It would be nice to clearly identify which of those fixed bugs were long-time issues, or just bugs introduced since 0.47.
If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.It would be nice to clearly identify which of those fixed bugs were long-time issues, or just bugs introduced since 0.47.
That information isn't particularly useful, but it is already available on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/), for the curious.
It's kind of a waste of time to force Toady to separate it all out. Look at the tracker. Most recent cleared bugs are at the top. See when they were posted. What does it matter how long it's been since a bug was posted? Fixed bug is fixed bug. If it was bothering you, now it's not. If you never noticed it, probably wasn't important to the way you play the game so it doesn't really matter.If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.It would be nice to clearly identify which of those fixed bugs were long-time issues, or just bugs introduced since 0.47.
That information isn't particularly useful, but it is already available on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/), for the curious.
And the use I find for this information is for deciding whether it's worth jumping into 0.47 right away, or play 0.44 instead with all the quality of life and bugfixes/workarounds that have accumulated from dfhack and other tools. My experience is that it takes months for the tools to get back into a state where they have all their features and are mostly bug-free.
That's why I'm mostly interested in old bugs being fixed, as they are the ones shifting the balance towards playing the new version. That is, if the new bugs aren't even worse than the old ones. I wonder what will be this version's "raid corruption".
If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.It would be nice to clearly identify which of those fixed bugs were long-time issues, or just bugs introduced since 0.47.
That information isn't particularly useful, but it is already available on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/), for the curious.
And the use I find for this information is for deciding whether it's worth jumping into 0.47 right away, or play 0.44 instead with all the quality of life and bugfixes/workarounds that have accumulated from dfhack and other tools.
It's kind of a waste of time to force Toady to separate it all out. Look at the tracker. Most recent cleared bugs are at the top. See when they were posted. What does it matter how long it's been since a bug was posted? Fixed bug is fixed bug. If it was bothering you, now it's not. If you never noticed it, probably wasn't important to the way you play the game so it doesn't really matter.I'm not forcing Toady, I'm asking him nicely and getting dismissive or arrogant answers from people I didn't ask anything from. He knows this information by heart already, so it's not much of an extra effort to add it, if he wants to. By your own logic he shouldn't even bother having a changelog up there, since everyone can just go look at the tracker.
So you're saying that if Toady spends his time duplicating information that is already available elsewhere there's a chance that you might purchase his free game? Yep, not particularly useful.I've been around Toady for a long time, and I'm pretty sure he can make his own decisions and doesn't need over-enthusiastic self-important watchdogs and white knights to "defend" him from oh-so-threatening polite requests.
Do your own legwork instead of expecting other forum users (http://www.bay12forums.com/smf/index.php?topic=175642.0) or, worse, Toady, to cater to your peculiar needs. If compiling your information isn't worth your time, then it sure isn't worth ours.
Fixing Marksdwarves (dodging through fortifications, ammunition issues, trying to melee instead of firing, etc)
Mmm, I'm still getting worldgen crashes with a rather inconsistent year range. I'm gonna take apart my objects folder and put it back together to double check if its not an issue on my end - I'm not getting anything in the errorlog so obvious issues are out. Any way to log crash causes?
So if ex-spies are no longer turning up with their secret identities, this bug can be marked as fixed, right? Or is there something remaining?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10490
(Initial description is a bit confusing as it covered the already fixed #0010452 too, but remaining buggy behaviour was all about ex-spies from your civ turning up with fake identities).
Rejections are intended, so they are way easier to log. There isn't additional info for crashes, as they generally happen at some location where there's a typo etc., or because of a typo way upstream that randomly craps out later. I did a bunch of 3000 year gens in smaller worlds, so hopefully vanilla is more stable at least. What OS are you on?Windows 10 Home 64 bit.
Incidentally, are necromancers and lieutenants still coming to visit fortresses? And are visiting lieutenants actually a bug, or are they meant to be hanging out admiring my artifacts (way too closely)?
Experiments I understand. Lieutenants...not so sure about. Are they supposed to reintegrate too?Incidentally, are necromancers and lieutenants still coming to visit fortresses? And are visiting lieutenants actually a bug, or are they meant to be hanging out admiring my artifacts (way too closely)?
