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Topics - Plotinus

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1
Bug reports / [3.83] Duplicated hide with pausable crafting
« on: April 17, 2024, 01:23:00 PM »
My character Aaro is ready to drop, but he starts tanning a rinsed black-grouse skin on a log. It gets 10% done then pauses because he's so tired.

I move the log away and test whether I can continue tanning. I can't, the log is needed.  So far so good. I decide to leave it alone because I want to test if the partially-crafted hide can rot while it's on the ground in the partially crafted state.

A while later, I notice that I have a rinsed black-grouse skin in my inventory, and there's also still the one on the ground that is in partially-crafted state. I go back through my message log.txt, and it looks like it happened when it cancelled continuing the tanning.

I think there is some logic for returning ingredients to inventory so that they don't disappear if you can't start crafting the item, and it is incorrectly causing the hide to be returned to my inventory, duplicating it.

I have a save available.

Output of grep -a "black grouse" msglog.txt

This shows me first picking it up, and then dropping my whole inventory, showing there's only one rinsed black grouse-skin in my inventory at that time:

Code: [Select]
(575757):h5j0:[_]{01F70065}      | The rinsed black grouse-skin will be ready in half an hour. You may not pick it up yet.
(3C5A98):h5j0:[:]{01F70065}      | You pick up the rinsed black grouse-skin.
(3C5A98):h5j0:[:]{01F70065}      | You drop the rinsed black grouse-skin.
(3C5A98):h5j0:[:]{01F70065}      | You drop the 132 black grouse feathers.
(3C5A98):h5j0:[:]{01F70065}      | You drop the 8 black grouse feathers.
(3C5A98):h5j0:[:]{01F70065}      | You drop the black grouse cut.
(3C5A98):h5j1:[:]{01F70065}      | You pick up the rinsed black grouse-skin.

This part shows that i've started tanning it and don't have any other skins in my inventory:
Code: [Select]
(575757):h5j2:[_]{01F70065}      | The rinsed black grouse-skin here is not ready yet. You may not pick it up.
(3C5A98):h5j2:[:]{01F70065}      | You pick up the 132 black grouse feathers.
(3C5A98):h5j2:[:]{01F70065}      | You pick up the 8 black grouse feathers.
(3C5A98):h5j2:[:]{01F70065}      | You pick up the black grouse cut.
(143270):h5j5:[#]{01F70065}      | You see an initially prepared rinsed black grouse-skin (work in progress) here.

here's where i think the duplication happened:
Code: [Select]
(143270):h5j8:[#]{01F70065}      | You continue working on the initially prepared rinsed black grouse-skin.
(575757):h5j8:[_]{01F70065}      | The rinsed black grouse-skin here is not ready yet. You may not pick it up.
(3C5A98):h5j8:[:]{01F70065}      | You pick up the 132 black grouse feathers.
(3C5A98):h5j8:[:]{01F70065}      | You pick up the 8 black grouse feathers.
(3C5A98):h5j8:[:]{01F70065}      | You pick up the black grouse cut.
(143270):i5j0:[#]{01F70065}      | You see an initially prepared rinsed black grouse-skin (work in progress) here.
(575757):i5j0:[_]{01F70065}      | The rinsed black grouse-skin here is not ready yet. You may not pick it up.
(143270):i5j6:[#]{01F70065}      | You see an initially prepared rinsed black grouse-skin (work in progress) here.
(3C5A98):i5j6:[:]{01F70065}      | You drop the rinsed black grouse-skin.
(3C5A98):i5j6:[:]{01F70065}      | You drop the 132 black grouse feathers.
(3C5A98):i5j6:[:]{01F70065}      | You drop the 8 black grouse feathers.
(3C5A98):i5j6:[:]{01F70065}      | You drop the black grouse cut.

grep "[h|i]5j" msglog.txt -a shows some more surrounding context, and i5j6 is the first time that i drop my whole inventory after the moment that i think it was duplicated

Code: [Select]
(143270):h5j8:[#]{01F70065}      | Using: HIDEWORKING
(143270):h5j8:[#]{01F70065}      | Hidework option: Tan the skin
(143270):h5j8:[#]{01F70065}      | You continue working on the initially prepared rinsed black grouse-skin.
(143270):h5j8:[#]{01F70065}      | Tanning process now requires you to soften the skin.
(147870):h5j8:[?]{01F70065}      | (1) You need workbench or working surface.
(575757):h5j8:[_]{01F70065}      | (A table, bench or even a big tree trunk will do as a workbench at which manual work is done.)
(147870):h5j8:[?]{01F70065}      | (1) You need workbench or working surface.
(575757):h5j8:[_]{01F70065}      | (A table, bench or even a big tree trunk will do as a workbench at which manual work is done.)
(A80000):h5j8:[!]{01F70065}      | Canceled.
(575757):h5j8:[_]{01F70065}      | The rinsed black grouse-skin here is not ready yet. You may not pick it up.


