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Dwarf Fortress => DF Announcements => Topic started by: Toady One on March 24, 2011, 07:26:49 am

Title: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 24, 2011, 07:26:49 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here's the second large bug fix release for 0.31.19.

Major bug fixes
   (*) Fixed a linux crash from units leaving the map with a kill order on them
   (*) Fixed a crash from tileless burrows
   edit: (*) Fixed adv mode crash on service conversation option
   (*) Made healthcare work for dwarves that need crutches
   (*) Made healthcare/hospitals handle plaster/casts properly
   (*) Stopped creatures from attacking across several Z levels
   (*) Stopped hospitals from stocking everything, ignoring the item caps
   (*) Stopped pots from storing almost infinite numbers of items
   (*) Stopped inaccessible spam from cleaning jobs with soap
   (*) Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
   (*) Stopped massive lag from certain ghosts
   (*) Fixed up bone artifacts
   (*) Cleaned up persistent activities and squads that were lingering
   (*) Sorted out an issue with combat/training bolts

Other bug fixes/tweaks
   (*) Made pots show up in the trade depot list
   (*) Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
   (*) Cleaned up some issues with glass items
   (*) Wooden/bone crossbows specifically selectable from uniform screen now
   (*) Made migrant hunters recognize their crossbows properly
   (*) Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved
   (*) Stopped surgery cancellations over patient not resting in some circumstances
   (*) Ungummed up the hauling system from certain stale jobs
   (*) Made lavish etc. meals take the proper number of item piles
   (*) Made magma forges available more regularly to mood dwarves
   (*) Stopped raw processing from including backup files
   (*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs
   (*) Cleaned some trouble with grass regrowth and generic "grass" tiles
   (*) Made recentering hotkeys work in other dwarf modes (ones with x cursors)
   (*) Fixed broken readout for completed jobs in unit health screen
   (*) Cleaned up spam from rest jobs from webbed dwarves
   (*) Fixed broken key in hospital zone mode
   (*) Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
   (*) Stopped underground theft announcements in hidden areas from being displayed
   (*) Fixed various ugly blank "" names in legends mode
   (*) Fixed a random number overflow from creatures with no attacks

New stuff
   (*) Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
   (*) Rodent men underground
   (*) Invader mounts/monsters have first names
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Valrandir on March 24, 2011, 07:28:30 am
Amen.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Valrandir on March 24, 2011, 07:29:01 am
This is donation worthy.
I will be generous.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Urist McDepravity on March 24, 2011, 07:31:17 am
Finally these annoying healthcare bugs fixed. Too sad I don't have time to play DF for some weeks  :'(
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: stool on March 24, 2011, 07:33:14 am
Thank you, sir! this is a masterpiece for sure.
I've been waiting a long time for this one, will save up some money to preserve the toad asap.
 :) weeeee!!!
edit: my main monitor broke down right after making this post :(.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: BulMaster on March 24, 2011, 07:34:00 am
Wohoooo!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Noodz on March 24, 2011, 07:40:29 am
Downloading RIGHT NOW
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 24, 2011, 07:41:19 am
I'm going to be sifting through old emails and things like that for the next some days, so I should be able to deal with any catastrophic failure in this release pretty quickly, though I'll have to sleep a bit.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Areyar on March 24, 2011, 07:44:11 am
Don't forget to put some time into the much post-poned end-month project. :)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 24, 2011, 07:44:34 am
AWWWWWWWWWWWWWWWWWWWWWWWWWWWWW YEAHHHH! In chem right now but will dl afta! Saweet
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: analog on March 24, 2011, 07:48:48 am
At work right now...
Should I risk it all for a quick play-test  :-[ It's not like anyone can see my screen.

Okay, I stopped myself from procrastinating even more. Just 2 more hours and I'll finally be able to see all those cripples walk again! It'll be like dwarf-Jesus passed by  8)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Johuotar on March 24, 2011, 07:59:42 am
Strike The EARTH!   
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 08:15:16 am
Muahaha just in time for me to be off school til monday!

And finally soap will work without spamming constantly!  Yay that was the big thing I was waiting on!  Though sorta on that vein, and this probably isn't the right thread for questions what is the difference between non-healthcare related cleaning with just water and water+soap?  Anybody know?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rumrusher on March 24, 2011, 08:26:39 am
hmm I guess for adventurers get the ability to Mod craft better items now. or those with out mods put a shine on those sharpen rocks.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jacos on March 24, 2011, 08:27:47 am
Does adventure mode still crash when you ask about service, and are castles still often filled with animals?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rose on March 24, 2011, 08:29:45 am
Glorious!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 08:41:17 am
Ohhhh... the title screen actually uses up all the space available to it now.  I wonder what else does.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 24, 2011, 08:44:47 am
The things I love:
Here's the second large bug fix release for 0.31.19.

Major bug fixes
   (*) Made healthcare work for dwarves that need crutches
   (*) Made healthcare/hospitals handle plaster/casts properly
   (*) Stopped creatures from attacking across several Z levels
   (*) Stopped hospitals from stocking everything, ignoring the item caps
   (*) Stopped inaccessible spam from cleaning jobs with soap
   (*) Stopped massive lag from certain ghosts
   (*) Fixed up bone artifacts
   (*) Cleaned up persistent activities and squads that were lingering
   (*) Sorted out an issue with combat/training bolts

Other bug fixes/tweaks
   (*) Made pots show up in the trade depot list
   (*) Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
   (*) Cleaned up some issues with glass items
   (*) Wooden/bone crossbows specifically selectable from uniform screen now
   (*) Made migrant hunters recognize their crossbows properly
   (*) Ungummed up the hauling system from certain stale jobs
   (*) Made magma forges available more regularly to mood dwarves
   (*) Fixed broken readout for completed jobs in unit health screen
   (*) Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
   (*) Stopped underground theft announcements in hidden areas from being displayed

New stuff
   (*) Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
   (*) Rodent men underground
   (*) Invader mounts/monsters have first names
PENGUINS! YAY!!!!!
...
oh, and the fixes too  :P

Things I hate:
{}
...
ninjas!
Ohhhh... the title screen actually uses up all the space available to it now.  I wonder what else does.
I'm looking forward to this...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Dwarfler on March 24, 2011, 08:46:24 am
Am I the only one who's excited that giraffe eggs are fixed now?