Necromancers are still visiting my fort in .03 so that bug is waiting for the next patch. Experiments (and lieutenants?) are probably intended since they "re-integrate" into society.
Incidentally, are necromancers and lieutenants still coming to visit fortresses? And are visiting lieutenants actually a bug, or are they meant to be hanging out admiring my artifacts (way too closely)?
Necromancers are still visiting my fort in .03 so that bug is waiting for the next patch. Experiments (and lieutenants?) are probably intended since they "re-integrate" into society.
I am not sure re-integration is the reason here. I have been interrogating every undead for a while now and so far, I think every single one of them has been there to steal something on behalf of a necromancer. I assume it's sort of intended behaviour and not a real bug, but I'd say something should probably be done about that at a later point because at the moment, it's a bit of a give-away when they arrive.
I am not sure re-integration is the reason here. I have been interrogating every undead for a while now and so far, I think every single one of them has been there to steal something on behalf of a necromancer. I assume it's sort of intended behaviour and not a real bug, but I'd say something should probably be done about that at a later point because at the moment, it's a bit of a give-away when they arrive.
It would be nice if the necromancer polymorphed or re-experimented them into believable looking adventurers rather that a fake moustache approach (letting them live a normal life until people become suspicious or somehow unmasked) is my two cents half-suggestion.
Other civs without magical capacity already take some care to send spies tailored to be not too suspicious.
Are worlds and saves from 0.47.02 compatible with 0.47.03?
(*) Cleaned up equipment tracking issue for returning fort-mode raiders
'Dwarf Fortress.exe' -gen 0 RANDOM "GETCRASH"
Embarked on 47.02 on a site that had no aquifer according to the map, yet it had at least 4 layers of sandstone slow aquifer.
Maybe more but I gave up building down further when I hit the 4th layer of damp stone.
I did use the modest mod + accelerated, but I don't think that should affect aquifers.
In other news, I've been generating "default settings" worlds for 5 hours (50 worlds or so) and haven't seen any crashes.
Thanks for the update Toady. It would be nice to clearly identify which of those fixed bugs were long-time issues, or just bugs introduced since 0.47.
Off-topic from the crashes, but I notice that intelligent wilderness creatures still aren't capable of worshipping deities.Isn't that expected?
Here's a fresh one from a 0.47.03 worldgen params file. Params are for a default "create world now"
stock df_47_03_win (win10)
Adreorid, "The Past Universe"
Crashes in year 182
http://vpaste.net/WuIr1
Would some of you other folks posting seeds mind verifying this? Just paste those worldgen params into world_gen.txt and select it in the create advanced world screen.
Are these things just not consistent from machine to machine, or just not from machine -> Toady's dev environment? The only other machine I have handy to test with is a mac.
It kind of isnt expected since they worshipped the deities of civs they'd join in 44.12. This also leaves the "pray to deity" need unfulfillable - maybe not an issue for adv mode, but it could be annoying if you want to get your adventurer to join your fort.Off-topic from the crashes, but I notice that intelligent wilderness creatures still aren't capable of worshipping deities.Isn't that expected?
Intelligent wilderness creatures aren't from civs, you pick them up just as they join a civ so they won't have had time to integrate and become religious (and adopting a religion isn't something you can do in-game yet).
Oh, it's not just intelligent wilderness creatures. I'm not getting religions for any regular civ animal people either. That doesn't seem right. Experiments too, but perhaps their exempt?It kind of isnt expected since they worshipped the deities of civs they'd join in 44.12. This also leaves the "pray to deity" need unfulfillable - maybe not an issue for adv mode, but it could be annoying if you want to get your adventurer to join your fort.Off-topic from the crashes, but I notice that intelligent wilderness creatures still aren't capable of worshipping deities.Isn't that expected?
Intelligent wilderness creatures aren't from civs, you pick them up just as they join a civ so they won't have had time to integrate and become religious (and adopting a religion isn't something you can do in-game yet).
