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Dwarf Fortress => DF Announcements => Topic started by: Toady One on March 30, 2012, 07:36:02 am

Title: Dwarf Fortress 0.34.07 Released
Post by: Toady One on March 30, 2012, 07:36:02 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here is another set of bug fixes.  Be warned that some animals had their tiles changed to match the size convention.

Major bug fixes
   (*) Stopped crash from some odd creatures transforming into werebeasts
   (*) Fixed crash from sites on the edge of the map
   (*) Fixed old adv mode save imports
   (*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
   (*) Made animated corpses that collapse still count toward putting down ghosts
   (*) Stopped undead from getting werecurses -- generally made animation/ghost/acquired tags count for more
   (*) Removed negative clothing thoughts for children

Other bug fixes/tweaks
   (*) Stopped people from dropping random crafts/weapons on edge of map again
   (*) People should more consistently bring axes, picks, crossbows, quivers, ammo
   (*) Temporarily made amulets/backpacks etc. have no layering info (was screwing up clothing, will return to it)
   (*) Limited number of hunting/vamp crafts
   (*) Flux check in site finder should match with text now
   (*) Stopped vamps from bragging about their kills
   (*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
   (*) Fixed blank memorial names
   (*) Husks have more information removed (pasture/pet/some job targeting/etc)
   (*) Opposition to life now overrides peace with wildlife
   (*) Stopped dwarves leading animals from going moody
   (*) Imported saves from 34.05 and earlier will have eggs that produce tame hatchlings
   (*) Option between skill/unit based profession setting in d_init
   (*) Made initial equipment based on profession setting rather than unit type
   (*) Fixed broken animal overall training scrolling
   (*) Mood dwarves no longer ask for "rock bars" and it says "bones" instead of "body parts"
   (*) Displayed medical dates correctly (they were a day off)
   (*) Season announcement appears with correct date
   (*) Correct year will show up on announcement screen
   (*) Displayed gender for some items that were showing up as duplicate entries
   (*) Gender in kill list (duplicate entries again)
   (*) Fixed some mannerism pronouns
   (*) Various raw fixes (see file_changes) -- highlight is that various underground animal men have attacks again
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Johuotar on March 30, 2012, 07:39:22 am
Thank you! Bug fixes are the best!

Quote
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top

That, I like.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: snelg on March 30, 2012, 07:49:25 am
Perfectly in time for the weekend!
The bug-fix releases have really made the game a lot more enjoyable to play.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MagmaSolutionsInc on March 30, 2012, 07:53:22 am
God dammit Toady.

They only just released DFHack for 0.34.06  :P


Just kidding. The fixes are great. Just want some more permanent options to deal with vampires now.

e: Also, I will miss the inherent comedy in vampires bragging about how many humans they've killed  ;D
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 30, 2012, 08:01:34 am
Quote
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
Next great bugfix! I wonder what will be squashed in this round...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on March 30, 2012, 08:04:42 am
Woo!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Vherid on March 30, 2012, 08:12:19 am
Love these fixes,
Quote
You can have your dwarves start/arrive without any labor types enabled here by setting this to NO.  You can also set it to SKILLS to make the labor list set by skill, or BY_UNIT_TYPE to have it done by overall unit type.

It's my understanding that this switches between, for example Urist is a mason with 5 pts in masonry, SKILLS setting his labor to just masonry, and BY_UNIT_TYPE setting his labors to masonry and stone detailing because he would be a stoneworker?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Toady One on March 30, 2012, 08:19:17 am
If he's got presser and thresher (and is unit type "farmer"), then UNIT_TYPE enables all farming labors, where SKILLS just enables the two.  If he's got presser and thresher, but for some reason is unit type "presser", then UNIT_TYPE enables just pressing, where SKILLS still enables the two.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Vherid on March 30, 2012, 08:19:59 am
Alright thanks.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: thvaz on March 30, 2012, 08:21:00 am
Thanks Toady!

Should we expect more bugfixes?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Toady One on March 30, 2012, 08:24:29 am
Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 30, 2012, 08:28:21 am
Smarter dwarves and better hauling! And more bugfixes! Woooho!  :D
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on March 30, 2012, 08:28:58 am
can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).

do dwarfs still jump off waterfalls? Have been doing some flat embarks lately, so I don't know anymore.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 30, 2012, 08:31:01 am
can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).
Probably it will work (copying raws, not entire folder!), but Toady fixed animalman raws, so it may be a good idea to merge this group of fixes.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: trees on March 30, 2012, 08:31:59 am
file changes.txt will let you know the specifics about what raw files were changed between releases.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on March 30, 2012, 08:36:49 am
right, thanks.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: thvaz on March 30, 2012, 08:37:35 am
Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

Awesome. But now I think I will wait before starting a "serious" fortress.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Stormfeather on March 30, 2012, 08:39:18 am
Yay, a new version, just as my previous fortress was bogging down too much from goblinite/dead dwarves/etc. Although I'll miss some of the stuff in my previous fort... oh well, I guess I can always import a save later if I really want to. :p

Thanks Toady One! All Hail Hypnoto Toady!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: malvado on March 30, 2012, 08:42:27 am
Darn good work Toady!

Think it could be possible to give adventureres some love in the next bug fix?
Sewer grates and drowning just bellow one has been bothering me a little , if the sewer is 2 tiles bellow (1 tile space between ground and sewer) it's possible to get air, standing directly bellow the sewer grate (ie no space between sewer grate and where you swim) makes you drown (Ie you don't get air).
Due to this large areas of sewer areas are impossible to explore as a mere human.

Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Footkerchief on March 30, 2012, 08:49:31 am
Think it could be possible to give adventureres some love in the next bug fix?
Sewer grates and drowning just bellow one has been bothering me a little , if the sewer is 2 tiles bellow (1 tile space between ground and sewer) it's possible to get air, standing directly bellow the sewer grate (ie no space between sewer grate and where you swim) makes you drown (Ie you don't get air).
Due to this large areas of sewer areas are impossible to explore as a mere human.