Nevermind, I'll see myself out.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Sutremaine on March 24, 2011, 08:46:32 am
Happy birthday to me! Well, almost, but even if it were released yesterday I was out.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Footkerchief on March 24, 2011, 08:50:19 am
Does adventure mode still crash when you ask about service, and are castles still often filled with animals?

The Adv. Mode service/report crash is fixed. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4165)  I think Toady just forget to add it to the changelog (I already PM'd him about it).  The castle bug wasn't marked as fixed (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4179) -- it would be helpful to update that report with your findings regarding 31.22.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: CharlesPeter on March 24, 2011, 08:55:45 am
Everything in here is great Toady. Thanks for the work and the new DF talk!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: freeformschooler on March 24, 2011, 08:57:47 am
I had thought animals filling abandoned castles was a feature  ???

Anyway. This release is made out of love. I think it might count as pretty "stable".

Quote
(*) Stopped raw processing from including backup files

Does that mean no raw duping? :D nahh probably not.

Also, PENGUINS OH HECK YES.

Thanks Toady, you and ThreeToe and the others are great!

EDIT: I don't think the changelog made much mention but legends mode was really spiced up quite a bit. It's beginning to look a little more like a well crafted encyclopedia of the world now.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Dutchling on March 24, 2011, 09:24:14 am
Can I play this with my old save file without missing bug fixes?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 09:31:02 am
Yes you can.  I am now.

Although I seem to have come across a new possible bug.


My meeting hall waterfall isn't working anymore.  Seems water now refuses to flow down stairs.  I tried digging near it to reactivate the flow like you used to have to do with stuff like utilities that add liquids but no dice.

There doesn't appear to be anything like a tree blocking flow (the whole thing is paved by a road to prevent just that) but it isn't flowing down the stairs like it did last version.  It's stable 7/7 on top of a down stair.

I don't know if that's an artifact of transferring the save over or something new though.  And I would like to work that out before submitting a bug report on it.  Can anyone else confirm or deny it?

EDIT: All new down stairs built in the save work, just the one preexisting dosn't appear to.  ...Stand back! I'm going to try SCIENCE!
Actually...first I'm going to save so I have a save file in case I need to put in a bug report.  Then I'm gunna try to fix it.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Footkerchief on March 24, 2011, 09:33:58 am
Can I play this with my old save file without missing bug fixes?

You'll get all the fixes except the fish one and the raws tweaks.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 24, 2011, 09:36:56 am
re: fluids, my guess would be something to do with the z level attack fixes, since it was related.  It's certainly possible some z issues could have arisen.  I'll check it out and cook something up after I get up if necessary.

edit: just tested draining a swamp down some stairs into a lower tunnel and it worked, and the z attack code looks fine at least locally.  A save would be handy for this one.  Going to bed now...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 24, 2011, 09:54:00 am
thank you so much, go get some sleep!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Knarfle on March 24, 2011, 09:58:07 am
Quote
   (*) Made healthcare work for dwarves that need crutches
 

  Awesome-sauce. Vegetable dorfs will be rarer now and more tragic.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 24, 2011, 10:09:32 am
Quote
   (*) Made healthcare work for dwarves that need crutches
 

  Awesome-sauce. Vegetable dorfs will be rarer now and more tragic.
Oh look, a DF player!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Tellemurius on March 24, 2011, 10:09:53 am
Aww, no more infinipots :P
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Vorthon on March 24, 2011, 10:12:12 am
Ratmen are back? Joy and happiness! And also, platypi.

Can't wait to get my hands on it...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 10:22:46 am
Hm.  Bad news Toady, seems I copied the wrong folder.

Copying the origonal save directly from .21 into .22 to try to reproduce also has the water begin flowing normally.

But copying the wrong folder may have made me identify the real problem!  Yay! I have noticed something weird with the freshly copied over ramps.  Transferring the save over appears to be randomly deleting submerged ramps and stairs.  And considering that there was no sign of the stairs visually where there was one previously when I was encountering the issue with the waterfall suddenly stopping, the stairs being deleted may be exactly what happened.

In the case of ramps the down ramp above it still exists, but the up ramp below vanishes.

Here's two screenshots that may explain it better.  (Images are roughly 1230x708 for those with low resolutions)



So It seems to be a map conversion issue.  This appears to have happened throughout the entire map, including the caverns.  It is just most noticable in player made channels.


EDIT: After letting the game run for awhile I'm finding more and more ramps are getting deleted as the game continues... So it may just be 'washing away' ramps and stairs that are submerged as the game runs and NOT deleting them immediately on load.  This is getting weirder and weirder.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Ovg on March 24, 2011, 10:25:37 am
Great stuff  :) With blots/hospitals working less dwarfs will become useless  :D

Will dwarfs claim clothes properly? Or is that for another bugfix release?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rumrusher on March 24, 2011, 10:33:39 am
I wonder if Doug Tennapel would get news of the Ratmen got added back.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jorshamo on March 24, 2011, 10:49:36 am
Hallelujah.

Also:
   (*) Cleaned up some issues with glass items

Does this mean crystal glass will work now? Even so, the other bug fixes are great!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Footkerchief on March 24, 2011, 10:51:16 am
Hallelujah.

Also:
   (*) Cleaned up some issues with glass items

Does this mean crystal glass will work now? Even so, the other bug fixes are great!

