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Author Topic: Fixing bugs that have been around for awhile. What do you want to see fixed?  (Read 3757 times)

Carnes

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I'm sure he doesn't completely reject the idea or he would disapprove of the magmawiki, dwarf therapist, soundforge, dfterm, graphic sets, mods, and more.

I wasn't talking about removing his interface from the game.  I was talking about separating Core and Interface to allow the use of 3rd party interfaces, if so desired.  Not many people play DF without 3rd party stuff like DT and graphics.  I can see it being the same way with an interface.
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Telgin

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Singing with the chorus here, but fixing the clothing bug would be awesome.  I like my games to be immersive, and it would give me a reason to have a clothing industry.  And put more dwarves to work.

I actually haven't run into many other bugs in my experience with Dwarf Fortress so far.  I'd like to see the dungeon master too, but I make so little use of animals it would probably only be a curiosity for me.

Oh, fixing animal caretaker would be nice though.  At least have it do something.

Ah, I did think of a bug I'd like to see get fixed: flyer and swimmer pathing.  This can get quite frustrating with certain mods.  Although fixing flyer pathing actually makes my life harder since a moat won't keep fliers out, the improvement in the game as a whole would be welcome.
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Kogut

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I'm sure he doesn't completely reject the idea or he would disapprove of the magmawiki, dwarf therapist, soundforge, dfterm, graphic sets, mods, and more.

I wasn't talking about removing his interface from the game.  I was talking about separating Core and Interface to allow the use of 3rd party interfaces, if so desired.  Not many people play DF without 3rd party stuff like DT and graphics.  I can see it being the same way with an interface.

Better interface produced by third arty will result in "being dependent on third party utilities".
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Carnes

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Better interface produced by third arty will result in "being dependent on third party utilities".
I usually don't argue much but i think i'm still being misunderstood.  He would be as dependent on a 3rd party interface as he is dependent on a 3rd party labor changer (Dwarf Therapist).  The game ships exact as it does today.  Only with the ability for other people to drop in addons like soundforge, phoebus, and a different ui.

Back to topic!  Only realized how annoying the clothes thing was after trying that masterwork mod.  Such a relief to have no more clothes laying around!
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Ross Vernal

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Uniforms/clothes. No more left foot double sock and right foot no sock high boot, dammit! D<

orbcontrolled

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The fact that dwarves are hard-coded to try to do jobs from a particular angle (I think the priority is left, up, right, down) instead of just doing it from whichever side is closest to them. I'm tired of dwarves getting trapped behind their constructions, or taking huge roundabout routes because they just *have* to build that wall from the left rather than the right.
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Kogut

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Better interface produced by third arty will result in "being dependent on third party utilities".
I usually don't argue much but i think i'm still being misunderstood.  He would be as dependent on a 3rd party interface as he is dependent on a 3rd party labor changer (Dwarf Therapist).  The game ships exact as it does today.  Only with the ability for other people to drop in addons like soundforge, phoebus, and a different ui.

However, reflecting on the position I'd be in, there are things not to like about it.  How many threads were there about broken utilities when this version came out?  If more than half the player base comes in off a third party interface (and given how much the current interface sucks, and how much it is a source of first time downloaders dropping the game, this is not only imaginable, it is very, very likely), how would it be if it broke at each release?  There's no way to mitigate that without my direct involvement -- imagine a release down the line where you can suddenly move dwarven armies around on the world map, with a tactical view and various options.  That interface can't write itself, and it wouldn't be a quick patch, though certainly dedicated people, assuming that about whoever is maintaining the front-end at that time, can pull things together rapidly.  The pressure on me to work directly with them to get the interface out at the same time as the game itself would likely be immense and disruptive, given what little evidence we have from broken utilities.  That's not to say that I often get requests to work with utility writers (other than from the writers themselves, who I generally accommodate), but this would be at a different order of magnitude.

(it is only part of a long post)

The fact that dwarves are hard-coded to try to do jobs from a particular angle (I think the priority is left, up, right, down) instead of just doing it from whichever side is closest to them. I'm tired of dwarves getting trapped behind their constructions, or taking huge roundabout routes because they just *have* to build that wall from the left rather than the right.

Unlikely to be fixed as this is not a bug.
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Vehudur

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The fact that dwarves are hard-coded to try to do jobs from a particular angle (I think the priority is left, up, right, down) instead of just doing it from whichever side is closest to them. I'm tired of dwarves getting trapped behind their constructions, or taking huge roundabout routes because they just *have* to build that wall from the left rather than the right.

