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Jwguy Regular User Jun 19, 2009, 06:42:45 am 0 17
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Defeated a Core Hound, and ended up with a set of Volcanic Plate Armor somehow... but it stabilizes in temperature at 10339U, which causes anyone who touches it to melt, essentially. Documentation doesn't really seem to cover this, so I assume it's a bug?
IP: logged
 Modified Masterwork v1.29 (43.05) (v v1.29)  » posted under Modified Masterwork v1.29 (43.05) on Sep 07, 2017, 09:33:18 am
Anyone else experiencing the issue where caravans sometimes get all the way to a depot just to dump their goods on the depot and leave immediately? I've been having trouble getting any kind of exports because of it.

Dwarves seem to be the most common offenders, but the only other trading race nearby, the Succubus, are doing it sometimes, too.
esavier wrote:
Jwguy wrote:
...

yeah, i had some issues when i wanted to generate a lot of civs/semibeast/megabest and caves (really, a lot) , LAA will not help you at this point, probably at all. Most Crashes are, in my experience, related to this memory management, so mind what you are generating. I managed to create dense - populated small worlds though.

Please mind that there are a lot of "bugs" like visitor Jotun randomly killing your dwarfes, problems with subsurface wood, dwarfs getting stuck because someone stolen their ladder, or just kind of insignificance in the world ( i had no siege/attack/etc for at least 8 years, so prepare to be bored to death.

Yes, unfortunately, I started experiencing further crashes of the game soon after getting a working world, from my dwarves simply digging, it seems. Sadly, I think the modpack is rather too unstable for my tastes, at the moment. I'll have to go back to an earlier version.
I recently picked this back up, but it has been giving me some grief: every time I try to generate a new world in the latest version (via the advanced gen), it crashes around midway through generation.

I've ran LAA on the executable, I've got a pretty swell computer that usually excels in just about every area. Any tips?

Edit:

Perhaps the issue is one of the weapons mods? I had them all enabled, but after removing them, generation goes fine. Hm.
comment last edited by Jwguy on Aug 30, 2017, 09:21:16 pm
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 Masterwork Dwarf Fortress (v V.5.05)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Jun 06, 2014, 02:12:33 pm
Hm. Started a new world a few releases ago, 5.0.3, I think, and currently, neither dwarf nor elven traders bring any goods for trade. They arrive with wagons and unicorns, but nothing to trade. Didn't see anything in the patch notes about it, in the new release.

Edit: v5.0.5 Seems to have corrected it. :-D

Now if only I could find out why pressure plates always say I don't have enough mechanisms (I have 53 and counting), I'd be set.
comment last edited by Jwguy on Jun 10, 2014, 02:20:06 pm
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 MASTERWORK DWARF FORTRESS (v V.1.9.5)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Nov 06, 2012, 05:08:37 pm
Been getting alot of crashes with the current version. Works fine for a while, and I've not really been able to determine what exactly causes the crash.
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 Re: MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on May 03, 2012, 07:47:42 am
Dant wrote:
Just found the log
The Woodworker utters the true name of fire itself conjuring destructive dragonfire, which bursts forth from his mouth and incinerates everything around him!
what the hell o.O

Sounds like magic. I had a similar, but negative experience. One of my peasants sat in his room painting Bloody Pentagrams everywhere. A year later, he turned into a evil Blood Beast, and killed a few dwarves.
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 MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 30, 2012, 12:49:50 pm
It's possible. I've not checked to see if there is only a single Nightwing Civ or similar issues, but I can verify that they certainly did turn hostile upon the next siege. (Granted, the Next siege appeared to be delayed considerably, possibly inferring that it -was- a separate civilization, with one no longer sieging. That would present different complications, however) Regardless, I eventually killed it with lava. They melt well, even if they deflect bullets.

For the record, my peak amount of globs collected was somewhere around 11,250. I've since been working around the issue quite effectively with the "autodump destroy" option in DFHack, so I believe it is possible to deal with the issue effectively. That said, I also think I have a bit more breathing room, since my computer can pause for only a few minutes when moving over the 11,000 item option in the stocks menu. I imagine more average users would have longer pauses or crashes, so it may not be the best solution.

