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Messages - DwarfwithFakeID

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1
Support / Re: Bug in Workshops row causing Slow Performing in game
« on: August 25, 2016, 10:16:34 AM »
Disable auto-generate build jobs, from the option menu.  This way the bug won't happen.  You'll have to build everything manually, though.  Once you learn to keep stock levels of wood planks, sticks, stone blocks, metal bars, anvils, or whatever else you need, it's a non-issue.

2
In Development / Re: Gnomoria v0.9.18 RC42 release
« on: August 25, 2016, 10:12:20 AM »
For those with save-game crashes, it could still be from the old 'crash from someone dying by drowning while stocking things.  This happens less in later versions, but it can still happen.

3
In Development / Re: Gnomoria v1.0 RC15 release
« on: May 30, 2016, 11:13:51 PM »
For those people saying 'dead dead blah blah' etc, don't be.  This is what (albeit rare these days) happens when game development on a pre-release game finishes, and it goes to full release. 
Only bugs left is occasional resource stealing, and the fact that gnomes can't properly navigate raw obsidian floors.  They get stuck and die and also don't reference the obsidian walls blocking the way if they're raw obsidian.

4
In Development / Re: Gnomoria v1.0 RC15 release
« on: February 26, 2016, 07:25:44 AM »
RoboBob:
As per pathing through obsidian, this happened when I was mining out chunks of lava-turned-into-obsidian, at approx floor -100 (first level with lava in parts), that had been hit by water cascading into the mines.  Keep in mind, this happened without me having to spawn water or using the debugger as it was previous to the debugger existing.

OK, so I had the gnomes start mining walls out of this obsidian chunk, and they were fine until they got about half-way through it.  If you bulk-mine the whole thing, you'll reliably see them get stuck.

To recreate this, mine down really far (get your furthest along game that's down real real far into the earth), and 'debug-spawn' some water overtop of some 'surface' lava so that it solidifies the top level (let's say, you spawned water around -95 or so using the debug-spawnliquid), lava @ -100 would be hardened into obsidian raw stone wall and raw stone floor.  An additional obsidian raw stone floor is created @ -99.   So go down into -100 where there is both raw obsidian floor below the gnome that they'd stand on to mine, and raw obsidian stone floor above them on -99.  When they go to mine, it incorrectly chooses which blocks to mine, some aren't accessible directly, stuck gnomes result.  Also, gnomes trying to path to blocks they CAN mine, (say if you tried to mine-out an L-shape or N/ U-shape into the middle of the obsidian) with obsidian raw stone wall around them, they'll incorrectly try to walk through the still-standing raw obsidian wall.  The pathfinder is treating obsidian like air or liquid, but only the wall-portions.  Basically, the pathfinder is NOT properly updating to reflect obsidian wall as blocking.  The gnomes get stuck until they die or reverse course.  If you need additional pics, please let me know, I'll check back a few times a day for your answer, sorry this took so long. 

Interestingly enough, I first encountered this bug over a year ago, when using the save game editor GSGE.  I incorrectly thought that because I clicked 'fill voids with raw stone - obsidian), that I created pathing errors because gnomes were getting stuck when they'd reached the obsidian, that it was due to GSGE.  This error re-emerged in games where water met lava down at the bottom of the map @ -100 recently and I found out in-fact, that it was a pathing error (being that I have not used the GSGE since then or at any time recently or on this game).  My subject saved game was started around RC1 or RC2 of this version that had the error.  My latest saved-game was started just two weeks ago, I have yet to get down that far to see if I can re-create the error again.  Like I said if you need pics, let me know.

I did not need or use GSGE to get the last instance of the error.  The error can happen, without mods, on an unmodified game, without cheating (no strawberry anvils or steel logs/planks needed!), and still occurs on the latest version.

It makes it easier to get stuck gnomes by creating an L-shape in the mined area.  No amount of saving/re-loading seems to fix the pathing, either.

5
In Development / Re: Gnomoria v1.0 RC14 release
« on: February 21, 2016, 11:06:22 PM »
I feel completely dumb asking this, but how do you enable debug mode?


You can use a text editor to edit the settings.ini file in the Gnomoria folder (C:\Users\User\Documents\My Games\Gnomoria), and change the "Debug = False" to "Debug = True"

Will doing so be dangerous to older saves at all? IE will I be able to go into debug mode and load up my 20yr kingdom?