More likely these bugs:
0003071: All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3071)
0002813: Glass weapons (in traps) are comically ineffective (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2813)

The crystal glass bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498) hasn't been marked as fixed.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 11:00:21 am
I believe by using science I have determined what has been happening with the bug I have been mentioning.  There are still some oddities but I think I have enough to submit a bug report.

Bug report:  #0004315 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4315)

It appears all water in .22 (not just saves carried over from previous versions, and possibly not water that is not flowing) interacts with the grass growing code in a way that deletes mined out stairs and ramps.

My thoughts on some linkage to grass growing being involved is a little vague, but all deleted stairs I found so far have some kind of grass in it's place.

So if you have ramps or stairs underwater don't get too attached to them.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ahonek on March 24, 2011, 11:32:06 am
My dug staircases are vanishing some time after I dig them (seasons at least). I don't know if that's a bug or what, but it doesn't seem to be happening to constructed staircases.

Let me know if any of you guys have this issue as well.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Footkerchief on March 24, 2011, 11:34:25 am
Let me know if any of you guys have this issue as well.

Greiger posted about this right above you.  The bug tracker report is here. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4315)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ahonek on March 24, 2011, 11:41:56 am
Oh, heh. I saw "water" and immediately dismissed the post as not related to my issue. Now that I think about it I encountered this when punching through an aquifer, so there you go.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 11:43:27 am
So yer having it happen on spots that don't have water?  ...hmm, maybe I should edit the report... 

So maybe the act of grass dying turns the tile into flat ground?  I noticed it with water probably because grass growing in deep water seems to almost instantly die.  But if it's happening on the ground too in what I assume are heavily trafficked zones maybe it's grass dying that causes it...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Darthania on March 24, 2011, 11:45:06 am
Thanks Toady  :D
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Alastar on March 24, 2011, 11:49:17 am
Aww, I will miss the "dwarf cancels clean self: area inaccessible" messages... that could have been justified as a feature. And a great way to tell us something about our subjects.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Kogut on March 24, 2011, 11:50:03 am
Thanks! Thanks!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ahonek on March 24, 2011, 11:54:27 am
So yer having it happen on spots that don't have water?  ...hmm, maybe I should edit the report... 

So maybe the act of grass dying turns the tile into flat ground?  I noticed it with water probably because grass growing in deep water seems to almost instantly die.  But if it's happening on the ground too in what I assume are heavily trafficked zones maybe it's grass dying that causes it...

I did have water on the stairs in the past, but when they were vanishing it was long after the water had dried up. It is certainly a high-traffic area of my fort, so it could be from grass dying.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Aydjile on March 24, 2011, 12:02:14 pm
Спасибо вам, товарищ Тоади! Желаю дальнейших творческих успехов и развития вашего проекта.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Thief^ on March 24, 2011, 12:29:30 pm
Спасибо вам, товарищ Тоади! Желаю дальнейших творческих успехов и развития вашего проекта.
Sorry?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TomiTapio on March 24, 2011, 12:35:27 pm
Joy and crutches for everyone! Thanks Tarnmaster!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: jwest23 on March 24, 2011, 12:38:42 pm
Спасибо вам, товарищ Тоади! Желаю дальнейших творческих успехов и развития вашего проекта.
Sorry?
http://goo.gl/n8RV0

And thanks, Toady!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ahonek on March 24, 2011, 12:39:40 pm
So yer having it happen on spots that don't have water?  ...hmm, maybe I should edit the report... 

So maybe the act of grass dying turns the tile into flat ground?  I noticed it with water probably because grass growing in deep water seems to almost instantly die.  But if it's happening on the ground too in what I assume are heavily trafficked zones maybe it's grass dying that causes it...

I did have water on the stairs in the past, but when they were vanishing it was long after the water had dried up. It is certainly a high-traffic area of my fort, so it could be from grass dying.

After doing a little bit of field research, I can confirm that this issue only happens on muddied tiles.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: proxn_punkd on March 24, 2011, 01:01:34 pm
So yer having it happen on spots that don't have water?  ...hmm, maybe I should edit the report... 

So maybe the act of grass dying turns the tile into flat ground?  I noticed it with water probably because grass growing in deep water seems to almost instantly die.  But if it's happening on the ground too in what I assume are heavily trafficked zones maybe it's grass dying that causes it...
I did have water on the stairs in the past, but when they were vanishing it was long after the water had dried up. It is certainly a high-traffic area of my fort, so it could be from grass dying.
After doing a little bit of field research, I can confirm that this issue only happens on muddied tiles.
Phew! Then I can update to .22... right after I finally got the init files in .21 set up the way I like them, too!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: mnjiman on March 24, 2011, 01:17:25 pm
Great Job Toady!! Thank You!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: analog on March 24, 2011, 01:23:30 pm
I've got badger man/women roaming on the surface. Can anyone guess what song is going through my head right now?  ;)

EDIT: And now it's giant badgers...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Lav on March 24, 2011, 01:53:37 pm
To celebrate the appearance of Penguins in the game I suggest to expand the BUILDING DESTROYER tag a bit and add another option ":W".

A creature with this tag should purposefully destroy all windows. :-)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 24, 2011, 01:56:26 pm
Спасибо вам, товарищ Тоади! Желаю дальнейших творческих успехов и развития вашего проекта.
This means,
"Thank you, (comrade :P) Toady! [ I ] wish you further success and development of your project."
I support him :D

EDIT: Ninja'd! But I did it myself :P
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Naryar on March 24, 2011, 02:00:25 pm
Downloading right now. The ghost bug being fixed, as well as healthcare issues, is good.

Also, everything is indeed better with platypi.

Edit: HELL YEAH PLATYPUS MEN AND GIANT PLATYPUS
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: NW_Kohaku on March 24, 2011, 02:15:12 pm
I've been waiting for this release.

