- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
User talk:Quietust
Instructions for a Pleasant Talk Experience |
---|
In the interest of keeping discussions in one place:
|
Past discussion are archived here: 1
Comments
- Please place new comments at the top of this section. If you are replying to a message I placed on your user talk page, please place the reply on your talk page. To add a comment, simply edit this section and add a new subsection (with three equals signs around the title).
Registration Spam
Q, methinks the method shown under "Comment Spam defeated at last" on Steve Hanov's Blog stevehanov.ca would save you a lot of work.
- You're talking to the wrong person - tell this to Briess or Emi. --Quietust 13:09, 2 June 2012 (UTC)
Blocking
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)
More spammer blocking
I see that in the last few batches of spammer blocking, KidsShoes and DypeniWang, who I reported on May 8, were not included. Is there a better way to make these reports than on Dwarf Fortress Wiki:Spamreport? Or should I continue placing a note here if the first report doesn't work? --Cali 23:12, 10 May 2012 (UTC)
- I've just reported Harry123 and noticed that my previous two reports on Justinakmw7640 and FixToolbox have fallen through the cracks. --Cali 01:22, 25 May 2012 (UTC)
Blocking Vroomvroom1970
I've reported Vroomvroom1970 twice for spam on Dwarf Fortress Wiki:Spamreport at or near the same time as two other spamming users. While the other users were blocked (MikePlane1971 and Meetcheese123), Vroomvroom1970 has been overlooked both times, so I thought leaving a message here might work. --Cali 01:21, 25 April 2012 (UTC)
Clean up some deleted pages
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! Dree12 00:23, 19 April 2012 (UTC)
Creaturelookup/0 and Creaturedesc templates
There seems to be an issue with the Template:Creaturelookup/0 and/or Template:Creaturedesc and how they interact with the Giant badger and v0.31:Giant badger articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --Reilwin 01:28, 3 April 2012 (UTC)
- It's the same problem that affected the giant eagle - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --Quietust 01:37, 3 April 2012 (UTC)
- How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --Reilwin 02:15, 3 April 2012 (UTC)
See Bot request
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response. --Reilwin 22:42, 2 April 2012 (UTC)
Gravitates/animal men
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing. Are adult animal men 70k regardless of size of animal?--Vasiln 20:16, 27 March 2012 (UTC)
DFRawFunctions
I noticed that DF2012:Giant eagle was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:
{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --74.105.187.80 08:05, 25 March 2012 (UTC)
- Read the talk page - I already know exactly what the problem is and how to fix it. --Quietust 12:35, 25 March 2012 (UTC)
Re:DFRawFunctions
Pulled. I'll think up a way to make the process a little more automated. Emi [T] 22:30, 18 March 2012 (UTC)
Error submiting updates to DF2012:Creatures
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? Organised chaos 14:11, 10 March 2012 (UTC)
Re: Stuff
Gonna go do it right now. Emi [T] 21:59, 7 March 2012 (UTC)
Good job
Wiki update looks good - thanks for putting in the time to make it happen.--Kwieland 23:29, 26 November 2011 (UTC)
A new list
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? 97.103.243.208 18:28, 10 November 2011 (UTC)
Frostbite
Is it a good idea to report this as a bug? Kogut 10:22, 14 October 2011 (UTC)
- Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --Quietust 13:13, 14 October 2011 (UTC)
Creature Logic + diagrams
Thanks for the edits to creature logic. It's probably not obvious, but I made an effort to use a preferred format, and all I found was Template:RT linked to from the community portal page, so I tried to imitate the example given on that page. If there is a preferred method, maybe someone (lol "someone," although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than Template:RT? Might save you from some future tedium, unless of course you enjoy those kind of edits.
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?Vasiln 00:14, 13 September 2011 (UTC)
- There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal changes from off->on and a different thing when the signal changes from on->off. See this article for more information. --Quietust 02:53, 13 September 2011 (UTC)
Most annoying bugs
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --Kwieland 17:21, 1 September 2011 (UTC)
- I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: "Missing nobles (dungeon master, tax collector, etc.)", "Swimming FBs don't bother getting out of the water", "Soldiers equip golden salve vials as waterskins", "Caravan pack animals stand on top of floor hatches over ramps", "Building destroyers destroy floor grates over open space", "Caravans don't bring wagons", and "Siege trolls lag the game to hell"; for ones others have reported, "Soldiers don't eat/drink while stationed", "Flowing water pushes items into hammerspace", "Magma kills things WAY too slowly", "Dwarves don't wear new clothes", "Dwarves give water to dwarves already drinking from booze barrels" + "Dwarves leave water buckets lying all over the fortress" + "Dwarves use water buckets when making lye", "Metalsmithing jobs only use one bar", and "Gem items don't get stockpiled". I don't mind the "Humans have no guild representatives", "Elves have no diplomats", and "You can't make crystal glass" bugs, since I've fixed all of them myself. --Quietust 20:22, 1 September 2011 (UTC)
- I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--Kwieland 23:56, 1 September 2011 (UTC)
- The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --Quietust 00:07, 2 September 2011 (UTC)
- That is funny. So many of the "bugs" influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me. The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules. I find it funny when dwarfs carry around 3 weapons, or the enraged badgers. I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles). Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--Kwieland 16:25, 2 September 2011 (UTC)
- The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --Quietust 00:07, 2 September 2011 (UTC)
- I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--Kwieland 23:56, 1 September 2011 (UTC)
Bot Requests
- If you would like to have a large number of page edits performed by QuietBot, then add a note here.
DF:2012 Namespace
- Hello,
- I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on Emi's discussion page but have yet to receive a response.
- I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.
- For every article moved to a previous version namespace, create a new article in the new namespace with the {{av}} tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.
- In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the {{av}} template.
- Thanks,
- --Reilwin 08:36, 17 March 2012 (UTC)