Make a backup ZIP of your saves while we're using pre-release stuffs on a weekly basis, please.  It'll save you some trouble later-on possibly, and if it does, you'll be glad you did.
Sometimes newer versions break old saves, though we SHOULD be past MOST of that, we're using pre-release and being on the bleeding-edge... so it comes with the territory.  My older saves from a year or two back obviously don't work, but everything from 0.92x or .93x and up work.  Nothing from 0.8x works, though.

6
In Development / Re: Gnomoria v1.0 RC14 release
« on: February 20, 2016, 04:38:31 AM »
Still got an enumeration crash, one of my haulers was outside the castle hauling stuffs and got killed by goblins.
Anytime a hauler DIES while hauling, regardless from monsters or drowning or being boiled alive in lava (my preferred way to kill the dwarfs)... it will crash the game.

"Collection was modified; enumeration operation may not execute."   <--- collection = hauling  - game doesn't have an operand for what to do when the hauler DIES during hauling.

Guess just another "if" or "else" in there somewhere with the hauling code for what to do if the poor things die should fix.

Haven't had a flood since you've updated, maybe you've got it nixed this time.  So far so good! 

Any progress on letting gnomes know that a RAW OBSIDIAN wall is really a solid object?  They (as of RC12) were still walking into it like they could pass through it, and would get stuck to it, like gnome-paper until they died - or reversed course (cancel a mining task or remove hauling from jobs list).  They would starve or die of thirst usually, during which FPS would tank.

7
In Development / Re: Gnomoria v1.0 RC14 release
« on: February 19, 2016, 08:31:06 PM »
I managed to setup a scenario where it was reliably flooding which helped debugging/testing.  I think I actually got it fixed this time :)

Awesome, That's great that you think you've figured it out now.  Going to miss my floods, etc, but I'll live.  Gives an idea or two for a 'monsoon season' that comes every few years.  Would keep the challenge up but sure could lag some folks out good. 

Yay now I don't have to pour lava over all the ground-level bodies of water now :) That's how I fixed the floods on my end.  My beautiful castle has a beautiful parkinglot near it though, right where the lake used to be!

8
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 15, 2016, 06:26:38 PM »
BTW... something i noticed during my current playthrough.. gnomes with an "upset" health refuse to work.. is that something i missed in a previous patchnotes, is that something from a mod (playing winter is coming) or is it a bug?

cheers in advance!

Upset always did that. Gnomes normally react upset if other gnomes are dying or died near them. Having to run from enemies for a prolonged time also upsets them for a while (especially if they get stuck on stairs "running away" all the time while not getting very far at all).

Upset gnomes generally happen in a new kingdom before you have a private quarters (or dorm) available for them with nice matress-based beds.  If they have personal quarters and a place to sit and eat (or idle), they've very happy.  It doesn't matter if you make it a great hall for eating, or you make it so that each gnome has a table and chair(s) in their private quarters, they will use either (or both!).

Yes, you seriously can equip private quarters with table and chairs and the gnome residing there will come and eat there, especially moreso if it's closer than the great hall.


Also, Robobob, the scroll bar on the window population>assign is Missing.  It still scrolls with the mouse wheel (which causes it to POP into view when it reaches the bottom to scroll down).  It's a UI rendering error.  Using Windows 7 64-bit home, with Radeon Catalyst drivers (not on  the new crimson yet).  Just figured I'd give you a heads up...  and the water bug hasn't ..."Resurfaced" :)
So I am going to say, while it's a little early, the flood bug might be fixed.  Yay!

I have kitchen cabinets (2 types)& brick wall if you'd like to integrate them into the game, and a bunch of other custom stuffs on the tilesheet if you'd like a look @ it.  They go nicely up against a wall and match the game perfectly.  Let me know if you're interested.  Now gnomes can have kitchens (sans a stove/microwave fridge for obvious reasons!).

EDIT:  OHNOES!!!! Spoke too soon!  Water bug went kablooey again, but atleast I can get rid of the excess water without digging to earth's core (atleast for the time being).  It didn't explode as much as it usually does but it's covering atleast 50% of a normal map with 40-50% water right now.

