(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very topNext great bugfix! I wonder what will be squashed in this round...
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.
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.
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.).
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.
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.
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.
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.
Any word on the vanishing text bug?
Any word on the vanishing text bug?Bugreport is here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097
Found a small mistake in c_variation_default.txt.I found the same while updating Genesis mod to 0.34.07.
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
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.
(*) 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
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.
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?
#5485 (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=5485") Assigning "specific weapon / armor" doesn't show which items are already assigned
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
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.).
Oh quick question, can vampires still get strange moods or go insane for whatever reason?Why not?
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.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.
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
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
Oh quick question, can vampires still get strange moods or go insane for whatever reason?
WantOh 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
So ... in the upcoming changes we may see Miners that do not run in large circles to mine away the next block? Sounds promising :).
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?
hauling is not mining... :/
AI changes in hauling, that's something I assign with mining in general since it may include pathfinding. Maybe not, we'll see.
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.
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.
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)
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!
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.
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)
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)
a wheelbarrow is fine too
hauling is not mining... :/
AI changes in hauling, that's something I assign with mining in general since it may include pathfinding. Maybe not, we'll see.
Dwarves getting smarter means dwarves getting stupider. Mark my words.
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?You forgot Hulk.
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.
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?You forgot Hulk.
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.
> 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...)
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.
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.
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.
But where's the ‼Fun‼ in that? ???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".
Try a "corridor of 40 weapon traps". But then the miasma from said corridor will cause teh tantrums.
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 )
Absolutely fantastic! Every update that should be seems to become true!Quote from: Toady One04/02/2012 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....
Quote from: Toady One04/02/2012 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!Quote from: Toady One04/02/2012 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....
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.
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...
sounds like stockpiles can be far away from where they need to be.
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.
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?
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>
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).
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!
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
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...
Will lever-controlled track switches be added?Sure as hell will look like RCT in StoneSense :D
Is the next release going to be subtitled Roller Coaster Tycoon?
Want to move that 500 rock you just mined?If consider from a realistic point of view, that 500 rock is about...
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.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" )
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" )
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.That's good advice. Even with mine-carts someone will still have to run down there to load it.
Soon they'll have mine-carts full of axes whizzing around the fort.What could possibly go wrong?
They fixed that a while ago.
You're better off asking these questions in the 'Future of the Fortress' thread.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!"
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' itKnown bug:
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.
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.
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.
Toady posted that haulers can jump onto the back of the minecart they just pushed. DwarfTrak FTW!What could possibly go wrong?
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
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.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.
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.
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.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.
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.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.
and then some... :pWith 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.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.
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.
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... :pWith 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.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.
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.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.
Idk, body parts seem to fly in arcs...
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.
Idk, body parts seem to fly in arcs...
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
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?