This group of bugs (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5063) covers those problems.  In general, it helps to link to reports.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Psieye on March 30, 2012, 09:36:55 am
can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).
You want to look into this tool called WinMerge. Then you can exactly see what's different between 2 versions of the same file and quickly transfer just the changes you want from one version to the other.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: khearn on March 30, 2012, 11:10:54 am
file changes.txt will let you know the specifics about what raw files were changed between releases.
That reminds me. Toady One, I just want to say thank you very much for file changes.txt. It makes upgrading to the latest version so much easier than it would be without it. I appreciate the effort it takes to keep it up to date.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 30, 2012, 11:48:38 am
When will we be able to view the descriptions of dead/missing creatures again?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: floundericiousWA on March 30, 2012, 12:14:40 pm
Thank you! Bug fixes are the best!

Quote
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top

That, I like.

HEAR HEAR!!!!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on March 30, 2012, 01:28:50 pm
Oopsie!  Got a seg fault during world gen (default interface, short history, all other settings at default) in an absolutely vanilla 0.34.07 on Linux.  Reported. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5729)

Second attempt at world gen worked OK.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: maxi on March 30, 2012, 01:31:31 pm
I had to register on this forum so I could say: Thank you for the amazing updates!

In my last fort some dwarves jumped into a waterfall and drowned, which resulted in a tantrum spiral among the survivals. When I reclaimed the fort there were about 7 ghosts that I couldn't get rid of. Would this update fix that somehow? Anyways, showing what ghosts are still around and which aren't in the engrave menu will be very helpful!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Musaab on March 30, 2012, 01:31:44 pm
Any word on the vanishing text bug?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Footkerchief on March 30, 2012, 01:48:05 pm
Any word on the vanishing text bug?

Once again: it helps to link to the report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097) so people know what you're talking about.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 30, 2012, 01:51:33 pm
Any word on the vanishing text bug?
Bugreport is here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Steele on March 30, 2012, 03:12:14 pm
Found a small mistake in c_variation_default.txt.
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: TomiTapio on March 30, 2012, 04:00:41 pm
Great glimmering pile of bugfixing, Toady! We luv ya!

Found a small mistake in c_variation_default.txt.
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
I found the same while updating Genesis mod to 0.34.07.

BTW Toady, do you think deer, hares and other similar flight-type herbivores should be able to outrun average dwarves? I see default speed and default occurrence frequency in lots of animals.

ps. wow, one migrant had two pets: a giant bat and a giant cave swallow!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: malvado on March 30, 2012, 05:11:39 pm
This group of bugs (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5063) covers those problems.  In general, it helps to link to reports.

Thank you. Should have come up with the link but was in a hurry to get to a meeting and was a bit overexcited by the new Release.
Good work Footkerchief!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: xordae on March 30, 2012, 05:31:37 pm
Pasture assignments are not toggled off when you assign an animal to somewhere else, i.e. a chain. Resulting in the animal being repeatedly dragged back and forth between chain and pasture until either of them is disabled by hand. Would be nice for these assignments to toggle each other's state.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Dogun on March 30, 2012, 06:55:08 pm
Nice, one, Toady! Good number of important fixes in this bunch!

Re: lower priority stuff.

Any thoughts on contaminant and water issues?  Are these the sort of things about which you have some fixes in mind, or will they likely take some more time to consider?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: ZzarkLinux on March 30, 2012, 08:25:46 pm
Trying not to add to the hysteria, but reading this thread makes me think that 34.06 saves compatable, right?
The list doesn't immediately shout "world gen changed". Guess I just need to update the raws from changes.txt right...

Edit: Yep, all good. Thanks Toady
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Earthfiredrake on March 30, 2012, 08:34:44 pm
   (*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
   (*) Made animated corpses that collapse still count toward putting down ghosts
   (*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top

   (*) People should more consistently bring axes, picks, crossbows, quivers, ammo
   (*) Option between skill/unit based profession setting in d_init
   (*) Made initial equipment based on profession setting rather than unit type

Many thanks, my dwarves from 34.5 can finally put down that ghostly necromancer and resume their task of eating  several hundred units of forest titan roast in peace.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MaximumZero on March 30, 2012, 08:41:37 pm
...I was just porting over my metals. Ah, well, time to start over. :P Well done, oh great Toady One!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Toady One on March 30, 2012, 08:48:07 pm
BTW Toady, do you think deer, hares and other similar flight-type herbivores should be able to outrun average dwarves? I see default speed and default occurrence frequency in lots of animals.

Yeah, but increasing their speed increases their combat power as things stand.  The combat/move speed split is one of the big early combat changes, but I didn't want to get bogged down in combat changes just yet.

Any thoughts on contaminant and water issues?  Are these the sort of things about which you have some fixes in mind, or will they likely take some more time to consider?

It's something I'm going to handle or at least address in some way during this cycle, but I haven't thought specifically about how I want to do it.  The way the stagnant flag spreads is pretty crazy.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rafal99 on March 30, 2012, 08:54:25 pm
Thanks for all the bugfixes Toady!

Any chance on having Military/Equipment bugs fixed soon?

They got the third place in the first worst bug poll, with the first two places Dungeon Master and clothes bugs, both of which are fixed now.
They also got the first place in the most recent 0.34.06 bugs poll.

Some of them that bother me personally:
#4530 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530) Marksdwarves won't train with training bolts unless combat bolts all used up
#1451 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451) Military equipment interferes with civilian equipment (one dwarf can't use the same axe for both woodcutting and axedwarfing)
#4932 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4932) Dwarves try to equip armor in order of its production instead of in order specified by uniform (this means they end up with cloaks instead of with breatplate)
#5485 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5485) Assigning "specific weapon / armor" doesn't show which items are already assigned


Edit: Fixed links.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 30, 2012, 08:57:04 pm
Also, why doesn't the unit screen let us view the descriptions of dead or missing creatures?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Ross Vernal on March 30, 2012, 08:58:43 pm
Every time I look for an update, there's none.

