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DF Bug Reports / Building lots of wooden bins = crippling fps
« on: April 08, 2008, 06:13:00 pm »I can't figure it out, but one thing I've changed in my playing habits was to start building tons of bins and stone blocks (trinkets/stone littering the landscape puts me off from the game - despite being a donor since 2-d version).
I tried an older save and that runs 50-75 fps with 58 dwarf population and 7 soil layers exposed. My game runs 9-14 fps and has just 27 dwarves and 2 layers exposed. Generally speaking, the fortress itself is much smaller.
2.4 GHz Core2Duo 4MB Cache
1024 MB DDR RAM
GeForce 8800 GTS 640MB DDR3 (x8 PCIe slot)
VSync set to "Off" Nvidia control panel
VSync set to "Off" in init.txt
Temperature set to "On" in init.txt (or unmodified)
FPS set to "On" in init.txt
Computer was rebooted (to clear memory)
Save File (Download via Rapidshare)
[ April 08, 2008: Message edited by: ravensword227 ]
DF Bug Reports / Player character being pushed through walls?
« on: October 22, 2006, 04:12:00 pm »... so I was hiding – no weapon in hand - in the lower right corner on the first floor of this temple like structure with two skeleton minions closing on me (felt a bit like Pac-man). The one that approached me spotted me and somehow pushed me through the wall!

[ October 22, 2006: Message edited by: ravensword227 ]
DF Bug Reports / Adventure mode lag: is there a fix?
« on: October 30, 2007, 09:27:00 pm »I sincerely hope this will be fixed.
DF Bug Reports / Hunter woes: Dwarves return single bolt: Hunter uses it
« on: November 03, 2007, 08:31:00 pm »Dwarves were returning single bolts from across the map from his kills. I brought at least 30x (stacks) of iron bolts on the wagon and I still see many bolts in my custom stockpile.
Hunter should know better than to go out hunting without getting at least half a dozen bolts... 
ADDED: It was still a fun experience - I can see the blood splatters on the ice wolves.

[ November 03, 2007: Message edited by: ravensword227 ]
DF Bug Reports / Abandoned fortress crashes when loaded: Reclaim and Adve
« on: November 03, 2007, 03:40:00 pm »Contents of errorlog.txt
loop path fail: <invalid> human,0,96,15 -> -8,97,15: Id #8568:Path Goal Seek Station:Station Mill Anywhere at 264,173,15
Civ Zone Home 5534: Null Unit Assignment (Id 8186)
loop path fail: <invalid> one-humped camel,170,0,15 -> 63,-5,15: Id #12650:Path Goal Seek Station:Station Mill Anywhere at 41,172,15
path fail: <invalid> dwarf,Get Provisions,68,138,15 -> 0,0,0: Id #12673:Path Goal Start Eat Job:Station Commander at 22,103,14
path fail: <invalid> dwarf,Get Provisions,68,138,15 -> 0,0,0: Id #12673:Path Goal Start Eat Job:Station Commander at 21,104,15
path fail: <invalid> dwarf,Get Provisions,68,138,15 -> 0,0,0: Id #12673:Path Goal Start Eat Job:Station Commander at 21,102,15
path fail: dwarf,Dig Channel,3,158,14 -> 0,158,15: Id #12507:Path Goal Dig:Station Mill Building at 14,96,15
path fail: dwarf,Drink,5,158,13 -> 5,165,15: Id #12507:Path Goal Start Water Job Drink:Station Invalid at 3,158,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 37,105,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 30,105,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 30,105,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 32,104,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 32,104,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 34,103,14
path fail: <invalid> dwarf,Get Provisions,35,99,14 -> 0,0,0: Id #12570:Path Goal Start Eat Job:Station Commander at 34,103,14
path fail: <invalid> dwarf,Get Provisions,32,105,14 -> 0,0,0: Id #12510:Path Goal Start Eat Job:Station Commander at 32,104,14
path fail: <invalid> dwarf,Get Provisions,32,105,14 -> 0,0,0: Id #12510:Path Goal Start Eat Job:Station Commander at 32,104,14
DOUBLE TAGGED ITEM: Sleep
Site Map: Extra Item Occupancy 12,141,15
Site Map: Extra Item Occupancy 12,143,15
Site Map: Extra Item Occupancy 14,142,15
Site Map: Extra Item Occupancy 17,143,15
path fail: <invalid> dwarf,Get Provisions,19,100,15 -> 0,0,0: Id #12510:Path Goal Start Eat Job:Station Commander at 19,102,15
path fail: dwarf,Remove Construction,108,120,13 -> 108,126,13: Id #12902:Path Goal Remove Construction:Station Mill Building at 60,123,14
path fail: dwarf,84,113,13 -> 87,113,13: Id #12360:Path Goal Seek Station Flood:Station Invalid at 87,113,13
path fail: dwarf,75,113,13 -> 77,113,13: Id #12360:Path Goal Seek Station Flood:Station Invalid at 77,113,13
path fail: <invalid> dwarf,Get Provisions,31,118,15 -> 0,0,0: Id #12673:Path Goal Start Eat Job:Station Commander at 27,116,15
path fail: <invalid> dwarf,Get Provisions,23,125,15 -> 0,0,0: Id #12565:Path Goal Start Eat Job:Station Seek Commander at 20,125,15
path fail: <invalid> dwarf,Get Provisions,40,99,14 -> 0,0,0: Id #12675:Path Goal Start Eat Job:Station Commander at 53,107,14
path fail: <invalid> dwarf,Get Provisions,21,110,14 -> 0,0,0: Id #12510:Path Goal Start Eat Job:Station Commander at 33,110,15
path fail: <invalid> dwarf,Get Provisions,60,124,14 -> 0,0,0: Id #12508:Path Goal Start Eat Job:Station Commander at 21,109,14
path fail: <invalid> dwarf,Get Provisions,14,142,15 -> 0,0,0: Id #12670:Path Goal Start Eat Job:Station Mill Building at 15,141,15
path fail: dwarf,49,113,13 -> 34,112,14: Id #12570:Path Goal Seek Station:Station Insane Mood at 49,113,13
DF Bug Reports / Fire will not go out: soaper past dead
« on: November 03, 2007, 01:00:00 pm »I restricted the items so dwarves wouldn't catch themselves on fire and I restricted traffic to that area. Now my dwarves have to take an alternate path and its slower. The dog keeps jumping over his smoking corpse - we'll see if he catches on fire.