One last thing, upon constructing a magma temple of armok, the person who constructed it was later found dead in the upper right corner of the building, and had not appeared in the combat reports nor did he have a strange mood, go insane, or anything else that would have lead to self-destructive behavior. He also had ample room to move to both the north and east, as both were empty spaces with connected squares to all other pathways. I am not sure if that is intentional or a strange bug, or perhaps behavior I simply didn't see and was not recorded. Bears mentioning, in any case.
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 MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 25, 2012, 03:36:53 pm
A couple things that I've discovered:

If you abandon your fortress during the Nightwing/Magma Hound siege (Not sure if that's standard. Happened during my fort, with Nightwing's riding in on Magma Hounds), and later attempt to reclaim it, Nightwings and Magma Hounds will be located over a large portion of the map, and remain there, non-hostile. They assist in destroying invaders, and the Magma Hound population skyrockets, as they continue to have children. As soon as you receive another siege from Nightwings, however, they all turn hostile, with bolstered numbers, and any skills they've gained while being on the map. One Nightwing Maceman in particular seems to block every single piece of slade fired from over seven different turrets outside my fortress, and I imagine he has a legendary skill for his weapon, dodge, or both, now. This can prove to be disastrously difficult, as I've yet to find a single set of dwarves capable of taking this guy down, and I'm working on nonconventional methods of killing it.

Also, turret ammunition appears to be a problem. The thousands of slade globs that said Nightwing Maceman is blocking, and more (My stockpiles say 4932 individual globs) are piling up outside around my fortress. My dwarves attempt to place them in the food stockpiles, and the number only continues to rise, drastically, as long as the turrets continue to fire. Part of it seems to be that the globs accumulate whenever they hit the edge of the map, or fall a z-level. Otherwise, I hardly ever see them. Due to most invasions occurring near the edge of the map, Nightwings being capable of flight, and the rate at which Turrets fire and miss, these seem to cause this to occur very often.

One last thing, several of my dwarves seem to randomly come down with injuries to their lungs and heart. Sometimes fatal, the doctor can usually keep them alive, but they are bedridden most of the time. Otherwise, they track blood throughout the fortress and never seem to heal. I am not sure if this is one of your implementations or not.
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 Re: MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 20, 2012, 06:32:43 am
Dant wrote:
Jwguy wrote:
Meph wrote:
I generally dont judge anyone here, but you did post something constructive indeed. Now I know that very long worldgens can lead to crashes. I cant really test them, it would take ages to do those on my little netbook. So thanks for the report, and glad to see that you got it fixed.

Yeah, I was responding to Sparkles.

That said, two questions:
  • There is a image describing Guild Halls in the guide and readme folder, but I can't find them anywhere in the build menu. Are they in the current version, and is so, how do I build them?
  • I've only seen turrets once, in the embark menu. Is it possible to create them, and if so, how and where?

Turrets are bought from dwarven traders. Don't think you can "produce" them, maybe breed them as they are a sort of pet
Guild Hall is in the workshops sub-menu

Bummer. I can't seem to find the Guild Hall, though. Do I need to perform a task or acquire something to ''unlock'' it?
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 Re: MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 20, 2012, 04:04:26 am
Meph wrote:
I generally dont judge anyone here, but you did post something constructive indeed. Now I know that very long worldgens can lead to crashes. I cant really test them, it would take ages to do those on my little netbook. So thanks for the report, and glad to see that you got it fixed.

Yeah, I was responding to Sparkles.

That said, two questions:
  • There is a image describing Guild Halls in the guide and readme folder, but I can't find them anywhere in the build menu. Are they in the current version, and is so, how do I build them?
  • I've only seen turrets once, in the embark menu. Is it possible to create them, and if so, how and where?
IP: logged
 Re: MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 19, 2012, 06:55:53 pm
Meph wrote:
Mh.. you are the first from the 600 people who downloaded the version to report problems with the world gen. I have to assume that it is a problem on your side. I personally never had a crash in worldgen, I usually run between 100-250 years of history. Sorry to see that it does not work out for you.