Generating world using parameter set MEDIUM REGION
Seed: WAUMm28ySwKkqwsoI0UI
History Seed: sGO6oocyiGk0G0Os4IoI
Name Seed: Cu0sgeWwUm0KoACaoaOU
Creature Seed: cuKqkUUak8qm0gUSAmAQ
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[DIM:129:129]
[EMBARK_POINTS:1504]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[NIGHTMARE_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080
A few concerns I'm seeing emerge from reddit:Not seeing this at all. I don't play with Therapist or Dfhack automation and have an aversion to spending too much time micromanaging, so I notice when I'm not getting a useful influx of migrants
* Serious irregularities in choosing migrant professions with large numbers of particular professions, and I've seen this in my games and on Twitch as well.I wonder if you made an adjustment to migrant professions to highlight the new guilds? It might be excessive, and breaks with the previous fairly reliable expectation that we'd preferentially get migrants from professions we need (http://www.bay12games.com/media/df_talk_12_transcript.html).Spoiler (click to show/hide)
A few concerns I'm seeing emerge from reddit:Not seeing this at all. I don't play with Therapist or Dfhack automation and have an aversion to spending too much time micromanaging, so I notice when I'm not getting a useful influx of migrants
* Serious irregularities in choosing migrant professions with large numbers of particular professions, and I've seen this in my games and on Twitch as well.I wonder if you made an adjustment to migrant professions to highlight the new guilds? It might be excessive, and breaks with the previous fairly reliable expectation that we'd preferentially get migrants from professions we need (http://www.bay12games.com/media/df_talk_12_transcript.html).Spoiler (click to show/hide)
Nothing seems to have changed in the several fortresses I've played in 47.x except for additional weapon skills in migrants (perhaps due to mercenary experience, etc).
How many playthroughs is this observation based on? I'd say it's rng. Perhaps combined with the way more migrants seem to be historical figures these days and something in that particular civ leaning towards a need for farming skills.
Yes, I haven't noticed any changes here either. There always seem to be one or two dominant professions among migrants depending on the civ and this was the case in 44.xx too from what I remember. The only oddity I'm seeing is that there appear to be a lot more migrants with absolutely no preexisting relationships and I don't remember seeing those a lot, or at all, in previous versions. Not sure what is up with that.
- Literates : Seem to be incurred by ex library scholars and religion-dedicated book spam, dwarves will arrive with direct experience of reading and writing which are not teachable skills without training a scribe to write literature over and over, a common one is chemistry, but i've had peasants arrive with logician & critical thinking even if possessing nothing else.
- Guild or Trade-Master : Typically have past apprentices & a high level of skill in a subject, possibly literate or not made out of a civ with a lot of peace-time, these could technically appear in 44.xx often crediting migrants arriving with already legendary skills. Im unsure what exactly w.g guild halls do to them
- War Veterans - Skilled weapon fighters, these guys could always appear if the civ was undergoing a lot of war, but they aren't as scarred as goblins since dwarves suffer less mass-losses in alliance conflicts which mobilized them, can have war-buddy relations, always capable of coming on 44.xx but rare due to dwarven inactivity in wars
- Hunters : Have a lot of tracking skill, climbing, usually they hunt a lot of animals in region area before they even arrive on (k)ills and also have weapon experience. Does not directly relate to ambushing hunters, but moreso to monster hunters
- Peddlers : Very socially adept dwarves who nearly all are traders and ideal candidates for brokers and mayors, sometimes coming with book-keeper & organiser experience (these w.g profession can be seen on the c screen making them easy to spot amongst your nobles)
- Drunk : Unknown, sometimes dwarves on the civilization noble list for a civ have this, i would guess they are totally unskilled
Uploaded a possible bugged save:
http://dffd.bay12games.com/file.php?id=14830
fight undead siege without building walls, had 1 adult remaining, pressed yield to siege, it crashed to desktop (win64). May relate to undead being underwater.
A few concerns I'm seeing emerge from reddit:
* Serious irregularities in choosing migrant professions with large numbers of particular professions, and I've seen this in my games and on Twitch as well.
Spoiler (click to show/hide)
I wonder if you made an adjustment to migrant professions to highlight the new guilds? It might be excessive, and breaks with the previous fairly reliable expectation that we'd preferentially get migrants from professions we need.