The ONE day I come on, confident that there is no update, Toady updates. This has happened pretty regularly now.

brb driving to a volcano, need to ‼SCIENCE‼

#5485 (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=5485") Assigning "specific weapon / armor" doesn't show which items are already assigned

This, pretty please, with sugar and sprinkles on top?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Foxbyte on March 30, 2012, 09:46:50 pm
We have truly been blessed with a golden age of Dwarf Fortress updates. I am loving all these fast hotfixes Toady, please keep up the good work.  :D
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: blakecarl on March 31, 2012, 12:01:22 am
Thanks for this bug fixes! Just when I needed it. :)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: tahujdt on March 31, 2012, 12:10:20 am
With all the old bugs being fixed, it's only natural that flyer pathing will follow. Enjoy gobbos on GC Swallows flying over your walls and on cave crocs swimming up the plumbing.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 31, 2012, 12:12:51 am
With all the old bugs being fixed, it's only natural that flyer pathing will follow. Enjoy gobbos on GC Swallows flying over your walls and on cave crocs swimming up the plumbing.
Also enjoy your army of War Giant Eagles
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: tahujdt on March 31, 2012, 12:23:24 am
Not to mention add in a syndrome that adds NO_BREATH and build your fortress underwater. Alternatively, mod dwarves to have jetpacks and build a space station. Then mod wagons and pack animals to fly up there as well. This could be a mod idea...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on March 31, 2012, 01:13:01 am
Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

what do U mean by hauling changes?

Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 31, 2012, 01:52:21 am
Oh quick question, can vampires still get strange moods or go insane for whatever reason?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 31, 2012, 02:03:49 am
Oh quick question, can vampires still get strange moods or go insane for whatever reason?
Why not?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on March 31, 2012, 02:13:46 am
Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

what do U mean by hauling changes?
I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on March 31, 2012, 04:58:06 am

I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.

which means?

hauling more than an object for example? adding pockets to dorf's trousers? lol
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on March 31, 2012, 05:01:53 am

I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.

which means?

hauling more than an object for example? adding pockets to dorf's trousers? lol

Some or all of these:

Being able to haul multiple small objects
Having multiple dwarves involved with item hauling for a job
Being able to move multiple objects with roughly the same destination at once
Wheelbarrows to haul more objects than can be carried
Minecarts
Wooden, stone-carved and metal tracks
Can be filled like stockpiles and moved between destinations
Work animals to tow carts and haul objects

My bet is that Minecarts won't appear, which also means that tracks won't appear.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on March 31, 2012, 05:03:57 am
My hope is that tracks and minecarts will appear.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on March 31, 2012, 05:08:07 am
well creating at least carved tracks on rock floor should be pretty easy, instead carts setted like a stockpile worry me a bit, especially when mined rock occupy all the space on 1 tile :|

next improvement should be creating the "dimension" of mined rocks: for example, from one rock U can create one table OR one tiny puzzlebox... ?_?

at least create more item from a rock just like goblets..
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on March 31, 2012, 05:45:11 am
The issue I'm seeing with Mine Carts, is a similar issue that Toady discussed about traps and physics in dwarf talk. The Mine Cart is another example of the rolling stone ball of death trap.

From the talk, the game can't really handle something seen out of Indian Jones with the giant bolder chasing him.

So, this also mean that Mine Carts can't handle going down hill very well either.

Without Mine Carts there very little reason to have tracks.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on March 31, 2012, 06:04:58 am
a wheelbarrow is fine too
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: xordae on March 31, 2012, 07:05:23 am
Any chance on having Military/Equipment bugs fixed soon?

They got the third place in the first worst bug poll, with the first two places Dungeon Master and clothes bugs, both of which are fixed now.
They also got the first place in the most recent 0.34.06 bugs poll.

Some of them that bother me personally:
#4530 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530) Marksdwarves won't train with training bolts unless combat bolts all used up
#1451 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451) Military equipment interferes with civilian equipment (one dwarf can't use the same axe for both woodcutting and axedwarfing)
#4932 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4932) Dwarves try to equip armor in order of its production instead of in order specified by uniform (this means they end up with cloaks instead of with breatplate)
#5485 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5485) Assigning "specific weapon / armor" doesn't show which items are already assigned

Seconded.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Musaab on March 31, 2012, 07:28:29 am
Am I really the only that cares about:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097)

#5097: Names overwriting text with TrueType
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on March 31, 2012, 08:09:53 am
Hm, maybe it is a good time to advertise my poll the worst bug in 34.07 (http://www.bay12forums.com/smf/index.php?topic=106010.0).
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 31, 2012, 03:21:10 pm
Minecarts have so many !!wonderful!! applications for traps...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on March 31, 2012, 04:10:02 pm
Oh quick question, can vampires still get strange moods or go insane for whatever reason?

I think vampires are permanently happy, so no tantrum, but they can certainly go insane from a failed mood and don't even feed anymore. que eternal madman
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on March 31, 2012, 04:10:47 pm
Oh quick question, can vampires still get strange moods or go insane for whatever reason?

I think vampires are permanently happy, so no tantrum, but they can certainly go insane from a failed mood and don't even feed anymore. que eternal madman
Want
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: terko on March 31, 2012, 05:15:18 pm
So ... in the upcoming changes we may see Miners that do not run in large circles to mine away the next block? Sounds promising :).
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Footkerchief on March 31, 2012, 05:36:21 pm
So ... in the upcoming changes we may see Miners that do not run in large circles to mine away the next block? Sounds promising :).

As far as I know, that isn't something that Toady's mentioned.  What makes you think that?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: terko on March 31, 2012, 06:00:17 pm
So ... in the upcoming changes we may see Miners that do not run in large circles to mine away the next block? Sounds promising :).

As far as I know, that isn't something that Toady's mentioned.  What makes you think that?