As much as I look forward to some of the coming attractions, the killing of so many bugs, and hopefully such a stable release is exactly what I've been looking for in starting my next serious fortress.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 02:27:15 pm
I found another odd little bug, but I havent gotten this one to reproduce yet or really know what's going on with it.

Filling a pit with water.  I'm looking through my fortress and I come across somebody carrying a bucket very very slowly.


It seems Toady's dwarves left a little bit of portable hole in the buckets when he told them to pour them out of the pots and take them to the atom smasher.

EDIT: Seems to reproduce.  #0004318 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4318)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Levi on March 24, 2011, 02:37:54 pm
I found another odd little bug, but I havent gotten this one to reproduce yet or really know what's going on with it.

Filling a pit with water.  I'm looking through my fortress and I come across somebody carrying a bucket very very slowly.


It seems Toady's dwarves left a little bit of portable hole in the buckets when he told them to pour them out of the pots and take them to the atom smasher.

EDIT: Seems to reproduce.  Posting.

Ha!  I hope he fills the pit with water in one trip.  :)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Chaoseed on March 24, 2011, 02:42:06 pm
Awesome! This made my day!

Am I the only one who's excited that giraffe eggs are fixed now?

HELL YEAH!.........:o
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 02:42:38 pm
Ha!  I hope he fills the pit with water in one trip.  :)

Heh I was hoping that too.  Sadly it still only produces 1/7 water at the destination.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Lav on March 24, 2011, 02:54:45 pm
I wonder whether the dwarves will carry similarly absurd amounts of water to wounded.

If the problem is the same there, then... well, it just means that having a well inside your hospital becomes even more important.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: SpiralDimentia on March 24, 2011, 02:55:51 pm
Giraffe eggs?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TomiTapio on March 24, 2011, 03:11:41 pm
I am merging .22's changes into Genesis as Deon is busy with studies. Using WinMerge code comparison tool.
Found that vanilla bumblebee lacks [PETVALUE:1] [PETVALUE_DIVISOR:1000].
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: veok on March 24, 2011, 03:27:30 pm
Giraffe eggs?

Eggs with 5x value! On par with Elephants and Rhinos
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 03:45:12 pm
I wonder whether the dwarves will carry similarly absurd amounts of water to wounded.

If the problem is the same there, then... well, it just means that having a well inside your hospital becomes even more important.

I didn't notice any particular slowness from my healthcare department last siege, but I didn't really have much in the way of wounded and was too distracted to keep a close eye on the goings on of the healthcare, so while I don't think it happens with doctors, I can't be sure enough to rule it out.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jiri Petru on March 24, 2011, 04:18:29 pm
I'm joining the ranks of people who read "giraffe eggs".
Thanks for the release, anyway!  ;)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: veok on March 24, 2011, 04:29:24 pm
I'm joining the ranks of people who read "giraffe eggs".
Thanks for the release, anyway!  ;)

See what happens with a single character missing?

Shame on  you 'S', you should be ashamed!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Buttery_Mess on March 24, 2011, 04:34:17 pm
I simply have one thing to say.

Squee!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: FearfulJesuit on March 24, 2011, 04:45:45 pm
Armok bless you. I'mma go off and sacrifice a kitten in your honor.

The Stray Kitten (tame) has been sacrificed.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Dante on March 24, 2011, 05:05:48 pm
Giant penguins AND bugfixes? Cheers, Toady!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TomiTapio on March 24, 2011, 05:28:00 pm
Note to all modders:
The new creature Honeybadger has [PRONE_TO_RAGE:10]. So it is rather unfriendly. Badger has 1.
We modders should give the PRONE_TO_RAGE to ogres, trolls, dark gnomes, wild bulls, hippos, giant felines, tigermen, cave crawlers, green devourers, rutherers, maneras etc.
Thanks Toady for another creature tuning parameter!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Kearn on March 24, 2011, 05:28:37 pm
HOSPITALS WORK I AM NOW PLEASED
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Siquo on March 24, 2011, 05:42:04 pm
Hmmm. Loving the hospital finally working, but now I get random cave-ins in my cistern (two so far, and there was no mining anywhere near it). Might have something to do with the ramps and grasses mentioned earlier.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: j0nas on March 24, 2011, 06:13:24 pm
Does this mean that the bugs related to dwarves equipping armor are fixed by now, or will the military caste still need intense babysitting whenever equipping stuff?

And is this the last 'bugfix' version for now, or is another bugfix release to be expected?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Siquo on March 24, 2011, 06:28:45 pm
My army was upgrading itself from iron to steel to "even better" pretty well, although it's possible they only recheck whenever the squad is "activated" for training, since not all of them did upgrade.


Oh, what collapsed in my cistern was my emergency up/down stairs... If one above and one below a certain stair would disappear, you'd get a cave-in from the middle one...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: greycat on March 24, 2011, 06:28:53 pm
I guess that depends on how serious this water/grass vs. stairs bug is.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 24, 2011, 06:36:00 pm
Yeah, I'm going to let the bug reports roll in for another several hours, and then evaluate.  Seems like a fix for disappearing ramps and bucket water capacity might be in order, and those will hopefully all be fixable very quickly.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Twobeard on March 24, 2011, 06:38:33 pm
I am yet to see the new list of fun bugs .22 has. But if it works even half as well as it think it might, this is one of the best fixes yet. I love you more than a little Toady, keep up the beardy work.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Askot Bokbondeler on March 24, 2011, 06:53:10 pm
posting to track
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: narhiril on March 24, 2011, 06:54:16 pm
   (*) Made healthcare work for dwarves that need crutches
   (*) Made healthcare/hospitals handle plaster/casts properly
   (*) Stopped hospitals from stocking everything, ignoring the item caps
   (*) Stopped inaccessible spam from cleaning jobs with soap
   (*) Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
   (*) Fixed up bone artifacts
   (*) Sorted out an issue with combat/training bolts
   (*) Stopped surgery cancellations over patient not resting in some circumstances

I am crying tears of joy.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ral on March 24, 2011, 08:40:33 pm
Woohoo!!!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 24, 2011, 08:55:52 pm
Does this mean that the bugs related to dwarves equipping armor are fixed by now, or will the military caste still need intense babysitting whenever equipping stuff?