2
Egel has learned 12 rituals so far: General sacrifice, bear skull rite, building a fire to attract forest maids, making foxes to come at the bait, fisherman's springtime sacrifice, net favorableness, meeting the water folk, blood stanching incantation, meeting the spirit of the forest, persuading the forest with a bread, releasing animal from the forest cover. He got the spirit world game course task and spent a while wandering around looking for a lost woodsman, then I put the game away.

When I reloaded the game, the task automatically completed.

I would expect the task to either automatically complete as soon as I get, if i have learned all the rituals already, or to not autocomplete if there are still some to learn, but for it to not be tied to loading the game in either case. I have a save game available if needed.

3
Bug reports / [3.83] NPCs wandering farther from village
« on: April 09, 2024, 06:44:39 PM »
"He's around here somewhere, but I'm not sure where exactly"

When I visit a village lately, most of the villagers are not home at first -- they're 2-3 tiles away, but they start coming home as I spend more time in the village, and if I wander around the perimeter of the village, I'll usually see them coming back and can run into somebody who can tell me where the quest giver is.

I don't know if this is a bug, it could be that they're out tending their fields or pursuing their own interests, and they do come back eventually -- and it probably makes attacking peaceful villages harder., though I don't play that way.


I'm mostly noticing this with migrated characters, and these characters are all over a year old. I just tried it with a new character from 3.83 who is 17 days old and just tried taking him back to a village he'd previously visited, and update at first i thought it wasn't happening but actually the blacksmith is almost a full tile away and there's a lot of footprints much farther afield than i'd expect. So probably it's not about migration after all.

I recently sent you a character for a different bug; if you take him to a previously visited village (there are map markers, and a small trap near each village to track how long it's been since last visit), you might be able to reproduce it with him. otherwise i could save the game the next time i notice it happening.

It isn't happening all the time, but most of the time. i could provide a save of this newer character if needed

4


When talking to the woodsman who tells you to kill the wolf, the conversation doesn't have a goodbye option. Isntead the "Okay, okay, I heard you" option is there to be selected in an infinite loop.

You can, of course, hit escape to get out of the conversation.

5
The ice is very thin, so I think it's okay. Perhaps it should say "You notice a lavaret swimming under the ice." And if the ice gets too thick then you shouldn't be able to notice spawning fish anymore.


6
If you climb via the skills menu with sl, or with alt-l, for example along a fence, and you leave one tile type (for example Sea) and enter another (for example your settlement), then the picture at the top will stay the old tile, and the bottom where it says "Sea at Saamakorpi" will continue to say Sea instead of saying "Your settlement". It will stay the old tile until you scroll in or out (with mouse or ctrl + and -) or until you move regularly.

The bug doesn't occur when climbing via moving forward with the up key (with auto-climb fence enabled).

This doesn't affect anything: checks about whether you can zoom out will still succeed, the game knows that you're not really on the water tile anymore.

In this image: the entire fence is actually my settlement, which was a heathland tile, not in the sea tile.


7
Minor bug: When making a lippo, it didn't autoselect the handaxe I had on the ground, so I had to pick it up in order to craft it.

8
It's finally warm enough to start preparing the field. Kari tries to light and fire and gets a message that it succeeded, but there is no fire. Kari has successfully lit fires elsewhere before: in his fireplace, and on the ground near his house when he needed to light a torch in the middle of the night. None of my other characters are having trouble lighting fires, even ones with fields as large as this one. I tried closing and reopening the game, and leaving and re-entering the tile. I tried a few other bits of branches nearby, but haven't retried other worldmap tiles. Save available.

Kari examining the tile where he just tried to light a fire:



I left Kari's animals a few tiles away so the debug logs would be smaller and then tried to light a fire.

Save available

9
Arrowheads are classed as weapons in my inventory and when we examine them, their weapon skill is unknown and they provide zero bonus to attack and zero bonus to defense. Instead of tuntematon maybe "not applicable"

10
Leashed animals generate a lot of poop. It's not just that they don't sleep: Cut down a tree with an animal on a leash and it'll poop a few times. Walk 100 paces with a leashed reindeer and it will probably poop a couple times. Leashed animals generate so much poop that I built a pen to put the animals in so that the poop would be contained to one place.

The pen has a lot of room for the reindeer to move around in, 94 tiles (30 × 4 but there are some trees and fences inside where the reindeer can't move to).