AI changes in hauling, that's something I assign with mining in general since it may include pathfinding. Maybe not, we'll see.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Footkerchief on March 31, 2012, 08:22:58 pm
Yeah, that's possible.  Smarter hauling AI could definitely have implications for jobs in general. 
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on April 01, 2012, 01:45:14 am

AI changes in hauling, that's something I assign with mining in general since it may include pathfinding. Maybe not, we'll see.
hauling is not mining... :/
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on April 01, 2012, 02:41:48 am
Wasn't one of the changes planned to mak e dwarfs haul more than one item if it was light? like taking 3 rock mugs instead of 1?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 01, 2012, 02:49:31 am
Wasn't one of the changes planned to mak e dwarfs haul more than one item if it was light? like taking 3 rock mugs instead of 1?
As posted on the previous page, yes.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 01, 2012, 02:13:30 pm
Dwarves getting smarter means dwarves getting stupider. Mark my words.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Beeskee on April 02, 2012, 05:38:26 am
It's weird, I'm not able to find results for Flux with the site finder at all. Neither positive nor negative. It acts like the search is broken. Steps to reproduce: Search for just flux.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on April 02, 2012, 05:58:08 am
It's weird, I'm not able to find results for Flux with the site finder at all. Neither positive nor negative. It acts like the search is broken. Steps to reproduce: Search for just flux.

Please upload savegame to http://dffd.wimbli.com/ and post link in this bug report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5732
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Beeskee on April 02, 2012, 09:54:58 am
I posted it there. I wasn't even sure if that thing was checked any more by the developers.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on April 02, 2012, 10:24:39 am
I posted it there. I wasn't even sure if that thing was checked any more by the developers.
*COUGH* (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Fortport on April 02, 2012, 11:06:38 am
Nice update. Looking forward to the next!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: floundericiousWA on April 02, 2012, 02:30:59 pm
goddammit Toady! I keep genning a large 1050 world, modding out aquifers then embarking, come onto the B12 forums then find that you have released another version!

I don't know whether to love or hate you, now!

just choose love, man
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: floundericiousWA on April 02, 2012, 02:41:59 pm
Any thoughts on contaminant and water issues?  Are these the sort of things about which you have some fixes in mind, or will they likely take some more time to consider?

It's something I'm going to handle or at least address in some way during this cycle, but I haven't thought specifically about how I want to do it.  The way the stagnant flag spreads is pretty crazy.

More interesting !!!SCIENCE!!! for my stagnant water bug  http://www.bay12games.com/dwarves/mantisbt/view.php?id=5232 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5232)... at my new fort, I was able to make a (way too) small fresh water cistern which is refilled from a catchment system that drains murky pools.  That was a single screw pump.  I channeled out a much larger 3-z cistern fed by a pump stack of four screw pumps up from the same catchment basin.  I recently had to cut down a tower cap that was growing in my third pump (LOL) and install floors in the water outlet/source squares on each level to prevent more mischievous plantlife.  One, in particular, was painfully tricky and I ended up putting a tightly sealed door on the north face of the water outlet square.  It just so happens that was for the first pump coming out of the stagnant water.

I turned on the pump stack and saw STAGNANT WATER 7/7 on that outlet square directly south of the door (I FREAKED!)...but, it turns out, the pump stack was still able to convert it to clean water on the next level and preserve the cistern (thank god).

Still not sure why that one square turned stagnant...but the other three screw pumps, with newly installed floors, were still able to clean the water.

This goes to my observation from the abandoned fort:  When I built a screw pump inside a corridor of flooring and walls, it STILL put out stagnant water...maybe the work around is to have a pump stack (it's not like you don't have plenty of spare dwarves to crank the handles) of at least two or three pumps for any fresh-water-well-project you draw up.  Sounds like a project I need to chase down in the interest of learning and !fun!.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: floundericiousWA on April 02, 2012, 02:43:52 pm
I posted it there. I wasn't even sure if that thing was checked any more by the developers.
*COUGH* (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php)

wow, you should really get that checked out by a chief medical dwarf before your giant yellow font syndrome infects the whole of bay12!!  :P
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on April 02, 2012, 03:22:48 pm
Sorry, it's a condition I have. It tends to get brought on by baseless accusations.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: tahujdt on April 02, 2012, 04:59:50 pm
I think I'm coming down with a case of the
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Beeskee on April 02, 2012, 05:09:53 pm
nevermind, you win.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: thvaz on April 02, 2012, 05:26:59 pm
I posted it there. I wasn't even sure if that thing was checked any more by the developers.
*COUGH* (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php)

*ahem* (http://www.bay12games.com/dwarves/mantisbt/view.php?id=790)

And what is your point? At least point it to a more significant bug.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Findulidas on April 02, 2012, 06:00:58 pm
I love these frequent patches.

Also have a question. How to hell do you guys deal with goblins riding things who ride away when your military attack yet never stop sieging you?

I have these 3 small goblins left riding rutheres and they never give up, only ride around interrupting jobs all the time, I feel like I will break something if they dont stop and fight soon.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 02, 2012, 06:56:13 pm
a wheelbarrow is fine too

This would be awesome :)  Wheelbarrows and handcarts.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 02, 2012, 07:00:33 pm

AI changes in hauling, that's something I assign with mining in general since it may include pathfinding. Maybe not, we'll see.
hauling is not mining... :/

True, but deciding where to mine or where to build next is definitely following some sort of pathing rules, so if there is a major pathing update, a whole lot of non-hauling things will change.  Then again, it might be tightly targeted changes.  We'll see.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 02, 2012, 07:04:04 pm
Dwarves getting smarter means dwarves getting stupider. Mark my words.

heheh

If Toady makes them too smart, they will lose some of their charm.  What would we all do if we didn't have our fortresses filled with Dwarves that act like some mixture of Homer Simpson, Al Bundy, Forest Gump, Rainman, Hulk, and Conan?

Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Sus on April 02, 2012, 09:46:23 pm
If Toady makes them too smart, they will lose some of their charm.  What would we all do if we didn't have our fortresses filled with Dwarves that act like some mixture of Homer Simpson, Al Bundy, Forest Gump, Rainman, and Conan?

Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.
You forgot Hulk.
> Catten Idemkust, kitten (tame) has bled to death
--> "URIST SMASH!"

As for "smart" dorfs and the Butterfly Corpse Of Doom, I agree 100%. Much of the fun (and ‼Fun‼) of DF comes from the hilariously bloody stupid antics of the bearded little alcoholics and random little things like that spiraling out of control.

Oh, and emergent gameplay. For example, I was totally astonished when I first saw an alligator maul an entire badger conga to death. Only in Dwarf Fortress, people! (I was even more nnonplussed, though, when the same alligator tore off my starting miner's hands and half of his face...)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 02, 2012, 09:57:45 pm
If Toady makes them too smart, they will lose some of their charm.  What would we all do if we didn't have our fortresses filled with Dwarves that act like some mixture of Homer Simpson, Al Bundy, Forest Gump, Rainman, Hulk, and Conan?

Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.
You forgot Hulk.
> Catten Idemkust, kitten (tame) has bled to death
--> "URIST SMASH!"

As for "smart" dorfs and the Butterfly Corpse Of Doom, I agree 100%. Much of the fun (and ‼Fun‼) of DF comes from the hilariously bloody stupid antics of the bearded little alcoholics and random little things like that spiraling out of control.

Oh, and emergent gameplay. For example, I was totally astonished when I first saw an alligator maul an entire badger conga to death. Only in Dwarf Fortress, people! (I was even more nnonplussed, though, when the same alligator tore off my starting miner's hands and half of his face...)

Fixed
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: floundericiousWA on April 02, 2012, 10:58:59 pm
Dwarves getting smarter means dwarves getting stupider. Mark my words.

heheh

If Toady makes them too smart, they will lose some of their charm.  What would we all do if we didn't have our fortresses filled with Dwarves that act like some mixture of Homer Simpson, Al Bundy, Forest Gump, Rainman, Hulk, and Conan?

Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.

I always imagine the dorfs as homestar runners bopping around saying "dump this 'wock in the gawbage dump? YOU got it!!!"
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on April 03, 2012, 06:28:50 am
Smarter dwarfs... scary. "what do you mean, mine this last bit? If I do that it'll cause a cave-in and I'll probably get caught in it, and the way it is set up it'll smash down 20 levels, taking me with it! Giant corkscrew you!" or "Boss, I connected this lever to the magma dump myself. My kitten is standing there. I'm not pulling this lever or let anybody else pull it."
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 03, 2012, 07:21:22 am
Quote from: Toady One
04/02/2012  The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

I think I love you.

Now I'll have to figure out what work I can come up with for those other 78 seed haulers....
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: TomiTapio on April 03, 2012, 08:46:13 am
Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.
No downfall from doorjamming unless you rely on "wall/door/bridge off the world". Try a "corridor of 40 weapon traps". But then the miasma from said corridor will cause teh tantrums.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Sus on April 03, 2012, 08:57:46 am
Half of the fun of DF is knowing that at any given time, a single sock or butterfly corpse might cause the downfall of your entire fortress.
No downfall from doorjamming unless you rely on "wall/door/bridge off the world". Try a "corridor of 40 weapon traps".
But where's the ‼Fun‼ in that? ???
(Other than "The spinning *large, serrated bronze disc* strikes the Goblin Lasher in the lower body, tearing apart the fat and spilling her stinking guts!" >:D )
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 03, 2012, 09:23:01 am
Try a "corridor of 40 weapon traps". But then the miasma from said corridor will cause teh tantrums.

Not if it's above ground.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MenacesWithSpikes on April 03, 2012, 10:45:39 am
Quote from: Sus
But where's the ‼Fun‼ in that? ???
(Other than "The spinning *large, serrated bronze disc* strikes the Goblin Lasher in the lower body, tearing apart the fat and spilling her stinking guts!" >:D )

I prefer serrated green glass discs that slash throats ;)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: maxi on April 03, 2012, 10:57:24 am
Quote from: Toady One
04/02/2012  The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

I think I love you.

Now I'll have to figure out what work I can come up with for those other 78 seed haulers....
Absolutely fantastic! Every update that should be seems to become true!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Garath on April 03, 2012, 03:58:23 pm
Quote from: Toady One
04/02/2012  The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

I think I love you.

Now I'll have to figure out what work I can come up with for those other 78 seed haulers....

double the love.

My computer can't handle large forts so I need to keep population low. Cleaning up after ambushes takes as long as to the next ambush, I do not want sieges.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 03, 2012, 06:40:34 pm
Quote from: Toady One
04/02/2012  The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

I think I love you.

Now I'll have to figure out what work I can come up with for those other 78 seed haulers....
Took the words right outta my mouth. Hey, maybe I can build towers faster with less hauling work!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Findulidas on April 04, 2012, 03:03:56 am
My computer can't handle large forts so I need to keep population low. Cleaning up after ambushes takes as long as to the next ambush, I do not want sieges.

I feel for you.. just had an siege with 15 goblins each riding either a rutherer or a olm and one troll. Killed 40 dwarves in total (mostly because Im really crappy at getting a functioning military), cant imagine how long time that wouldve taken to clean up if I didnt have 120 dwarves already. Luckily I had a dwarf make a cool iron breastplate artifact with goblin and troll bones after the siege which sort of made up for it.

How do you deal with that? Embark at glaciers or just turn it off?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on April 04, 2012, 06:28:00 am
what toady plans to do with the mining stuff?

now that he's gonna add carts and other hauling stuff what will miners do? mining a tile, hauling the mined rock/gem/mineral to the cart, returning to the mining spot...

I hope that it won't be so confusing...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 04, 2012, 06:41:31 am
what toady plans to do with the mining stuff?

now that he's gonna add carts and other hauling stuff what will miners do? mining a tile, hauling the mined rock/gem/mineral to the cart, returning to the mining spot...

I hope that it won't be so confusing...

