December 17, 2017, 09:27:04 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Corpsdog

Pages: [1]
1
General / Re: Gnomoria v0.8.46 released
« on: July 18, 2013, 02:47:45 AM »
Most of my gnomes will idle without hauling anything.  I have hauling activated on all of them.  It is the lowest priority, but it should be higher than idle, right?  Anyone else experiencing this?

I should change that to OFTEN idle without hauling.  Right now, they're hauling basalt like it's the most important thing in the world

2
General / Re: Gnomoria v0.8.46 released
« on: July 16, 2013, 05:04:52 PM »

As someone who has worked with tracking down crashes:

The easy way:
If someone has submitted a save that will reproduce the crash, you fire the game up running through the compiler, and it "traps" the crash, where it can be inspected + evaluated via the callstack and state of the engine when it "went boom".   Where you go from there can vary a lot, depending on what is causing the crash :)



I just submitted the .log file, as that's what it said to do.  I'm not sure if I was filling holes when it crashed, but it's very possible.  I'm curious as to what the .log file described.  Most of it I don't understand, though it looks like procedure calls.  But, what I'm guessing is the error message is readable, I'm just not sure what it means "Message: Index was out of range. Must be non-negative and less than the size of the collection."  Index is apparently a parameter.  I read the error as something similar as "cannot divide by zero"  It's out of range, I get that, I just don't know what it was.

I accept the filling holes issue.  I know I had been doing some earlier, and may have been doing some when it crashed.  I just can't remember. 


Cor

3
General / Re: Gnomoria v0.8.46 released
« on: July 16, 2013, 03:11:09 PM »
I submitted a crash bug for .8.45 last night, forgetting the .8.46 was probably going to be released.  I been gone too long, so I forgot the (awesome) schedule.

I don't want to actually pull you away from work, but I'm curious how you determined what the problem was and that it would be fixed with this update.  I'm thinking that I may have had a fill-hole job going and there may have been an item in it, based on the bug-fix listed with this update.  I don't know for sure, but it would be likely.  Does the .log file tell you what the problem was?  Bug-648

Just curiosity.  I don't really need an answer.  But if you're ever taking a break from work, and are bored, it would be cool to know how you determined the problem.

Cor

4
Pictures / Re: Laketown
« on: July 14, 2013, 09:58:28 PM »
Can you share the seed for the kingdom (and I guess size)?  That's a good bit of water there, I'm looking for something like that.


5
General / Re: What's been going on..?
« on: July 14, 2013, 06:41:29 PM »
I managed to not get bogged down by the comments and replies, so I got through all the update notes.  Pretty straight forward, I think I understood most of it. I'm looking forward to OJ, an Apple juice for that matter...  Oh, and the mushroom tea - that's just awesome!  I think medicines should be in the future.

Now to start a new kingdom.

6
General / What's been going on..?
« on: July 13, 2013, 05:36:48 PM »
So, I haven't played since April, and even then  hadn't played much of the then current version (v0.8.35)  So, I'm wondering what all has been happening with the game.  I will start reading through the update notes, but if anyone can give a quick synopsis of major points of interest, that would be cool.

Since there should be like 10 major updates (I think I saw that .45 is current,) there'll be a lot of note reading for me.  I need to make sure I don't get bogged down reading all the responses and discussions, or v0.8.50 will be out before I'm done.

THE Cor

7
General / Re: Gnomoria v0.8.28 released
« on: February 13, 2013, 12:35:22 PM »
could i suggest a treasure room designation given these changes. i play on peaceful and enjoy growing my kingdom to its greatest potential worth and if statues are the only significant way to increase worth without crafting armor, i feel like i am being robbed of some of the fun i get out of Gnomoria. plus i think a treasure room fits the idea of the game so well that it is odd that it doesn't exist. by treasure room i mean like a stockpile but any luxury goods (coins, statues, statuettes, etc.) stored there are worth like double or something, similar to the great hall.


I like the idea of a Treasure room.  I'd see it done as kind of a combination of the Great Hall and a stockpile.  I guess basically a special designated area similar to the Great Hall but works like a stockpile instead.  I kind of get what Turellion is saying.  I can see a reply about the Great Hall doing this, but we're probably thinking more of a special store room instead of a room that's used by Gnomes to hang out.

It would also be a nice target for Goblins.  That's what they're really after, right? Shinys.

8
General / Re: Gnomoria v0.8.25 released
« on: January 18, 2013, 05:04:29 PM »
I don't consider myself very experienced with the game yet.  I stayed with v.15 because I was trying to build a fortified position and was afraid of the Mants.  I wanted to be ready for them.

RoboB0b suggested starting a new kingdom with this patch, as there could be quirks trying to update a saved one.  I have copies of all the updates I downloaded, so I could revert to an earlier version if I want to (I need to figure out how to install more than one version at a time.)