And is this the last 'bugfix' version for now, or is another bugfix release to be expected?

The current release cycle reads something like New Content Release -> New Bugfix Release -> Old Bugfix Release, excluding quick releases for major new bugs. We just went through the second bugfix release after Release 1, so next on tap is Release 2, bugfixes, bugfixes, Release 3, etc.


And perfect timing, Toady! I've got a couple days off in a row to enjoy a platypus fort now!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: darkflagrance on March 24, 2011, 09:10:03 pm
Hooray for rodent men!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 24, 2011, 09:17:35 pm
Thanks for the update Toady.  And don't rush too much, the two bugs I put up there aren't nearly as bad as some of the bugs you fixed this release.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Urist_McArathos on March 24, 2011, 09:27:43 pm
Incredible work, Toady.  Watching my four "crippled" veterans finally get out of bed was amazing. 
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jeoshua on March 24, 2011, 10:15:56 pm
I noticed something and Toady, please... a response?

[CREATURE:RODENT MEN]

Theres no "_" there.  Is this actually a legal tag? Have we all been_hyphenating_shit_for_no_reason?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: 3 on March 24, 2011, 10:24:16 pm
The capacity for nonhyphenated spaces seems to have appeared in .20. But yeah, it works.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rose on March 24, 2011, 10:33:02 pm
There's a number of grasses with spaces too.

I'm just happy stonesense doesn't care about the spaces.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 24, 2011, 10:35:32 pm
Quote from: Greiger
Though sorta on that vein, and this probably isn't the right thread for questions what is the difference between non-healthcare related cleaning with just water and water+soap?  Anybody know?

There is a hidden grime number -- regularly cleaning only reduces it to some small number, but soap takes it to zero (or 1, don't recall).  The hidden grime number influences the infection chance for the part.

Quote from: Jacos
are castles still often filled with animals?

Yeah, whatever's happening there is still going on.  It comes from breaking out of the caravan stuff in the middle.  It should be handled with the actual Release 1.  I didn't want to handle it earlier since I'd just need to pull the bandaid right off again.

Quote from: Jeoshua
I noticed something and Toady, please... a response?

[CREATURE:RODENT MEN]

Theres no "_" there.  Is this actually a legal tag? Have we all been_hyphenating_shit_for_no_reason?

It's legal for a name like the overall object tokens or for things like attack names or material names, but you can't remove the _ from any tag that uses them.  You can remove it when you are putting in your own text/names, basically, rather than a hard-coded symbol.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Fayceless on March 24, 2011, 10:59:22 pm
One small bug (maybe?) I've noticed: it seems when honey badgers enrage, there's no message for it, just for when it goes un-enraged.

(http://i22.photobucket.com/albums/b314/Fayceless/badgerbug.jpg)

All the messages I got for the fort (just a test-embarked with 80 of the badgers)

EDIT: actually, I'm still watching this, and I'm not sure what's going.  There's a whole bunch of badgers randomly attacking things...there's never any indication in the announcements that something is happening.  That'd be nice to know.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Elim on March 24, 2011, 10:59:56 pm
Odd Bug/Feature?
A Dwarf who was in the Hospital for 2 Years+ gets up, crawls all the way to the Dining-Room and bashes the Head of another Dwarf in.
Booth Dwarves are happy and have nothing to do with each other.
What happened here?

Now a perfectly healthy Dwarf lies in his own Pool of Blood, dead,  and that Dummbeutel crawls through my Fortress, hauling a Sock with the Speed of a drunken Snail.
Should have let him starve in the Hospital...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: fivex on March 24, 2011, 11:20:11 pm
I noticed something and Toady, please... a response?

[CREATURE:RODENT MEN]

Theres no "_" there.  Is this actually a legal tag? Have we all been_hyphenating_shit_for_no_reason?
This is also true for capitalization, apparently.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Eoganachta on March 24, 2011, 11:28:58 pm
Thank you Toady!
Downloading now.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Edosurist on March 24, 2011, 11:44:14 pm
Just curious, are dwarven restrooms ever going to be added?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: drvoke on March 24, 2011, 11:46:58 pm
The ol' 1-2 punch from Toady One today, I'm lovin' it!  Thanks for this release and for the new DF Talk!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: bombcar on March 24, 2011, 11:48:05 pm
Just curious, are dwarven restrooms ever going to be added?

Toady has said he never wants to deal with that aspect of the simulation.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 24, 2011, 11:55:45 pm
Just curious, are dwarven restrooms ever going to be added?

Toady has said he never wants to deal with that aspect of the simulation.

Not quite, but suffice it to say that it is a topic that has been exhaustively covered. Search for some threads with excrement in the title, you'll see what I mean.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Farmerbob on March 25, 2011, 12:29:12 am
(*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs

Giraffe eggs?

OK time to download the new version, I can't resist!

*silliness aside, this bugfix version gives great impressions of awesomeness*
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Deon on March 25, 2011, 01:11:19 am
Odd Bug/Feature?
A Dwarf who was in the Hospital for 2 Years+ gets up, crawls all the way to the Dining-Room and bashes the Head of another Dwarf in.
Booth Dwarves are happy and have nothing to do with each other.
What happened here?

Now a perfectly healthy Dwarf lies in his own Pool of Blood, dead,  and that Dummbeutel crawls through my Fortress, hauling a Sock with the Speed of a drunken Snail.
Should have let him starve in the Hospital...