I suspect Miners will still do what they do now. What I suspect will be changed, is the aftermath from a tile being mined. As in the amount of time, the amount of rocks being left over, and how to move the rocks once they been mined.

Rock Hauling will probably still be a hualing job, and probably still be controlable with hauling labors.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 04, 2012, 10:19:06 am
These changes might well make fort mode a very different game. I'm looking forward to it.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: KillzEmAllGod on April 04, 2012, 05:00:20 pm
sounds like stockpiles can be far away from where they need to be.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 04, 2012, 05:44:18 pm
sounds like stockpiles can be far away from where they need to be.

Well, maybe.  To me it sounds more like inter-stockpile shipments will be very efficient.  So you might have a huge central stone stockpile, with rail lines to the mining site, and to smaller stockpiles near the mason's shop and so on.

But this is all speculation at the moment.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 04, 2012, 06:12:37 pm
sounds like stockpiles can be far away from where they need to be.

Well, maybe.  To me it sounds more like inter-stockpile shipments will be very efficient.  So you might have a huge central stone stockpile, with rail lines to the mining site, and to smaller stockpiles near the mason's shop and so on.

But this is all speculation at the moment.

This would be, quite simply, awesome :)

I am imagining rail lines being used for rapid transit of large quantities of goods from one stockpile to the next.

Want to move that 500 rock you just mined?

1) Designate the area where the stone is as a stone stockpile

2) Indicate that the main stone stockpile should pull from this stone stockpile.

3) create a rail line between the two.

4) Watch dwarves load mining carts from the stone source and take to stone storage.

Lots of different ways this could be done, most of which would be very nice!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 04, 2012, 06:51:57 pm
Toady, while adventuring on a frozen sea, I saw this huge square of ice appear out of nowhere, with a perfectly straight crack running through it that went down farther than I could see. Do you know about this?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on April 05, 2012, 02:46:57 am
Toady, while adventuring on a frozen sea, I saw this huge square of ice appear out of nowhere, with a perfectly straight crack running through it that went down farther than I could see. Do you know about this?

bug #3166: All sorts of weirdness with freezing oceans in adventure mode ( http://www.bay12games.com/dwarves/mantisbt/view.php?id=3166 ) - without save from 34.02+
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on April 05, 2012, 02:49:59 am
For extra fun, try sleeping on the ice.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Kogut on April 05, 2012, 02:53:06 am
For extra fun, try sleeping on the ice.
To check predicted effect go to http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php, click reset filter and search for <ocean frozen>
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on April 05, 2012, 03:01:22 am
Eeeeeyup. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4181)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Urist McAddict on April 05, 2012, 07:52:14 am
Questions: On the new mining/hauling system overhaul, is it possible to make mining cart traps? Will they be able to move without help or will they need a pushing dorf? Also, can they hit invisible things if pushed through?

Thanks for the great game that's been ruining my work/study for a long, long time (i don't even know when i first played it, but i was using Mayday's GP).

Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 05, 2012, 01:34:05 pm
Questions: On the new mining/hauling system overhaul, is it possible to make mining cart traps? Will they be able to move without help or will they need a pushing dorf? Also, can they hit invisible things if pushed through?

Thanks for the great game that's been ruining my work/study for a long, long time (i don't even know when i first played it, but i was using Mayday's GP).

Brain hurts.  If we can start using mine carts for invisible enemy detection I envision a great deal of !fun! and interesting !science!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 05, 2012, 04:15:06 pm
I just want to know if we'll be able to craft elaborate minecart racing levels for playing in adventure mode. Pretty Temple of Doom, eh? Magma and all...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: nordak on April 05, 2012, 05:15:03 pm
sounds like stockpiles can be far away from where they need to be.

Well, maybe.  To me it sounds more like inter-stockpile shipments will be very efficient.  So you might have a huge central stone stockpile, with rail lines to the mining site, and to smaller stockpiles near the mason's shop and so on.

But this is all speculation at the moment.

This would be, quite simply, awesome :)

I am imagining rail lines being used for rapid transit of large quantities of goods from one stockpile to the next.

Want to move that 500 rock you just mined?

1) Designate the area where the stone is as a stone stockpile

2) Indicate that the main stone stockpile should pull from this stone stockpile.

3) create a rail line between the two.

4) Watch dwarves load mining carts from the stone source and take to stone storage.

Lots of different ways this could be done, most of which would be very nice!

I see a million mining cart related deaths... and fort deaths based on lack of cart safety
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 05, 2012, 06:13:53 pm
sounds like stockpiles can be far away from where they need to be.

Well, maybe.  To me it sounds more like inter-stockpile shipments will be very efficient.  So you might have a huge central stone stockpile, with rail lines to the mining site, and to smaller stockpiles near the mason's shop and so on.

But this is all speculation at the moment.

This would be, quite simply, awesome :)

I am imagining rail lines being used for rapid transit of large quantities of goods from one stockpile to the next.

Want to move that 500 rock you just mined?

1) Designate the area where the stone is as a stone stockpile

2) Indicate that the main stone stockpile should pull from this stone stockpile.

3) create a rail line between the two.

4) Watch dwarves load mining carts from the stone source and take to stone storage.

Lots of different ways this could be done, most of which would be very nice!

I see a million mining cart related deaths... and fort deaths based on lack of cart safety

Oh dear.  I see Union and Guild politics in the future *grin*.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Casey on April 05, 2012, 08:29:42 pm
Quote
you may well see parabolic unit paths when creatures are unfortunate enough to take flight without wings.
The possibilities... oh my, the possibilities are endless...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 05, 2012, 08:39:00 pm
Tried sleeping on ice, sleep was interrupted by being encased in ice,

Anyway, as I said earlier, I see many, many !!wonderful!! trap opportunities with minecarts. And possibly !!minecarts!!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: ouroboros on April 05, 2012, 11:32:11 pm
Will lever-controlled track switches be added?

Is the next release going to be subtitled Roller Coaster Tycoon?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 05, 2012, 11:59:56 pm
Will lever-controlled track switches be added?

