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License: GNU Affero General Public License v3.0
I have a stockpile that was deleted, but part of it remains seen on the map (I think I was ordering the removal of it and a save game came into effect, not sure though).
The stockpile is not shown on stockpiles tab but I can find it in stockpiles json. The only stockpile that could store cotton seeds. After deleting it, the game crashes when I click on it.
I had a stonecutter set to autocraft up to 40 blocks, but after reload task is missing and instead my stonecarver that is neaby got a task to craft 40 cutting wheels, which were 1 or 2.
I also had a bolt of cloth made of Oak, which is impossible.
Partial overlap with #14 โ when game is started with Frameless window option is enabled in Settingsโ>Video:
All of the aforementioned works correctly when game is launched with Frameless window being turned off.
All of the above is tested with Win10x64.
As an additional problem, when trying to test another stockpile with wheat (sack built), I ordered the sack to be deconstructed (it had a few wheat inside it), and the sack + wheat simply disappeared from the map. Could not reproduce it.
reported by Daxtgnomoria
Crash dump file (file was above github limit):
https://www89.zippyshare.com/v/Cg992utR/file.html
Here is the report created:
Already reporter using in-game uploader, posting it here to help tracking.
I have several stockpiles that simply stop working. I noticed that it happens with stockpiles with storages built on them (did not test on stockpiles w/o storages).
In this save, stockpile named "Carpenter" has 3 boxes built, for a total of 150. It stores only planks. However, after some time, haulers stopped carrying items to this stockpile. I have 22 planks already built (on my sawmill) but they are not being carried to the stock, even when everyone is idle. In the "overview" window, it says there are 128 planks in this stockpile. I counted each items inside each box manually, and the number 128 is correct (50 + 47 + 31). However, in the debug window, the numbers are incorrect - it says that there are 133 planks (50 + 50 + 33).
A similar problem happens with stockpile named "APPLE". It has capacity of 450, the overview says it has 201, but debug window says it has 203. Haulers also stopped carrying apples to this stockpile after some time, and are now idle, with apples lying around to the north of the map.
As an additional problem, when trying to test another stockpile with wheat (sack built), I ordered the sack to be deconstructed (it had a few wheat inside it), and the sack + wheat simply disappeared from the map. Could not reproduce it.
Also, on another stockpile I created to test bugs (already deleted), I had several boxes built there, all my haulers and other gnomes where idle, and the debug screen showed that several spots where reserved for items, even if there was no one carrying items there (this stockpile also stopped working).
I couldn't see any issues here so I'm assuming it wasn't reported yet.
After loading a game, a lot of my items changed to different stuff.
I've added images of two of the funniest, a strawberry sausage omelette and a cotton skull from which where a strawberry and raw cotton before saving and loading:
Let me know if this was already known or if you want to see the savegame.
Thanks for all the effort, I liked Gnomoria but always thought it could be more, which this will hopefully become.
I'm quite sure that it's temporary, but it makes them not as useful as they should be.
I noticed that item count on market stall is not correct, if you have more than one quality type of the same item. When you click to sell any amount of a item that has different quality, the counter resets to the total amount of that item (not only the selected quality). Screenshots to make easier to understand:
I have 297 orange wines on my stockpile (64 acceptable, 225 average and 8 good), but when I try to sell only one of the qualities, the number of that quality increases to the total amount of wines:
Before selecting one to sell, the numbers are correct:
After trying to sell 1, the number of good wines raise from 8 to 296 (+1 to sell):
I tested it, and it happens with any items that I have more than one quality available, and the value of the sale is accepted, even if those items do not exist.
I was able to build floor on top of a tree, essentially "cutting" it in half.
Even on the tile where the trunk was supposed to be, I was able to build a floor. After ordering to cut such tree, her cut logs appeared on the top floor, whereas one single log (from her lower trunk I guess) appeared on the bottom floor.
While further testing, I tried to build things around the second floor of the tree , on the same tile as her foliage and the middle trunk. I was able to build walls and scaffolds on the same tile as her foliage and was also able to place order to build scaffolds on her second level trunk. After a while the game crashed.
Since I ordered all things at the same time and used fast forward, I'm not sure which of it caused the crash.
Found a problem with the accept order in stockpiles. If i'm ordering something to be constructed in sequence (sacks in this case), while the game is running, the accept order gets wonky and won't work properly.
What happened is that while I was ordering sacks to be built in the stockpile, the first one that I ordered got ready, so when I ordered the second one (before the first one was installed), it checked my total inventory and finding one "available", it did not request another one to the workshop. After the first one was installed, no order for the second one was made.
I've seen this happening also while building workshops. When the second/third workshop is ordered, one chair was available from the first one and the subsequent workshops were not built because of lack of chairs. Just tested it, and it is easy to reproduce: craft 2 tables and pause the game. Then, order 3 kitchens to be built while it is paused, no tables will be ordered in the carpenter with accept jobs.
I think I've seen this happening with ingredients for crafting items also, but not sure.