"You! I couldn't move for years and you were standing near me and joking, and jumping on your working feet! Now the Armok has heard my prayers, I can leave my bed now, die bastard!"
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Biowraith on March 25, 2011, 01:35:37 am
Odd Bug/Feature?
A Dwarf who was in the Hospital for 2 Years+ gets up, crawls all the way to the Dining-Room and bashes the Head of another Dwarf in.
Booth Dwarves are happy and have nothing to do with each other.
What happened here?
Was it a military dwarf?  Thinking maybe he'd been assigned to administer "justice" to the other dwarf and until now was having to just wait and hope he came by the hospital for his beating.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Siquo on March 25, 2011, 03:42:06 am
Hmm, I'm getting message spam from a tanner who wants to feed an animal. He has a live goose as a pet, who is around and happy, and a "cavy sow" or whatever that is, who is dead and whose upper body is entirely missing. Is he trying to feed a dead, missing upper body?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Daskinor on March 25, 2011, 03:47:22 am

"You! I couldn't move for years and you were standing near me and joking, and jumping on your working feet! Now the Armok has heard my prayers, I can leave my bed now, die bastard!"

I'm particularly impressed how quickly he siezed the most sought-after of all dwarven produce, a sock.

"Well me legs aint workin' right but damned if my feet are gonna be cold now I finally have the strength to drag my arse outta bed to enact brutal retribution on ye smiley bastards who didn't bring me any booze for 2 long years! Armoks bloody balls, which way to the stockpiles ye misbegotten sons of a flyblown elf!'
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Areyar on March 25, 2011, 04:55:58 am
Hmm, I'm getting message spam from a tanner who wants to feed an animal. He has a live goose as a pet, who is around and happy, and a "cavy sow" or whatever that is, who is dead and whose upper body is entirely missing. Is he trying to feed a dead, missing upper body?

A cavy sow is a female guiney pig....or however you write that.
In Dutch those are caled 'cavia' by the way.
also:
this (http://www.google.nl/imgres?imgurl=http://files.sharenator.com/Patagonian_Cavy_Worlds_strangest_looking_animals-s500x667-2272-580.jpg&imgrefurl=http://www.sharenator.com/Worlds_strangest_looking_animals/&usg=__IVic3Q0wMD9KFqybp6uP1UNt3zQ=&h=667&w=500&sz=50&hl=nl&start=1&zoom=1&tbnid=mTyOwQJOK_Q_RM:&tbnh=138&tbnw=103&ei=M2eMTe6nOMKeOqbItKEC&prev=/images%3Fq%3Dcavy%26um%3D1%26hl%3Dnl%26sa%3DG%26biw%3D1004%26bih%3D581%26tbs%3Disch:1&um=1&itbs=1)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Siquo on March 25, 2011, 05:08:35 am
A cavy sow is a female guiney pig....or however you write that.
In Dutch those are caled 'cavia' by the way.
also:
this (http://www.google.nl/imgres?imgurl=http://files.sharenator.com/Patagonian_Cavy_Worlds_strangest_looking_animals-s500x667-2272-580.jpg&imgrefurl=http://www.sharenator.com/Worlds_strangest_looking_animals/&usg=__IVic3Q0wMD9KFqybp6uP1UNt3zQ=&h=667&w=500&sz=50&hl=nl&start=1&zoom=1&tbnid=mTyOwQJOK_Q_RM:&tbnh=138&tbnw=103&ei=M2eMTe6nOMKeOqbItKEC&prev=/images%3Fq%3Dcavy%26um%3D1%26hl%3Dnl%26sa%3DG%26biw%3D1004%26bih%3D581%26tbs%3Disch:1&um=1&itbs=1)
That's not a cavia, ik weet toch wel hoe zo'n beest er uit ziet ;)! (wikiwiki) ah, but it is a cavy, which is more of a general name.
But thanks, at least I know what he's trying to feed...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Areyar on March 25, 2011, 05:13:58 am
Yeah guineypig/cavia is this (http://www.google.nl/imgres?imgurl=http://www.britishcavycouncil.org.uk/Novice/Images/Dal-babies-400-w.jpg&imgrefurl=http://www.britishcavycouncil.org.uk/Novice/Husbandry/nov-breeding.shtml&usg=__o1fGgpkPtKJzuIQE12uFhYAuzSw=&h=400&w=400&sz=26&hl=nl&start=14&zoom=0&tbnid=rS0_6FQU8Tg26M:&tbnh=124&tbnw=124&ei=OGuMTf35NISCOoeI4aEC&prev=/images%3Fq%3Dcavy%2Bsow%26um%3D1%26hl%3Dnl%26sa%3DN%26biw%3D1004%26bih%3D581%26tbs%3Disch:1&um=1&itbs=1)

Spoiler: offtopic dutchtalk (click to show/hide)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Mazonas on March 25, 2011, 08:47:04 am
Quote
it seems when honey badgers enrage, there's no message for it, just for when it goes un-enraged.

No, no.  That is normal.

The default state for a honeybadger is seething rage.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jeoshua on March 25, 2011, 10:00:12 am
Also, if you're watching them, it's very clear they are !ENRAGED!, so a warning isn't really necessary.  Your citizens will get scared and warn you about said scaredness if they're really in danger...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: izraqthedark on March 25, 2011, 11:23:32 am
I am really enjoying this and was waiting for the release with much anticipation.  I really want a penguin so where would I go about finding one?

The only problems I have had was with worldgen being really slow around year 150 and beyond. I tested it on my Linux laptop and just disregarded it as a processing error.  I tested it on windows and did the same.  No big deal I understand there is a lot going on with world gen since 40d.  Site finding was kinda laggy too but also I understand that has changed.