Is the next release going to be subtitled Roller Coaster Tycoon?
Sure as hell will look like RCT in StoneSense :D
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MaximumZero on April 06, 2012, 12:19:20 am
Dwarf Fortress: A History of Industry and Roller Coasters.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 06, 2012, 12:29:52 am
I can imagine it now:
Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
Woooooooohooooooooooooooooooooooooooooooooooo!
Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!



Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 06, 2012, 09:40:56 am
A 200 lb. iron minecart, filled with half a ton of granite, accelerating down the ramp, whizzing past the statue garden....

Yup, that sounds totally safe.  I can't imagine what could possibly go wrong!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: TomiTapio on April 06, 2012, 03:55:54 pm
Want to move that 500 rock you just mined?
If consider from a realistic point of view, that 500 rock is about...
One square is maybe 1.2 to 2.5 meters wide, AFAIK Toady has never told exactly. So excavating one square should get you 1.7 to 15.6 cubic meters of rock. (Then magical handwaving shrinks 15 cubes to 1.5, *shinggg*)
500 rocks just might be 850 to 7812 cubic meters.

I vague-guess a real mine cart could carry eight cubic meters (2.7 tons per cube, 21.5 tons).
But then again, DF stones are about the size of three statues.

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 06, 2012, 06:17:49 pm
Want to move that 500 rock you just mined?
If consider from a realistic point of view, that 500 rock is about...
One square is maybe 1.2 to 2.5 meters wide, AFAIK Toady has never told exactly. So excavating one square should get you 1.7 to 15.6 cubic meters of rock. (Then magical handwaving shrinks 15 cubes to 1.5, *shinggg*)
500 rocks just might be 850 to 7812 cubic meters.

I vague-guess a real mine cart could carry eight cubic meters (2.7 tons per cube, 21.5 tons).
But then again, DF stones are about the size of three statues.

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )
1 stone = 1 statue, or just about anything else (!?). As for the volume, one must consider that some of each square of stone is rendered unusable as dust and gravel from the process of digging it out (which is probably pushed aside as dwarves dig). Pickaxes would likely fragment rock plenty during digging.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: khearn on April 08, 2012, 01:06:09 am
Want to move that 500 rock you just mined?

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )

Whoa there, if you're talking borax wagons, you're probably finding info about the Death Valley borax wagons. Those are about as far from minecarts as you can get. They are usually referred to as the "20 mule team" wagons, because they were pulled by 20 mules. Twenty. As in two rows of ten mules. That's a lot of pulling power. They are about the biggest wagons I've ever seen that were drawn by draft animals. The rear wheels were 7 feet tall. I rather doubt they are what Toady is thinking of as mine carts.

Your typical mine cart, based on ones I've seen in southern California gold mines from the 19th century are about a cubic meter or so. About the same as the ones from the Temple of Doom, give or take a few decimeters here or there.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 08, 2012, 02:38:00 am
My town is historic (in part) because it was along the 20 Mule Team route.

Boxar (town and they mines) are pretty close to me.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 08, 2012, 06:06:34 am
Camera following individual dwarves or objects? This next release is shaping up to be zany!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Maninblack144 on April 08, 2012, 08:25:49 am
I guess this means you can set up an elaborate minecart track leading to all interesting spots in your fort, center the camera on a minecart, then send it along for a sightseeing tour. Possibly of doom.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: guebstrike on April 08, 2012, 10:59:11 am
This is gonna be awesome, making my magma forges so much more efficient. No more individual dwarves having to climb 100 z-levels to pick up a sword, or grab a chunk of flux. Soon they'll have mine-carts full of axes whizzing around the fort.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: TomiTapio on April 08, 2012, 11:21:20 am
Your typical mine cart, based on ones I've seen in southern California gold mines from the 19th century are about a cubic meter or so. About the same as the ones from the Temple of Doom, give or take a few decimeters here or there.
Would be nice if Toady decided what size the minecarts are, and how many tons of average rock (DF: 2670 kg / cube) they can carry.

Magma forges too far? Have only one cavern layer instead of default three.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Earthfiredrake on April 09, 2012, 12:54:22 am
Anyone know if Dwarven nuclear reactors are still functional ( http://dwarffortresswiki.org/index.php/40d:Bin ) ? I have visions of carts of !!graphite!! flyng about dealing with toxic messes, excessive garbage, and unwanted visitors (elves, vampires, nobles, goblins, fish disectors).
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 09, 2012, 01:07:48 am
They fixed that a while ago.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: guebstrike on April 09, 2012, 11:18:45 am
Magma forges too far? Have only one cavern layer instead of default three.
That's good advice. Even with mine-carts someone will still have to run down there to load it.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: khearn on April 09, 2012, 12:02:11 pm
Soon they'll have mine-carts full of axes whizzing around the fort.
What could possibly go wrong?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Earthfiredrake on April 09, 2012, 03:57:37 pm
They fixed that a while ago.

Pity, guess I'll just have to set up a cart to the magma mines and ship them off manually.

Will creatures (dwarves) be able to ride in (empty?) carts or will they require cages (entirely for their own safety)? (Answered, http://www.bay12forums.com/smf/index.php?topic=100851.0 )
"Urist McCravesExcitement has cancelled BoringTask, Taking Joyride!"
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 09, 2012, 05:54:33 pm
They fixed that a while ago.

Pity, guess I'll just have to set up a cart to the magma mines and ship them off manually.

