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Editing 40d Talk:Known bugs and issues
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One of my founding 7 dwarves got a mood. after acquiring one each of 3 of the 4 things he screamed for, he needed only "rough gems". He asked for crystal glass: I made it for him and he acquired it. He got the rock and wood(?) on his own, leaving only the "rough gems"... however, he just sat there screaming for them. I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems. however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming. I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile. Either way, it seems buggy. I'm open to suggestions. FWIW, the jeweler's workshop can see the rough gems to cut them. :( | One of my founding 7 dwarves got a mood. after acquiring one each of 3 of the 4 things he screamed for, he needed only "rough gems". He asked for crystal glass: I made it for him and he acquired it. He got the rock and wood(?) on his own, leaving only the "rough gems"... however, he just sat there screaming for them. I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems. however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming. I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile. Either way, it seems buggy. I'm open to suggestions. FWIW, the jeweler's workshop can see the rough gems to cut them. :( | ||
--[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT) | --[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT) | ||
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People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT) | People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT) | ||
:hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs & issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to "Bug Report" [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT) | :hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs & issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to "Bug Report" [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT) | ||
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== Picky Elves? == | == Picky Elves? == | ||
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:::Oh, and as for the state of the error... If you don't want to program a mod within existing definitions, then you change the definitions. If you don't want to change the definitions, *or* program within them, then please, find me some kind of logic that still allows you to program a mod. '''All''' mods are either a change within definitions, a change to the definitions, or both, no matter what kind of context you're talking about. Unlike many games out there though, DF lets you change the high-level definitions as easily as working within the definitions. There are some low-level definitions that can't be changed, but they're rather easy to work with, such as legs-thorax-abdomen. --[[User:N9103|Edward]] 18:13, 7 May 2008 (EDT) | :::Oh, and as for the state of the error... If you don't want to program a mod within existing definitions, then you change the definitions. If you don't want to change the definitions, *or* program within them, then please, find me some kind of logic that still allows you to program a mod. '''All''' mods are either a change within definitions, a change to the definitions, or both, no matter what kind of context you're talking about. Unlike many games out there though, DF lets you change the high-level definitions as easily as working within the definitions. There are some low-level definitions that can't be changed, but they're rather easy to work with, such as legs-thorax-abdomen. --[[User:N9103|Edward]] 18:13, 7 May 2008 (EDT) | ||
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