Oddly noticed I embarked at a temperate place and there was snow and ice... I don't know if this is a bug and how would I go about melting ice so I can get water :).
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rose on March 25, 2011, 11:31:31 am
I suggest you look up the meaning of the word 'temperate'

it generally means places that have snow in the winter.

there are ways to thaw ice, but it's generally easier to dig for water.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: izraqthedark on March 25, 2011, 11:42:07 am
Strange all the snow just disappeared.  Did it melt all of a sudden or is that a bug?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: khearn on March 25, 2011, 11:56:34 am

Oddly noticed I embarked at a temperate place and there was snow and ice... I don't know if this is a bug and how would I go about melting ice so I can get water :).

Just wait until your most important dwarves are in the middle of crossing the frozen water. It'll melt then.

   Keith
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Rose on March 25, 2011, 12:03:18 pm
it's called spring. it comes between winter and summer, it's when the temperature starts rising and stuff melts.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Vorthon on March 25, 2011, 12:04:58 pm
it's called spring. it comes between winter and summer, it's when the temperature starts rising and stuff melts.

And Canadians (Like myself) rejoice.

For two reasons:
1. It stops being so fucking cold
2. Roll up the Rim to Win
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 25, 2011, 12:38:29 pm
It's supposed to stop being so F*ing cold however we just got shit on here in guelph.  :P

All hail roll up the rim. I have my free donut waiting.

I'm excited for the next quick bug fix to this version, a lot of people are having this unconscious dwarf problem in healthcare... Once that gets patched up I am really enjoying this version. I have to say this is my best fortress yet!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: nitnatsnoc on March 25, 2011, 01:19:23 pm
it's called spring. it comes between winter and summer, it's when the temperature starts rising and stuff melts.

And Canadians (Like myself) rejoice.

For two reasons:
1. It stops being so fucking cold
2. Roll up the Rim to Win

Winning!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 25, 2011, 02:05:07 pm
it's called spring. it comes between winter and summer, it's when the temperature starts rising and stuff melts.

And Canadians (Like myself) rejoice.

For two reasons:
1. It stops being so fucking cold
2. Roll up the Rim to Win

Winning!

I believe its Rrrrrroll up the rim to win.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Areyar on March 25, 2011, 02:42:11 pm
I don't understand this rimming talk at all...
It is cold enough for water to solidify in winter and warm enough for it to turn liquid again in spring/summer in temperate climates, it's what temperate means: in between freezing-all-the-time and boiling-all-the-time.

on the bright side: it is finally weekend and we can all unpack this new version for some much anticipated healthcare and other stuff. :D joy!

a pitty, I liked the name of my .20 fortress. Nosingdoran, the mechanism of pinnacles... hmm that doesnt sound as cool as I remember. . . maybe it was in .19 Kadôlsákrith, the Entrancing Manor...funny for an aboveground fort maybe,but nah.
Oh well, no issues then, got rid of plenty of great forts for less than a new version before. (actually they are still on my HDDs, just neglected.)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Urist McAddict on March 25, 2011, 03:08:41 pm
Is it just me or i have a [offensive language] case? I had a bunch of ppl who got bruised by punches and they gone to bed to rest in the hospital... Sound like my chief medic just used them to practice everything... I don't get it... Help me Toady!

I'll check if it reproduces...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Footkerchief on March 25, 2011, 03:15:55 pm
The resting-while-uninjured bug is 4320 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4320) and it's fixed for the next release.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 25, 2011, 03:38:18 pm
Sweet! That was my only major quarrel with this version. Any chance the quick-fix will be out today?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Psieye on March 25, 2011, 03:39:45 pm
Remember it takes about a day to compile the game for a new release. Toady still wants to see what other hotfixes he needs to do before doing that long compile.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 25, 2011, 03:54:30 pm
True true, sorry I'm impatient. Suppose i'll go amuse myself with some boring sc2 in the mean time!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: LoSboccacc on March 25, 2011, 03:55:34 pm
Remember it takes about a day to compile the game for a new release. Toady still wants to see what other hotfixes he needs to do before doing that long compile.

also the bucket bug seems not resolved (from the tracker), so it should be around one day after that? (unless something else comes up)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 25, 2011, 04:01:19 pm
Hm, I see I'll have to get right on putting together a save for that then.

Also I had a resident get sutured with cow and water buffalo hair.  Seems to make sense but they never seemed to do it before (or at least I never saw them do it), and there was no mention of it in any devlogs, so I figured I'd mention it just in case something went wonky.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Buttery_Mess on March 25, 2011, 04:05:04 pm
Hm, I see I'll have to get right on putting together a save for that then.

Also I had a resident get sutured with cow and water buffalo hair.  Seems to make sense but they never seemed to do it before (or at least I never saw them do it), and there was no mention of it in any devlogs, so I figured I'd mention it just in case something went wonky.

Hair could be spun into thread in .21, I don't see why not.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 25, 2011, 04:07:20 pm
Ah, that's good then.  Exactly what I wanted to hear.


EDIT: Save file added to the bug report for overly full buckets Toady. It seems to be affected in some way by save loading because once I reloaded the game he didn't do it until he filled the bucket emptied it and then came back.  So it seems a little tricky.   You should see somebody do it within a minute though if you keep an eye on those wells.  There's more than one fill pond job floating around and about 100 idlers sitting around waiting for something to do.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 25, 2011, 04:54:01 pm
Okay, I'm grabbing that now.  I have a few more things I want to test, so I'm not sure, but I'm either going to release sometime tomorrow morning, or the morning after that, unless there are a lot more reports that arise.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: freeformschooler on March 25, 2011, 05:09:43 pm
Remember it takes about a day to compile the game for a new release. Toady still wants to see what other hotfixes he needs to do before doing that long compile.