Maybe some recursive order, from time to time, to check if workshops have any pending acceptable orders to add to the queue?
Cows do not eat too, but they are staying alive.
Bone statues can not be categorized to be stored.
I've had some starving gnomes because i ran out of wheat during winter and when I harvested it my kitchen did not resume crafting breads, because the ingredient reached 0 and the crafting order got reset after loading this game.
It was the only ingredient available to craft breads (my only type of grain), the order to craft breads was specifically to craft wheat breads (not "any") and after the ingredient ran out I saved and reloaded. If that happens and you do not save and reload, everything works fine.
I've seen this happen with carpenter also, where I had an order for "sticks - craft to 4 - pine planks", and after pine planks reached zero, I saved and reloaded and the order changed by itself to orange-wood, but did not resume on its own (it had the button "craft" to start it again).
The image on the right shows what happens if I reload a save after the ingredients reached zero (and it does not resume after the ingredients number increase)
Using the order with "any ingredient" works fine even after saving and reloading.
In short, orders using "craft to" with a specific ingredient (not "any"), resets by itself and stops if you save and reload after the chosen ingredient reaches zero.
Here is a save test ready for this scenario, just wait until crafting is done, save and reload last save.
8.zip
No matter of values at sql, they have zero of everything.
A small inconsistency: when I click the central tile of a distiller, it does not open the workshop tab. Instead, it opens the tile inspector and 2 barrels appear there (the 2 that were used to craft the workshop. Then I have to click the workshop button to open the tab.
I haven't noticed this with any other workshops.
Title
From #45:
Also if they don't have a profession selected they should default to the Gnomad profession which you probably deleted.
Since the last patch, I'm not getting any warns that traders arrived. Tested it with raids on debug and also no warning.
I know food is still a work in progress and balancing it will take time, but I just wanted to share my thoughts on sandwiches.
Crafting a sandwich is "inefficient", since you lose food value in the process. A bread is worth 30 points and sausage is also worth 30 points. However, making a sandwich costs labor+bread+sausage and is only worth 50 points (less than the ingredients, plus you waste the labor). Since you are not wasting any resources when crafting a sandwich (from the realistic point of view), I think sandwiches should be worth at least 60 points.
I know you can save some time for the eating gnome, because you are eating more food points/item, and save trips to the kitchen (because with sandwich you are going to stack more food above the 100 hunger level, but since it is the current top grade food and takes more labor than omelettes, I think it should offer more benefits.
In this sense, from the food value efficient point of view, I think it is better to just let them eat the bread and the sausage separately.
Any thoughts on that? Would you prefer if I moved this discussion to reddit, so more people can comment?
5 minutes in the game I made a new uniform in the military menu, called 'none' with nothing equipped. Then I made a new position 'wotg' and selected 'way of the gnome', uniform 'none' and checked both boxes.
Then I made 2 formations 'soldiers' and 'workers', selected 'wotg' as position for all and checked 'avoid enemies' for both formations. Then I made 2 squards 'First' and 'Second', selected formation 'soldiers' for the first squad and 'workers' for the second one.
I used the first dropdown arrow to switch between the squads and noticed that they had the same formation. I set them again and whichever I set last was applied to both squads.
I went back to the positions tab and noticed a different phenomenon with the chosed perk. The perk would revert back to the default. When switching between positions the perk would not update.
Day 3, 12:34: JobType CraftAtWorkshop
Day 3, 12:34: Got a new Carpentry job
Day 3, 12:34: Item is at 64 64 128 and must go to 59 54 99
Day 3, 12:34: JobType CraftAtWorkshop
Day 3, 12:34: Got a new Carpentry job
Day 3, 12:34: Item is at 64 64 128 and must go to 59 54 99
Day 3, 12:34: JobType CraftAtWorkshop
Day 3, 12:34: Got a new Carpentry job
Day 3, 12:34: Item is at 64 64 128 and must go to 59 54 99
Day 3, 12:34: JobType CraftAtWorkshop
Day 3, 12:34: Got a new Carpentry job
Day 3, 12:34: Item is at 64 64 128 and must go to 59 54 99
I'm hungry.
Day 3, 13:07: Picked up an item.
I think it's rather complex, but i have this issues right now:
I deconstructed a door and it remained there, as if it was still built. The item got removed and went back to stockpile, but tile info still shows a door, with no sprite.
I am unable to see the checks in checkboxes. I noticed that styling was added via an external css file and in that file there is a QCheckBox section but it doesn't have a color specified. There is also a QCheckBox[Type=EmbarkScreen] section with @ColorButtonText as the color. However it appears that @ColorButtonText is white (which makes sense since the buttons are medium to dark gray) but this means the checks are white and the checkboxes have a white background. I added color: black; to the main checkbox section and this fixes the issue.
I already reported it in-game, but needed to input more information.
In the in-game report, I mentioned that the game was created with missing tiles that crashed when clicked on (found 2 so far). However, after loading previous saves, I realized that the map was NOT created with this missing tiles. The tiles went missing at some later unknown moment. I`ll try to load all previous saves to see when it was created.