I think I isolated the issue. If ever the worldgen got to 800-1050, it would cause the crash on finalizing. By tweaking the Megabeast Check Percentage, and setting it to start checking a bit earlier, it started stopping at 80-150 without crashing. Still a little annoying, as I like adventuring after the civs have had some time to build a lot of world constructions, but this is certainly better than the difficulties experienced earlier.
Sparkles wrote:
Meph wrote:
Mh.. you are the first from the 600 people who downloaded the version to report problems with the world gen. I have to assume that it is a problem on your side. I personally never had a crash in worldgen, I usually run between 100-250 years of history. Sorry to see that it does not work out for you.

He's probably just ran out of memory space, or ran into a point where dwarf fortress's world properties may have conflicted. It's happened to me before too; happens when you generate a large number of civilizations with high population settings on a small world.

EDIT: Okay, he's probably just trying to troll you, Meph. If you read his previous comments, you can find that not one of them has any positive feedback, and only a negative nonlegit response.

I am running a pretty high-end computer with 16GB of RAM, so I doubt it is that. I would advise you to review your conditions for "trolling". I don't post feedback if everything is working as advertised and otherwise normally; Only when something unexpected, game-breaking, or ultimately hindering occurs outside of normal parameters. Just because that is usually negative (Of course, anything even slightly bug-related usually is), doesn't mean I'm trolling or not legimately experiencing the difficulty presented.
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 MASTERWORK DWARF FORTRESS (v V.1.7.2)  » posted under Masterwork Dwarf Fortress (44.12) - DF2019 on Apr 19, 2012, 04:03:10 pm
Seems neat, but it causes a ton of crashes on World Gen. I've only managed to get through World Gen once, so far. Also, seems to not work well with other mods, unfortunately.

EDIT: Yeah, it appears that I can't world gen, anymore. Always fails on the "Finalizing" phase. Only worked once. Neat as the mod is or might be, that's kind of a gamebreaker.

It would also appear that editing the INIT file to set dimensions of the window doesn't work, either.
comment last edited by Jwguy on Apr 19, 2012, 05:02:30 pm
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 Drow Mod (v 1.5)  » posted under Drow Mod on Jan 08, 2011, 03:47:45 am
Iron and Steel have very different properties, are common knowledge in the most basic of properties in the real world, and do not seem like they are just careless typos of one another. Mithril, however, has only one commonly understood idea, which is of a fictional miracle metal. I've never heard of Mithril and Mithral being two separate metals, and so having the both of them seems like it was a typo, which caused a problem, implying a bug.

That said, now knowing that the two metals were intentional, or rather, that one of them was not unintentional, it seems rather redundant to include both, and/or unobvious to have them named in this way, breeding confusion in cases like this. I would apologize if you took offense, as it was not my intention, but I stand by my statements. Please do not be overly defensive.

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 Drow Mod (v 1.5)  » posted under Drow Mod on Jan 06, 2011, 06:22:37 pm
Unfortunately, for all the neat things the mod introduces, it breaks many others. The most notable being that it adds two types of Mithril: Mithril, and Mithral. This seems rather innocent enough until you have a dwarf in a fey mood screaming for Mithril, and you only have Mithral available.
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 Dwarven Higher Learning Mod (v 2.1.1)  » posted under Dwarven Higher Learning Mod on Jan 05, 2011, 10:47:23 pm
Novel idea, but it seems to be incomplete, as some portions of the pack do not work. Most notably, Training Dummies. They just sit there and do nothing, nor can you select any tasks for them. If there's some sort of complex instructions for getting them to work, you should probably include that in the file next time.
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 Potentially good, but needs alot of work on sieges  » posted under Dwarf Fortress [DIG DEEPER] V1.4B on Jun 19, 2009, 06:48:58 am
Orcs siege regardless of population, it seems, and at an exponentially high amount of invaders. The first year was 10 orcs, vs my just gained 10 dwarves. Second year was 45+ Orcs against 30 dwarves, and the third year was a staggering 60+ orcs against 34 dwarves. The last two included Elite Bowmen and Macelords, as well as Hammerlords, making the difficulty spike.

Goblins seem to have been completely overwritten, instead of incorporated elsewhere or alongside Orcs. They disappear from the world, with no fortresses, and never show up at the fortress.

The Adamantine Golem, despite being made of Adamantine, always seems to die very early in World-gen. It needs a damblock upgrade, proportionally.
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