While I understand that it's a huge, complicated game, a day is really a long time. I had thought it was 5 hours judging by Threetoe's words a few versions back. Anyway, I guess it makes sense considering it has to compile a version for each of the versions you see on the home page (SDL versions for all OS, legacy versions, not to mention packaging each into a zip).
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Toady One on March 25, 2011, 05:20:34 pm
Yeah, it's about five hours.  I get the release notes, file changes, html etc. set up while it is compiling, but there is flipping between the different computers, and linux is on a partition right now so I can't simultaneously compile it (though linux only takes like 15 minutes as opposed to Windows hour).
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Ovg on March 25, 2011, 05:35:44 pm
Toady, I love you so much! I think I will donate as soon as I can scrape some monies together (being a student is not a well paying job  :-[)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 25, 2011, 05:38:44 pm
Woot! Toady you're such a boss.

I'm hoping tomorrow morning! I didn't notice too many problems other then the buckets and the health care (resting without injury and random surgery that doesn't do anything). I can only imagine the pain in the ass compiling it all is though, reading what you guys have said.

And I hear you Ovg, I got to wait one more month to get back into work from school so I can donate a bit of cash. This game has easily provided me more challenge and -fun- then most of my other games combined. I'd feel wrong just using this product without paying for it.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Aachen on March 25, 2011, 06:13:37 pm
Ahhhhhhhhhhh. The release I've been waiting for!

Time to strike the earth!

Thanks, Toady!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Greiger on March 25, 2011, 06:50:19 pm
I noticed you resolved the bucket thing.  Good work Toady, glad to see it was an easy fix.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: ZCM on March 25, 2011, 10:56:24 pm
Remember it takes about a day to compile the game for a new release. Toady still wants to see what other hotfixes he needs to do before doing that long compile.

Wait, what? There is some serious problem with the build system (or the build computer) if it takes that long to compile.

Or toady could be using cygwin on windows, though I might consider that a problem with the build system.

EDIT: Five hours is more reasonable, although still a bit slow, even if it's an hour each for 5 versions...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 25, 2011, 11:00:32 pm
erm probably a day to compile and error-check (and quick bugcheck)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 25, 2011, 11:38:10 pm
Hoping it will be out this mornin ;)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Jeoshua on March 25, 2011, 11:43:35 pm
erm probably a day to compile and error-check (and quick bugcheck)

You do realize that WE are, in fact, Toady's bug testers... right?
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 25, 2011, 11:50:08 pm
Hoping it will be out this mornin ;)

It would certainly be convenient for me- the dwarves resting without injuries bug is beginning to affect a significant portion of my military. But I'm not going to hold my breath.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Askot Bokbondeler on March 26, 2011, 12:03:03 am
do they atleast get some rest while they're resting?(you know, like a yo dawg joke) or do they get up and then go to sleep cuz they hadn't the opportunity to with all that resting? if that aint the case it's not that big a deal, think of it as taking a nap, they end up compensating for it with the extra time they stay awake
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Xelanthol on March 26, 2011, 12:07:45 am
Yeah I was like "OH MY GOD HEALTHCARE IS FIXED*

*Hospital beds are full of unconscious individuals with no wounds, chief doctor is babbling to himself trying to perform surgery* -Uhm whut?

After that though this will be a really awesome release. Very excited  :D
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 26, 2011, 12:36:25 am
do they atleast get some rest while they're resting?(you know, like a yo dawg joke) or do they get up and then go to sleep cuz they hadn't the opportunity to with all that resting? if that aint the case it's not that big a deal, think of it as taking a nap, they end up compensating for it with the extra time they stay awake

Afraid not- the bulk of them got severe blisters from a scuffle with an FB and went to pass out in the hospital. Their history shows no diagnosis request, and they healed up fine on their own- they just lie in the hospital resting nonexistant injuries. According to Mantis that bug is already fixed for next version (at least I hope that's the bug affecting me)

I am quite pleased to see the dwarves who never bothered to go to the hospital (despite more serious foot wounds) crawling around everywhere they need to go- I wish they'd pick up a crutch or something, but at least they aren't bedridden.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 26, 2011, 12:46:42 am
erm probably a day to compile and error-check (and quick bugcheck)

You do realize that WE are, in fact, Toady's bug testers... right?
err, yes, I do.
But I would think he makes sure it actually runs and gens and embarks and does other basic stuff, right? ;)
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Urist McAddict on March 26, 2011, 06:49:15 am
Thanks for answering my question...
Sry for the bad word, didn't realize it was not allowed...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Ovg on March 26, 2011, 07:09:59 am
Damn, waiting is slowly killing me  :P. I WANT IT SO BAD!
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: LoSboccacc on March 26, 2011, 07:22:01 am
yeah, this is going to be the release of awesomeness bug free.

I mean, we're all more or less used to work around this or that bug, but this time almost anything is going to be working

yeah there will be around clothing issues and some other stuff, but most of the game is there and is overall a good candidate to let my friends learn the ropes of stuff.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Lac on March 26, 2011, 09:01:31 am
(*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs

Giraffe eggs?
They probably needed thicker shells to survive the fall...
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: TolyK on March 26, 2011, 09:29:26 am
This thread is now obsolete.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: jaytourist on March 26, 2011, 11:41:33 pm
This is awesome! I love it! <spam link removed>
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Askot Bokbondeler on March 26, 2011, 11:43:38 pm
no, this (http://www.bay12forums.com/smf/index.php?topic=80601) is awesome
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: monk12 on March 27, 2011, 12:09:15 am
Well, this was awesome too. Was being the key word there.
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: SirAaronIII on March 27, 2011, 12:42:21 am
Just a heads up, but at the magma kiln (not sure about regular kiln), the hotkey for clay statues and clay crafts are the same (s).
Title: Re: Dwarf Fortress 0.31.22 Released
Post by: Kogut on March 27, 2011, 04:13:46 am
Just a heads up, but at the magma kiln (not sure about regular kiln), the hotkey for clay statues and clay crafts are the same (s).
Report in on mantis, please

This thread is now obsolete.