9
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 15, 2016, 11:59:02 AM »
Thanks Robobob, that'd be about what is happening, got another flooder of a world.  Hope what I mentioned about viscosity causing the water to do it more (because it moves more, there's more calculations, it'll hit the bug sooner).  Well anyways, we'll see how this goes, i'll leave the world works it flood out for a few hours and see where it goes from there.  Spawner is awesome.  An i7 4790k @ 4.4ghz turbo mode can handle like 140+ gnomes and it still went 12-20fps on a normal world.  My AMD FX machine @ 4.2ghz couldn't even do that with 35 gnomes and a teensy building heh heh.  Used lots of gnomes to test absolute maximum gnomes for performance reasons.  Still more fun to get them the normal way (I killed them off with lots and LOTS of spiders). 

Will let you know if it's fixed or if it still floods up.  Thanks for adding in what you did.  I can save my kingdom if it decided to try and drown itself again (if it does bug).  You really DO care and this shows it - god bless.

10
In Development / Re: Gnomoria v1.0 RC12 release
« on: February 12, 2016, 05:38:10 PM »
There is a mathing error occurring somewhere.  Something that happens causes 1-140% of water (usually) to become 5000-9000% usually in the 1st minute.  Sometimes it can become 11,000%, or there-abouts... one or two times it became 252,000%, and one time it became SIX HUNDRED AND SEVENTY THOUSAND PERCENT.  Lots of moving water will do this.  I think for some reason it's ending up multiplying the water vs adding it.  Try increasing your viscosity of your water, it'll cause flooding to happen more (as the water moves more, this bug only surfaces [heh] when water is MOVING, so we'll make it happen more by increasing water's viscosity).  This increase will also help your water find it's level a bit better.  I know one time I filled a cavern that went down to -34 or so, with water, all the way up to -1 and then it began to explode randomly, that caused a lot of issues.  I think i'll go uncap it and see if I can get it to reliably explode.  It's possible the water could have two directions of current moving around it at once.  This used to happen when it was raining for years now, so it's possible it's the same bug as when two raindrops would collide.  I have a good luck with making floods occur regularly in this game so time to make a new world.
The more viscosity the water has the more it moves, make your water more liquid and it'll do it more often.  To that end, is why you don't have lava doing this (GOOD THING!)...

11
In Development / Re: Gnomoria v1.0 RC12 release
« on: February 11, 2016, 07:11:56 AM »
I have had this sometimes from well usage + rain ... sometimes (rarely) from just well usage itself.  Usually always with some type of clutter in the bottom of the pond.   The one time I ended up with 672,000 % of game-ending water in one square (which quickly covered the whole map in about 10 mins)... it was where there were several hundred pieces of clutter in one spot.  That is THE common denominator I've found in my games.  Seems like it bumps the stuff, that 'bump' multiplies the water density... or something like that, so if there's 100 of the there, it happens 100 times (?), or 1000 times if enough items laying about, and would cause that.  Only thing I can think of is it's checking the water density twice and compensating it twice on the same tick (or more than twice - one additional time for each item!).  I have spawned items without success to make it act up, however, it does make the water more restless to have items laying in it... they tend to slosh the water about - it SEEMS that way.   That might be the catalyst in the whole deal.

12
In Development / Re: Gnomoria v1.0 RC12 release
« on: February 10, 2016, 12:48:00 PM »
Flooding only happens when water bodies have lots of just-started-my-kingdom stuffs like clippings, dirt piles, and other stuffs laying in the bottom of them.  I have some saves - though I did mod things a bit - this still happens in the default game.  I have one world where it happened so bloody much every time it rained I created huge pits and was able to fill the lava cavern at the bottom up to level -80-something ... yes, I have lots of obsidian now.  Thank goodness I bought an i7 4790k for the water issues... though I need it much less now with the better optimisations (thank-you sir, from myself and my AMD FX-cpu bearing friend).

Doesn't matter how often it rains, or how deep the water is, if there is stuff in the water, it bugs out if there's stuff in it (the more the 'merrier').  If you have a tile with a few hundred things (not out of the ordinary if you've got a large body of water that pool misc stuff into one spot, like into a drainage ditch) that actually gave me like 672,000 % water, I have steam screenies of it - it pretty much ended the world hahahaha - it flooded up to floor +20 or +21 and my ground was @ 0 (I had a backup, just incase). 