Easy:  Build from upper left to lower right.  That means designating the lower right first, because the last designation on the list for construction is completed first.
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ManaUser

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Regarding the undumpable dropped objects, it seems to me there needs to be a general fix, otherwise it will just keep happening in various odd situations. Personally I don't see any reason why dwarves should be allowed to "own" random objects scattered across the floor. The only reasonable exception I can think of is the objects dwarves put in their own rooms. That's fine. But if they litter a public area (or someone's else bedroom) it should be considered abandoned property.
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Carnes

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Thanks for the explanation Kogut,  but i rather wish you would have opened with saying Toady doesn't want to because his playerbase would become dependent on an improved interface.  I understand where he is coming from too because a lot of people won't/can't play DF without graphic sets and dwarf therapist. 

My desire still stands to have a mod'able interface to fix the byzantine menus.
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wierd

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Probably mentioned already:

Race condition/task locking bug on beekeeping.

Lock hives with a tsk flag, so that other dwarves won't try to allocate a labor task with the same colony. I am tired of having union staff breaks in my apiary brigade.

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quintilius

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ghosts
do NOT spawn a ghost for which there is no historical significance...  it's that simple - one check - that way it's on me to build the damned slab

i'm sick of building a fort and being extremely careful with dwarf corpses only to have some caravan jumped by a firebreather and have a slew of guards incinerated... it has happened more than once
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slothen

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CLOTHING CLOTHING CLOTHING

un-dumpable claimed items, especially food that can rot.

keep cleaning passive but also allow to designate tiles for cleaning to make it a higher priority.  Allow outside tiles and walls to be designated for cleaning.

fix whips.

ammo selection.  I don't care if dwarves can't differentiate between using one type for training and another for combat.  I just want them to pick up the types they're assigned, and to ideally carry more than 15 bolts at once.

workshop clutter due to stack size.  If a jabberer takes 4 months to butcher because its corpse is huge, thats OK.  But if it drops 40 HUGE jabberer bones, urist mcbonecutter shouldn't decide to take 4 years to craft those bones because he hauls all of them to the workshop at once.

squad assignment/equipment - equipment specifically assigned to a dwarf should not appear on the equipment list when assigning another dwarf.  OR add an icon on the equipment list indicating if that item is assigned or worn by another dwarf.  Similarly, dwarves assigned to one squad should not be on the list when assigning dwarves to a second squad.

demonstrations - dwarves should not lead demonstrations for skills in which they have less than adequate experience in.  I'm pretty sure I've seen dwarves with dabbling skill-level leading demonstrations to little effect.
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DarnYak

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Not all of these are bugs exactly, but includes things I believe have a simple fix that would be a consierable improvement.

  • Picking up materials for workshop duties either disregards or minimizes Z level difference. Right now a mason will grab a stone that just got dug out 20 z levels below him instead of one in the same room. I understand calculating the path to the actual nearest material would be cpu intensive, but at least add some sort of weight to Z level changes (ie take the minimum material of x + y + 5 * z - could even make a config option)
  • Burrow cancelations. Dwarves going nuts trying to do something outside the burrow and canceling kind of kills the ability to use burrows. For instance, I've made a burrow for children around my farming area and its associated food stockpiles, but eventually some child decides it wants to put something in some stockpile outside the burrow and that dwarf then freezes up spamming cancelation messages.
  • Auto-pasture when an animal is born. Please give it the mother's pasture automatically, otherwise they'll eventually wander off into some general meeting area and starve to death.
And a seperate list for military stuff since it's probably a bit more complicated:
  • Training. I've had forts where 2 proficiant military dwarves on full time training are legendary before the end of the first summer. I've also had forts with the exact same setup (so far as I can tell) where I still don't have legendaries years in. Sparring's probably too effective no doubt, but individual drills and demonstrations are abysmal. At the very least, please make demonstrations only occur if a dwarf is proficient or better - a dwarf with dabbling dodge giving a demonstration is just stpid.
  • Drinking. My military seems to regularly pick up a pot of booze, haul it to their training barracks, take a drink, then haul it all the way back to where it was. Sometimes they'll at least leave the pot at the training area, but I think only if its empty.
  • Equipment conflcits for woodcutters/miners. Having woodcutters be trained axedwarves should something happen out in the field makes sense, but it doesn't work at all right now.
  • Interface. Not simple or a bug, but just the ability to add a dwarf to a squad from the dwarf's information panel would be incredibly convenient.
« Last Edit: March 01, 2012, 04:40:43 pm by DarnYak »
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imperium3

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Besides clothing (of course) I hope siege AI gets looked at - it's really irritating when Stasost McGoblinHammerLord wanders into a random cage trap, and then his followers just hang around waiting for him. Barring allowing siegers to rescue their comrades from cages (which would also be a severe though not unwelcome nerf on cage traps), it would be nice to at least have them continue on their own from that point.
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Socks inspire the same sort of emotions in dwarfs that Helen of Troy inspired in the Achaean Greeks. Although it is said that Helen's face launched a thousand ships, socks have surely launched a million ultimately-fatal Store Owned Item tasks.
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