One of my trees returned one level after being harvested for fruits.
Her lower trunk went back to second level (after sapling), but the foliage remained there, as a grown tree. Even after cutting the tree, its foliage remained there. Tile 74 87 100
When trying to create a new world, I can`t select difficulty levels or items with the drop down menu.
When I click the arrow with my mouse, the menu opens, but I can't see it. I know the drop down menu is opened because I can select other options there, but I can't see it in my screen.
Playing 0.6.6, with a Radeon RX 560, Windows 10.
Day 6, 03:31: Got a new Error: $SkillName_ job
Day 6, 03:31: Item is at 76 102 100 and must go to 72 99 100
Day 6, 03:48: Picked up an item.
Day 6, 03:50: Got a new Error: $SkillName_ job
Day 6, 03:50: Item is at 76 102 100 and must go to 72 99 100
Day 6, 03:50: Picked up an item.
Day 6, 04:02: Picked up an item.
Day 6, 04:02: JobType PlantTree
Day 6, 04:02: Got a new Error: $SkillName_ job
Day 6, 04:02: Item is at 77 102 100 and must go to 78 99 100
26.7z https://mega.nz/#!I5g0VSbL!K9ovAk856YiOpDdUo9xrT6qyoSndLHoV8DU_cipev6A
Is it possible to change (or explain how to change) the colors from schedule color code?
As I have colorblindness - deuteranopia (mild one), I can't properly see the differences from sleep and training colors:
Is it easy to change that?
Also, most people don't know, but close to 8% of male population have colorblindness, and of those, almost 65% have the type deteranopia. If I see any other colors that might confuse us, I will post here to see if something can be done about that.
Thanks!
Well, yet another bug to report.
I just noticed that if you save during a day that you had a goblin raid, even after killing all of them, another raid happens as soon as you load the game.
I had 3 raids on the same day, all of them happening as soon as I loaded the game that was saved on the same day.
I think the same happens with traders, but haven't tested it yet.
In this save I just had a raid (dead goblins are by the door), and as soon as you un-pause another raid begins.
85.zip
I have an stockpile that remains on the stockpile screen even after deleted.
The stockpile is name "Carry" and I can see some jobs on json that are stuck there, even If all items are there and the stockpile is suspended. After deleting it in-game, the stockpile can be seen on the stocks screen.
In the save, all you have to do is delete the stockpile (near main entrance) an you can still see it there on kingdom screen.
So, I was testing how a colony would behave in case of massive hunger. First, some gnomes started to behave strangely, lagging a lot every time I clicked on their thumbnails, mostly when clicking their Log tab. They have hundreds and hundreds of "I'm hungry, looking for food, didnt find food". It is as if almost every tick they looked the map for food and lagged. The log got laggy to click after that.
After a while, one of my gnomes got stuck on the spot of a workshop and just remained there until dying, not moving at all. I loaded a previous save and tested around this gnome a little more.
After spawning food on the floor he was, he ate the food until 100 hunger, and only then he moved to another spot.
The problem is that now this gnome is breaking Newtonian physics and is at two places in the same time. On the tile that it was stuck I can still find his thumbnail and his sprite and also where he is moving around.
When trying to sell items, several of them have a wrong price tag after selecting them to trade, i.e. the price in (xx) is different than the price in the total offer:
This is only a small selection, but I noticed that it happens with a lot of items, regardless of its quality. In some cases, when selling multiple items of the same quality, the price per item varies.
Important, I've only seen this happen when I have more than one quality of the same item. In the case of buckets, after selling all buckets of other qualities and closing and opening the market stall again, the price of bad quality bucket was correct.
Currently, i'm having constant crash/bug with double game speed when trading, changing stockpile settings, sometimes workshop schedules.
Game crashes when trading, disregards min/max settings at stockpiles.
Not sure if this is intended or not, but the order Craft To is not counting the specific material that I set to craft, but rather the total amount of the item type available.
For instance, I have two orders in the saw mill:
-Craft to 100 pine planks
-Craft to 150 orangewood planks.
Both orders are already suspended, as if they had reached, but I have 62 orangewood planks 92 pine planks.
A couple of UI improvement suggestions for this datagrid:
Not sure if regular bed are also affected, but room seems to sometimes ignore beds.
EDIT
It's more area related issue, because trees aren't being counted in groves too.
I reported it in-game, but placing here to help track.
I tried deconstructing and rebuilding the workshop, but nothing happened.
I noticed something strange. After dismantling all of my carpenters, I noticed that if I try to build something from the workshop, after I build a new carpenter, it will start with a long list of items to build, that were ordered when it was deconstructed.
Also, even stranger, if I dismantle my carpenter and rebuild it in some other place, far from the initial place, it starts to work again. But if I rebuild it in the same spot, it stops working.
After deconstructing it, I noticed there there is a sprite located there, that I cant click.
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