Your game is quite entirely awesome.  I will be starting a new kingdom soon.  I am sure I will encounter extreme flooding again, but don't view this as a complaint... I honestly have come to enjoy it... so in reality, I will miss it if you take it out, because 'monsoon season' introduced a new challenge to the game, one that it didn't have before!  It made the game fun again, because it gave me a reason to hurry up and mine deep and create huge construction projects for my gnomes to survive.  The floods were so frequent on the last kingdom that literally some would start before the last one was over.
I have what is approaching 5500-7000 hours on it (guestimate, offline time not recorded, 2800 hours on this steam acct, 2200 + on my old one, + 1000 hours of offline time or more). 

I would seriously suggest that you try and make yourself some raw obsidian walls, and find out why gnomes are dying getting stuck on it, the pathfinding algorithm doesn't consider RAW OBSIDIAN walls a blocking object and gnomes get stuck & die there.  They get unstuck if someone mines the wall out, or the task is cancelled and they TURN AROUND.  If they have to path through it, they get walk into it and stick to it.  Obsidian floor doesn't do it though.  This bug has existed for quite a while now.  I think it's due to the fact that the game still thinks it's liquid from when it was lava (or water, as you need both to make obsidian).  Thanks!

You will be able to make lava on your new spawner update so you shouldn't have any issues checking this out.  --Great game and hope your youngin' had a happy birthday last month.

13
In Development / Re: Gnomoria v1.0 RC12 release
« on: February 09, 2016, 09:01:08 PM »
The spawner is awesome!  Strawberry Anvils for the win!

Anyone up for figuring out a way to spawn water/lava etc?  I mean, it'd be super-useful for debugging this random water issue, which really, oddly enough hasn't been happening as much now.  It could be just a rounding issue going negative.   Before, it was FLOOOOOOD city but now that I've sold off a lot of the stuff @ the bottom of the lakes, it doesn't happen as much now.  Hey wait, I can spawn stuff @ the bottom of the lake so... here goes *backs up save games*.

14
In Development / Re: Gnomoria v1.0 RC11 release
« on: January 14, 2016, 03:13:32 AM »
Bob, the problem with water comes often from the fact that there are lots of items laying in the water.  If you disable hauling entirely (avoiding the crash that happens with enumeration vs drowning or dying gnomes hauling), and leave your kingdom messy...  It's more likely to happen.  Other times it's because of water bumping into itself.  There should just be a max% of how much the water pressure can increase per-frame.  Like, I've had water go to 653,000% one time, in one frame.  The game just stopped for 3 seconds & I held down the spacebar to pause, recorded the shot, it was right where there was a bunch of clippings and a few odds & ends laying in a pool of water in a deep spot in one of the catch basins.  If you do fix the water, make it so it's toggleable in the options, because I enjoy messing with the FLOODS, I've actually got one of the main caves in the bottom of the world filled up to there-abouts -87.  Sure, game runs 20fps on a normal-sized map (especially with lots of surface water)... on a 4790k @ 4.4ghz, but I'm cool with that - after-all there's 45 gnomes and they're mostly busy.  So, I'm busy making obsidian, before the whole cave system fills up to -70 something and floods my way in to the lower levels, and I've noticed another bug...

When you mine lava that's been turned into obsidian, the game can't path properly when dealing with it.  When water hits lava it looks like this (side-view):
F87-F97 WATER (the body of the lake)
F98  WATER (this is where I used a CAVE as a catch basin for the exploding flood problem we're having, which I've grown to LOVE!)
F99   _____ obsidian FLOOR, with water over it, but you can't mine or go here without drowning.  Ignore this level and ones above it.
F100 XXXXX obsidian walls and floor    <--- for reference, I'm mining here
F101 Lava that hasn't been changed.
F102 Lava that is the bottom of the map, where no gnome should ever go!

