canceling buildings
« on: August 24, 2006, 07:37:00 pm »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!
DF Bug Reports / Re: No Job when there are LOTS of jobs
« on: August 25, 2006, 05:26:00 pm »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?
DF Bug Reports / Re: Dwarf Caravan is not appearing...
« on: December 13, 2006, 01:16:00 am »DF Bug Reports / Dwarf Caravan is not appearing...
« on: December 12, 2006, 10:36:00 pm »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!
DF Bug Reports / Re: sooo strange items(appearing on beggining of Dwarf mode)
« on: December 15, 2006, 01:37:00 am »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...