If I leave the reindeer in the pen, it poops only once a day, 200g, even though I'm at home with the reindeer and not leaving the tile.

If I tie the reindeer to a tree in its pen, it pooped 0 times in over 24 hours (afternoon 1 day until late afternon the next day), even though I was nearby the whole time. I have seen other animals poop while tied to trees sometimes, though.

If I have the reindeer leashed and with me then between late afternoon in one day and early evening the next day: 7 poops, 1.6 kg total.

In the previous 3 trials, i spent the entire time setting and resetting a trap, except for when I was asleep. Next trial: walking back and forth across a tile with a leashed reindeer from early evening one day until evening the next day: 19 reindeer droppings (4.3 kg)

My guess is that when the reindeer is not on a leash, it's pooping at the rate of a wild animal, and wild animals generate less poop because it would make hunting too easy.

My guess is that domestic animals should poop more often when unleashed. The amount of poop they produce while leashed seems like a lot - especially when moving around and not doing time consuming tasks like building but I would not be surprised to learn that cows, bulls, and reindeer really do produce that much poop.

11
Bug reports / [3.72.2 linux] hill replaced with empty tile
« on: April 02, 2023, 03:05:07 PM »
A hill tile has been replaced with emptiness and too steep borders in a square all around it. It's just the single tile; I tried approaching it from all sides.



I had not visited this tile before, but I have some hardware issue with my computer (probably the PSU) that causes it to turn off now and then, so possibly I was in a nearby tile and some data was corrupted -- the hardware issue has happened a few times while i was searching for this ram and I didn't note down the locations I was in when it happened.

I have a save available in case this is an actual bug and unrelated to my hardware problem.

12
Earlier, while eating, not at the usual time (8am), I got the message that i was carrying too much, and it dropped the lake reeds that I was eating, even though I only had 32 items in my inventory. I couldn't pick them back up unless I dropped something, so I dropped my rocks and picked the lake reeds back up. I continued my life for a little while, with 31 items in my inenvotry, but then I got the message again, and now I only have 30 items and can't pick up my lake reeds again.

I am used to the inventory being much bigger than that, closer to 90 items. I can provide a save. It is my character Reko.

13
I was a few minutes into crafting a shortbow (with a mod) when I got this message. I can provide a save.

This is an older mod, dates to long before 3.70 when the need to periodically restring a bow was added, from before shortbows were in diy_glossary.txt. I don't know what the LoydettyTarvike function is but if it relates to what I was crafting then possibly there is no bug just an outdated mod.

14
I start with 57  bundles of flax fibre, and I start to spin it with a spindle.

Code: [Select]
(143270):99h0:[#]{0347055F}      | TEXTILECRAFT OPTIONS: Spin yarn
(575757):99h0:[_]{0347055F}      | You can spin 100 m of yarn on one go.
(

I select the maximum, which uses up 20 bundles of flax fibre and produces 14.7 metres, not the promised 100 metres.

I do this again and get another 14.7 metres of linen yarn.

With my last 17 bundles of flax fibre, it tells me I can produce 85 metres and I successfuly do this. So I get a lot more yarn out of the 17 bundles of flax than I get out of 20 bundles of flax.

My 14.7 metres of linen yarn weighs 0.6 kg and my 85m of yarn weighs 0.5 kg, so I think there is something wrong with the way the lengths are displayed.

15
Not bugs / [Not a bug - 3.70] metric rope shortening
« on: July 11, 2021, 11:58:48 AM »
In metric mode, I wanted to shorten my dog's leash. The rope must have been 5 feet initially because it's 1.7m now. In feet, it would have let me choose between 1, 2, 3, or 4 feet, but with 1.7 m it auto selects "1" and cuts it into a 1 meter section and a 0.7 m section.

Code: [Select]
(143270):49h6:[#]{0347055F}      | HANDCRAFT OPTIONS: Tying equipment
(143270):49h6:[#]{0347055F}      | TYING EQUIPMENT: Shorten ropes and cords
(147870):49h6:[?]{0347055F}      | How much of this 1.7 m rope you want to cut?
(147870):49h6:[?]{0347055F}      | (1) You need cutting weapon.
(AB5700):49h6:[+]{0347055F}      | The woodsman's axe in your inventory will be used.
(000000):49h6:[O]{0347055F}      | Ok, you have all the necessary equipment!
(008000):49h6:[=]{0347055F}      | You cut 1 m piece from the rope.

I'm not sure if this is a bug or not. It's a difference in functionality between metric and imperial modes, but it avoids a situation of having to choose between 0.3m, 0.7m, 1m, 1.3m  in metric mode, which is a bit inelegant I guess

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