So I'm on floor -100 (F100) mining out things, and where the obsidian is, the game doesn't seem to realize it CAN'T WALK THROUGH obsidian, it still sees it as swimmable liquid or something.  Make sure when gnomes path for mining to get the next (or first) available block to work, they aren't trying to get to a block they can't get to.  Even ones solid-locked into wall where the edge of the obsidian lake is meeting cave wall bauxite... they're trying to get to, and hence standing still.  The reason I am thinking few people have hit this bug, is few have gotten water down this far, and even fewer could stand the lag of the water moving that far (thankyou I-7 Devil's Canyon CPU), and even fewer have a use for it.  I've saved a few fps on deep-mining operations by building scaffold up from level -83 where I had a large basalt mining operation going on, to the surface areas where the workshop is @ -7.  This way gnomes don't have to path 3-10x as far and can just go str8 down to where they need.  Also, water doesn't flow down scaffolds - a GOOD thing.

But seriously, just create a max-pressure for water of like 1999% and you should be good to negate the water issue problem of it blowing up and having probs etc, until you find the true cause. 
I have a map with GOBS of water on it, which is why it gets 10fps with moving water and 20-22fps with it mostly still.  Creating a large catch-basin system & designing it so that it doesn't suck the poor little shrimps down with the water was a challenge, a fresh challenge I so-welcomed, in a game where late-game could be so bland, I'm still going on the same kingdom for a month or two now.  That's unreal (especially with me being retired).  You don't know just how awesome this water problem is, so, I BEG you, that if you fix it, make it so I can un-fix it in the options please if needed, or make it worse, heh heh.

In the true respect of the quote: "A watched pot never boils", it's rare to actually witness a flood, they usually happen offscreen 99% of the time.
--Love your game, it's so entirely AWESOME.

EDIT:  Tried to upload pics of the catch basins integrated into my town to help others, but It says the upload folder is full, contact the admin.  I will link steam pics at a later date.
EDIT AGAIN:  Gnomes trying to mine unreachable squares due to pathing bugs with obsidian are not moving since they cannot get to it (surrounded on all sides by solid block and above), and dying of thirst!  Ohnoes!
Another edit:  Gnomes entirely cannot effectively mine obsidian larger than a 1x1 square.  They try to walk through walls of it like it's water, the game still thinks it's liquid or something.  They get stuck as soon as an obsidian wall is in their way.  Pathing obstacle detection is totally and entirely broken for obsidian.  Replacing walls with raw basalt entirely fixed the issue (any stone works) - they then avoided the wall.
On another note, you seem to have done wonders for lag, it's now 100-120+ fps @ level -100 for me and about 50 gnomes.  Maybe an adjustable target fps should be settable.
Would not have been able to even get obsidian without pumping scads of lava skyward toward the surface if it wasn't for the water 'bugging out' and hence following the aqueducts I've made to funnel it down to the lava effectively enough to not drown the stupid gnomes.

15
In Development / Re: Gnomoria v1.0 RC10 release
« on: January 08, 2016, 11:37:32 PM »
I think there is a bug when someone is holding an item and goes into a fight.
The game crashed a couple of times when I ordered to attack while the gnomes where working.
I managed the problem by first ringing the alarm bell.

I'm using the "Winter is coming" with "Hunting Camp and tame wild animals" mods

////////////////////////////////////////////////////////////////
    Date: 2016-01-08 11:08:30
Assembly: gnomoria.exe
 Version: 1.0.0.0
   World: world02
 Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at Game.GameEntityManager.c888bc36af8719ea94bfb1f01dc886761()
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

I think this is the HAULING bug.  Someone dies before their hauling task is complete.  Turn off hauling globally (Give everyone the same profession if you have to), and cause the fight to happen.  If this fixes it, it was the hauling bug.  If a gnome is hauling, and dies due to a monster fight, or drowns due to a flood (which happens), the game will CRASH 75% or more of the time while hauling is enabled and someone dies.  This is a very large cause of crashes when the world floods, and is usually the only reason it'll crash due to world flooding or fighting.  If you get a flood, turn off hauling.  Also, if you have dedicated haulers full-time, keep them hauling and off the military roster (to help reduce crashes).  This crash happens without modding and with it.  I have NUMEROUS world saves where this happened.  It basically means, something with hauling has been modified (it's termed 'collection'), it might not be able to run this now... CRASH TO DESKTOP, hello mr desktop, etc... *swears, restarts game*...

Gotta love this game, I don't care how many times I get this error, I just keep playing because I love it that much... 3000+ hours and going, possibly well over 4000hrs.

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