Will creatures (dwarves) be able to ride in (empty?) carts or will they require cages (entirely for their own safety)?
"Urist McCravesExcitement has cancelled BoringTask, Taking Joyride!"
You're better off asking these questions in the 'Future of the Fortress' thread.
http://www.bay12forums.com/smf/index.php?topic=100851.0

And in the last batch of Toady Answers, we learned that Dorfs riding in Minecarts is on the docket, but not necessarily for this release.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: LoSboccacc on April 10, 2012, 01:04:10 am
since I'm really terrible at using the search on mantis, I guess I'll talk about this there.

it's not really a bug, because everything is working as intended; however it feels strange and weird when compared on how cages works

if you pasture an animal, then assign it to a chain, the animal is taken back and forth from the chain and pasture because it doesn't get unassigned from the pasture. at least the pasture shows a nice chain symbol near the animal so you can 'unpasture' it

also, if you assign a work animal to an hunter and it's pastured, it won't follow the hunter in the same way that the pet's doesn't follow the owner. probably intended behavior, as well.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: HiEv on April 10, 2012, 01:18:26 am
if you pasture an animal, then assign it to a chain, the animal is taken back and forth from the chain and pasture because it doesn't get unassigned from the pasture. at least the pasture shows a nice chain symbol near the animal so you can 'unpasture' it
Known bug:
Bug #4475 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4475): Animals with two location assignments -> Infinite hauling

also, if you assign a work animal to an hunter and it's pastured, it won't follow the hunter in the same way that the pet's doesn't follow the owner. probably intended behavior, as well.
I assume that this is intended behavior so you can choose whether you want it to follow the owner or not.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: spiderpig040 on April 10, 2012, 03:18:13 pm
guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 10, 2012, 05:12:56 pm
There are various tutorials stickied at the top of the Gameplay Questions (http://www.bay12forums.com/smf/index.php?board=7.0) forum.  The Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/Main_Page) is an excellent reference, and also has a few introduction-for-new-players pages.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Farmerbob on April 10, 2012, 05:37:12 pm
guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.

This is a good place to start.  It's a bit dated but still a great place to start.

http://www.bay12forums.com/smf/index.php?topic=31928.0
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Earthfiredrake on April 10, 2012, 06:52:48 pm

You're better off asking these questions in the 'Future of the Fortress' thread.
http://www.bay12forums.com/smf/index.php?topic=100851.0

And in the last batch of Toady Answers, we learned that Dorfs riding in Minecarts is on the docket, but not necessarily for this release.

Curse my failing memory, I knew there was someplace for those, just couldn't remember where. Urist McCravesExcitement is mildly disappointed, is taking up skydiving... being more patient, I'll look forward to the release.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: tahujdt on April 11, 2012, 01:46:32 am
Toady posted that haulers can jump onto the back of the minecart they just pushed. DwarfTrak FTW!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Sus on April 11, 2012, 05:46:19 am
Toady posted that haulers can jump onto the back of the minecart they just pushed. DwarfTrak FTW!
What could possibly go wrong?

Urist McHauler: WHEEEEE!!!
> Urist McHauler has blown apart after colliding with an obstacle!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on April 11, 2012, 05:59:56 am
Spoiler: Whee? (click to show/hide)
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: khearn on April 11, 2012, 10:32:56 am
I wonder how many rotations of Japa's helix a cart will go before picking up enough speed to fly off the tracks at a corner? I guess we'll find out when the next release is out.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: spiderpig040 on April 11, 2012, 01:08:56 pm
guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.

This is a good place to start.  It's a bit dated but still a great place to start.

http://www.bay12forums.com/smf/index.php?topic=31928.0

thanks. i'll get right into it.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 13, 2012, 07:17:53 am
With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 13, 2012, 06:36:23 pm
With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Buttery_Mess on April 13, 2012, 10:13:27 pm
With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: vrga on April 20, 2012, 12:21:10 pm
With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
and then some... :p
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on April 21, 2012, 06:57:34 am
With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
and then some... :p

Since the last Dev Log particularly mentions that body parts are now flying in parabolic arcs... they now actually do that.

I'm curious if its applied to all creatures in Fort and Adventure Mode, or if it's a particular effect of the Minecart tool striking the creature.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: WillowLuman on April 21, 2012, 12:04:05 pm
 This (http://www.youtube.com/watch?v=xTsvwBkVdKw) is now what I think when I read about upcoming features. Keep 'em coming Toady!
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: greycat on April 22, 2012, 08:15:06 am
I'm curious if its applied to all creatures in Fort and Adventure Mode, or if it's a particular effect of the Minecart tool striking the creature.

Aye, that.  I'm particularly wondering whether it'll be applied to creatures/objects flung by raising a bridge.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Vanzetti on April 29, 2012, 10:23:22 am
Idk, body parts seem to fly in arcs...

No, body parts sail away in arcs.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: SuicideJunkie on May 02, 2012, 11:47:40 pm
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Sus on May 03, 2012, 12:34:59 am
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.
Signature material.  :D
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: EuchreJack on May 05, 2012, 12:57:22 am
I'm not sure which version fixed it, but my immigrants now have their jobs enabled upon arrival.  Thank you very much for this fix!  You've saved me from hours of tediously reviewing each immigrant, enabling their jobs, etc.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: TomiTapio on May 05, 2012, 06:15:03 am
I'm not sure which version fixed it, but my immigrants now have their jobs enabled upon arrival.  Thank you very much for this fix!  You've saved me from hours of tediously reviewing each immigrant, enabling their jobs, etc.
... you mean you don't use Dwarf Therapist to ... sort by total skill levels, lowest folk commanded to be herbalists and engraver trainees? And to detect and rename best military dorfs?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: MrWiggles on May 05, 2012, 06:17:13 am
I've never used DT.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: maxi on May 05, 2012, 06:29:26 pm
Using DT will save years of your life and it doesn't change the game in any way (ie not cheating).
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on May 05, 2012, 06:34:30 pm
The autolabor plugin in DFhack has a similar effect.
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Raven on May 07, 2012, 04:43:15 am
I have another problem with migrants in this version, their skills aren't so random as they should be

I explained all in this thread

http://www.bay12forums.com/smf/index.php?topic=108542.0
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Torrasque666 on May 13, 2012, 08:07:59 pm
So I'm guessing the next one will be out within the week?
Title: Re: Dwarf Fortress 0.34.07 Released
Post by: Rose on May 13, 2012, 08:08:41 pm
If by week you mean month, yes.