I decided to give this update a try.  I kind of followed Merry's advice, what I could remember as I played.  I got 4 crude workbenches and stopped mining and felling when I had plenty of stone and logs to work with.  I got my first merchant stall halfway into day 4.  Unfortunately, I don't really have anything of value to trade with him, and I'm hoping to get a stone carver built and producing before he the merchant leaves.  I think I'm still in day 5 - so, yes, I'm not yet far into it.

For me, the most difficult part was figuring out what was needed.  The Wiki of course hadn't been updated yet (this a major update and brand spanking new.)  Having that information, the progression of items needed, would be very helpful.  Like someone said, we can still consider this alpha (what a wonderful alpha, though, in better shape  than a lot of games in beta.)  Ultimately, things, like a progression/items needed/tech tree should be in-game.  But, that's documentation.  Good programming requires that, but I'd rather see the mechanics of the game get worked on before a lot of time is spent on documentation.  Especially since the community can help with the latter.

So far, I see a little much on the micro managing so early.  Though, in a way, automation should come later anyhow.  Getting started should require more hands-on.  Anyhow, I see the potential that these changes may be pointing to.  I say bear with them for at least a few more updates see where they might lead.

I also love the straw beds and actually think it's funny that there isn't enough for all of them to use at the same time.  It really hasn't been a problem, though.  No one has fallen asleep in the middle of a job for lack of bedding.

9

Just ask away :)

I hadn't even gotten around to posting the problem yet, and you've already had a solution up for me!  :D  Thanks. This probably explained why I had a gnome die of thirst on another map.  Anyway, I did it, and it seemed to work: Bar is already back to working in the field.

I noticed a thread where others are having a similar problem in 8.18  I posted your solution with credit for them to try out.

Thanks again.  I think I'll remove my save file from the dropbox to free up the room.

Cor

10
Support / Re: 0.8.18 - Gnomes Die Of Thirst While Standing Next To Well
« on: November 11, 2012, 09:12:41 PM »
I was having similar to this problem in v8.15  This is what Merry76 sent me as a solution - it worked.  Important to remember the save and exit after deconstructing the well.  Also, I didn't have a problem with the flooding. At least, not yet.   :-\

From Merry76:
"Ok, that has been tricky.

We know wells are bugged right now. As long as there are wells on the map, it seems gnomes start to refuse everything but water from the well, but stop to actually go to the well.
Until they die.

Can be fixed like this: Start producing "any wine". Deconstruct well. Save and exit, reload.
Mind the "pressurized water" that seems to flood everything if you touch the well. might drown a few gnomads..."

11
This is great, thankyou. I'm having a problem that I hope someone might be able to figure out and was thinking of how to share the folder.

12
Addons / Textures / Re: Gnomoria Save Game Editor
« on: October 26, 2012, 10:48:53 PM »
The program launches for me.  It appears to load a save file fine - the the loading bar doesn't go all the way across.  But no changes save. I've watched in the save game folder, and see a temp file created when I load a save file. Interesting that a 4mb save game creates a 156 mb temp file. Any way, when I click the save button, the temp file disappears after a couple seconds, but the original save file shows no changes (date modified doesn't change.) After trying a few times (I have to either make a new change or reload the file as the Save button becomes disabled after use,) the program crashes.

I'm currently running v0.8.15 of Gnomoria.
My system is an older Dell Laptop, Inspirion. Running XP Pro SP3 (would be 32-bit.)  The game runs decently on my system, especially since the v0.8.15 update - it's been pretty stable.

I don't expect support, as you basically say, we're on our own. But, in case you would like feedback about issues.

13
General / Re: Gnomoria v0.8.16 released
« on: October 24, 2012, 12:07:49 AM »
    Doors now block enemy movement.  Enemies will attack and can destroy doors if they want to get through.[/li][/list]

    Do they stop yaks, emus and alpacas?  :)

    Mants sound nasty if ya don't watch food/drink stocks... no more 3k food & drink for me anymore :)

    Oh, dear. I'm near the 20k range in food/drink stocks.  How about adding some Black Flag (tm) to the game?

    14
    Support / Re: Game Crashes on Loading a Save
    « on: October 15, 2012, 06:28:52 PM »
    Uninstalling it then reinstalling in another directory shouldn't hurt. I can't say this would resolve the problem (I unfortunately am not skilled enough to read the log files.) But I've seen such a simple fix work on other things, so it might be worth trying.

    15
    Support / Re: blue crosses?
    « on: September 19, 2012, 07:11:18 PM »
    Thank you. I was wondering what was going on, also. To me, they looked like tile updates, but I didn't see why. I like the idea of the rain, because I kind of drained my lakes trying to make a moat, which didn't work out. The only thing is, they flashes are so quick, they're kind of annoying to me. At least I know what's going on now. And thankfully, no noticeable lag yet - and I'm on a laptop that technically doesn't meet specs.

    Pages: [1]