v0.31 Talk:Glass

From Dwarf Fortress Wiki
Jump to: navigation, search


[edit] glass trap damage

last version says glass weapon damage is 50%, is this still true in 2010? unsigned comment by Rembrandtq

No - that's one of the major things that was completely changed. --Quietust 04:00, 14 December 2010 (UTC)

[edit] schroedingers glass

Hullo. I had a glitch with raw clear glass where the jeweller's workshop could not see or did not list the clear glass in bins in storage piles in the same room. It currently has cut some of each colour glass but can no longer see the raw crystal or raw clear glass, just the raw green glass. It is not forbidden, the bin is not forbidden and I have both locally made and imported raw clear and imported raw crystal. 31.16 on linux. I tried to submit a bug on the mantis page but have forgotten my password and am waiting for a reminder. sorry. cheers Lucychili

[edit] storage pile

I deleted the storage pile and they moved the bins to the other side of the room and the person with a mood is now constructing. Yay =)) Lucychili

[edit] Glass spiked balls are too effective

Glass spiked balls seems to deal blunt damage if unable to penetrate armor and hence are quite useful. Too useful in my case - I want enemies to fall while dodging, but they end up dying and jamming traps... unsigned comment by

I suspect this is actually because of the uninitialized MAX_EDGE value... glass ends up being "randomly really sharp", and it actually does punch through the armor. What do the combat messages say? --DeMatt 08:16, 26 November 2010 (UTC)

Actually i used 5 glass serrated disk + 5 glass spiked balls in each trap (for aesthetic). All serrated disk attacks were deflected by cloaks, but ball attacks of same trap fracture/cheap/shatter bones even through copper/iron armor. After detailed combat log analysis I noticed that there was no deflected ball attacks. Is it strange? Some attacks were blocked by his weapon, but none deflected by armor. I don't have any copper or steel ball traps no compare performance.

[edit] Where are the raws?

I cannot find the raws for glass listed ANYWHERE in the game's files. Help? --HugoLuman 03:54, 16 March 2011 (UTC)

They don't actually exist as raws - the ones on this page are reconstructed based on values extracted directly from the game's code/memory. --Quietust 03:57, 16 March 2011 (UTC)
Will adding these raws as a .txt enable modding of glass? Or will it result in a dual-listings crash? --HugoLuman 05:24, 16 March 2011 (UTC)
Neither - the old glass materials would continue to exist unmodified as GLASS_GREEN:NONE, GLASS_CLEAR:NONE, and GLASS_CRYSTAL:NONE, and the new materials defined in your .txt file would exist as INORGANIC:GLASS_GREEN, INORGANIC:GLASS_CLEAR, and INORGANIC:GLASS_CRYSTAL, and nothing would actually make use of them unless you added a bunch of custom reactions. The raws are provided solely for reference. --Quietust 13:34, 16 March 2011 (UTC)
I see. Thanks. Perhaps this will be remedied in future versions. --HugoLuman 23:22, 16 March 2011 (UTC)

[edit] Work around for Crystal Glass bug and a noble's demand

I have a couple of blank reactions in my reaction_smelter.txt file. I had a noble that wanted crystal glass items. I created this reaction and he was satisfied. Is it cheating when you fix a bug?

[NAME:Crystal Crafts]

--Altaree 14:41, 25 July 2011 (UTC)

I've actually written a binary patch to fix all crystal glass production in Windows SDL version 0.31.25 - 0036AE87: 7C B8 32 00 00 00 -> 78 0F BF 47 7C 90 and 0036AE9B: 0F BF 4F 78 85 C9 78 2D -> B9 32 00 00 00 90 90 90. The actual problem was that the code to check for rough gems made of a material with CRYSTAL_GLASSABLE was calling a C preprocessor macro with the parameters in the wrong order (so instead of calling getMaterial(INORGANIC, CRYSTAL_ROCK).checkFlag(CRYSTAL_GLASSABLE), it's calling getMaterial(CRYSTAL_ROCK, CRYSTAL_GLASSABLE).checkFlag(INORGANIC)). --Quietust 15:35, 25 July 2011 (UTC)
Personal tools