OH, and the smoke is making people unhappy - the mayor is unhappy! Because its near the main entrance, everybody has to get a whiff of it.
DF Suggestions / Ancient Egyptian innovation in lighting and the future o
« on: September 19, 2006, 02:48:00 pm »Archaeologists have proven that the ancient Egyptians used an other-than-fire lighting source to light the insides of great pyramids for the artists to see while engraving hieroglyphics and painting pictures. Torches would have left unsightly soot stains at the ceiling SO the Egyptians found a cleaner, more efficient method of producing light. A method that required no fuel and could last forever. Using a series of flat, reflective silver panels – as primitive mirrors – they were able to angle them so that light from the sun would reach inside. With enough mirrors, they could get the light into the deepest recesses of the tomb.
Application in Dwarf Fortress:
As a mid game innovation, Dwarves could craft mirrors from silver and glass or just silver and use them to light their nobles quarters; or at the late game, use them as an efficient means to light most of their fortress.
Effects in Dwarf Fortress:
Positives
+ dwarves with mirror lighted rooms are happier than with torches
+ a "happiness multiplier" when used in meeting halls, statue gardens, etc.
+ mirror lighting requires no re-fueling
+ alevitate sun sickness to deep-cavern dwelling dwarves (?)
Negatives
- more expensive and harder to produce than torches
- not as flexible as torches
- threshold for master mirror could be a less defensible point in fortress
- slave mirrors could be a liability if the master mirror was broken
I look forward to seeing the flickering of the torches in Dwarf Fortress, yet this innovation seemed obvious to me for scientifically inclined race such as dwarves.
Current goals for lighting in Dwarf Fortress:
FIRE AND LIGHTING ARC: The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. Related to Core14, Req96.
Core14, FIRE, (Future): Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Might force dwarves to place fires or gem lamps passed the river. Before the river, light is assumed to come through windows/vents in the mountain. Alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc.
[ September 19, 2006: Message edited by: ravensword227 ]
[ September 19, 2006: Message edited by: ravensword227 ]
DF Suggestions / How would other races successfully fight dwarves?
« on: October 27, 2007, 11:34:00 pm »At first I considered human catapults loaded with diseased corpses. That would devastate a civilization that lived inside a mountain more than one that lived in houses outside and spread out.
The problem I found was an obvious one - how do you get a body into a fortified mountain in the first place? Now, on the other hand, the brooks inside a mountain all have a water source outside the mountain - they could be safely poisoned from a distance. This would eventually force the dwarves to fight out in the open where humans have the advantage.
I also remembered that Sappers could dig a hole for infiltrators to slip in a fortress. The hold could also be used as a channel to divert water from a nearby river.
I had imagined DF civilization relations being, for lack of a better comparison, like the law system in Grand Theft Auto. If you get in trouble with enough of the civilizations or a large civilization, they should be able to easily crush a one fort dwarf fortress (and not by throwing hundreds of men into the meat grinder).
[ October 28, 2007: Message edited by: ravensword227 ]
DF Suggestions / Leg-less Marksdwarf Sharpshooters
« on: January 28, 2008, 03:48:00 am »The skill is there for accuracy, provided they're not injured in the brain, why shouldn't they be able to provide some form of defense?
Would it be feasible to be able to have the dwarf carried out to the battle or behind a fort?
DF Suggestions / I'd die for Bloat 144: Disease and Infection (with zomb
« on: August 25, 2007, 02:42:00 pm »
In my last fortress I had the undead. (Skeletal creatures, in particular). Besides not being able to hunt for food, having undead creatures did not provide a most dangerous experience.
What I want to see: green @ that are not just pissed off jewelers.
While reading adventure mode tips on dwarf fortress wikipedia, I recalled how the undead could be repeatedly thrown or choked to level wrestling. This has got to be changed at some point even if its just a limit to the exp. you can get off of a creature.
Imho, zombies shouldn't be wrestled like wrestlemania, zombies should be wrestled because they've seized you while your weapon was lodged in a rib cage and you've got to escape before getting infected.
Since the player is frequently put in contact with the undead in both fortress and adventure mode, and undead infection is :cool:, I vote for Bloat 144 to be implemented soon-ish.
Bloat144, DISEASE AND INFECTION, (Future): Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
[ August 25, 2007: Message edited by: ravensword227 ]
DF General Discussion / Just release it.
« on: September 27, 2007, 04:40:00 pm »
DF General Discussion / Adventure Mode, Healing in between travels
« on: August 27, 2006, 05:53:00 pm »I realise that healing broken bones on travels was implemented for convinience; however, this time it made me wish it was not a feature.
DF General Discussion / Woah! I just noticed a limb shoot two levels above in t
« on: October 28, 2007, 12:17:00 am »
I was moving the slider slowly to see the detail and caught this:
(Ok, ok, for the folks that have already seen that, please don't be upset with me. I promise I watched it several times before without noticing this).