* Some sort of loyalty cascade or other form of internal fighting seems to have become far more common, reported most commonly for the end of werebeast fights and occasionally whole training squads slaughtering each other. It doesn't sound like the "historical spy identities" problem. I haven't personally experienced this one (probably because I'm slow to do military,) but this bug report with save might be promising.
* Gosh, there are a lot of deities/sects in the temple lists now!
Spoiler (click to show/hide)
I'm seeing multiple reports of 50-80 entries. This may be working as intended, but it's definitely going to increase the burden of temple building in medium to large forts.
* Okay, I admit I haven't seen anyone comment about this yet, but since you've just touched this new code, I wonder if we could get stone altars as well as metal ones? Leave the wood ones to the elves, of course.
Toady, can "civilized" animal people and experiments adopt religions at all? (On a scale large enough to offer an adventurer)?
I've found that creating a copy of the generated necromancy secrets (with changed names), but designed to raise a modded creature with an experiment interaction, does not raise the modded creature, but does allow them to raise an unrelated generated creature.
Uploaded a possible bugged save:http://dffd.bay12games.com/file.php?id=14830Just had a crash-on-retire-fort, about 2 days elapsed on brand new site (no water on surface or caves, so Retire). Something funny going on with OldGenesis raws and abandoning a player fort; has crashed twice.
fight undead siege without building walls, had 1 adult remaining, pressed yield to siege, it crashed to desktop (win64). May relate to undead being underwater.
... and it'd be difficult to dive into a community effort to construct a more usable virtual computer with the deadlines approaching.
Dwarves have the month off and they're all enjoying themselves. Clumping together in non-diagonal socializing groups, praying, playing with toys. It's fantastic.
Dwarves shuffle around, carpenter heads for the nearest empty space and....metalsmith makes a beeline for him, literally tackles him to the floor and is now standing on top of him! The two are happily socializing in this position.
(Taking fantasticdorf's bug report into account, I've pastured my cats - the only loose animals in the fortress - at the entrance to the tavern. That seems to work nicely and I guess anyone needing to pet a cat can manage it easily enough).
Does vermin become an issue when all cats are confined to pastures?
Does vermin become an issue when all cats are confined to pastures?I only pastured my cats during the dorfs' month off. I was worried about vermin too.
One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
Oh, there is, of course. That's part of this release.One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
No argument there. Legends Mode generally seems to have trouble differentiating between parts of a person's life.Oh, there is, of course. That's part of this release.One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
Just saying "husband" at the top of the relationships list is inaccurate when they've been divorced for decades and he's been dead for 30 years.
Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.Curious comment... you mean something like this (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11299),maybe?
Yeah thats what I mean, noticed it on some modded creatures with modded hiding interactions too.Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.Curious comment... you mean something like this (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11299),maybe?
I doubt that even high observer skill would make them visible - the dwarf in that save I uploaded has Professional Observer.Yeah thats what I mean, noticed it on some modded creatures with modded hiding interactions too.Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.Curious comment... you mean something like this (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11299),maybe?
Following up on my previous reddit-sourced migrant concerns, (http://www.bay12forums.com/smf/index.php?topic=175662.msg8093121#msg8093121) now that tools and graphics are out and many more folks are playing 47.03, I'm also seeing a concern about a much higher rate of legendary-skilled migrants.There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.Spoiler (click to show/hide)
As bugs go it's not the worst thing, but I wonder if it's all connected together.
Has the tavern keeper been toned down a bit in 47.x? I keep mine pretty busy to help mitigate "accidents", being manager and chief medical dwarf, but I realized that I haven't actually seen him try to force drinks at people in...I can't remember how long. At all maybe? He'd certainly start rushing about noticeably with purple-text Serve Plump Helmet Wine! every so often in 44.12.
In fact the only Dorf I've lost to alcohol poisoning so far is actually the tavern keeper in 47.01 or 02. He somehow managed that feat by himself.
[snip]There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.
As bugs go it's not the worst thing, but I wonder if it's all connected together.
If you think about it, it's not at all strange that someone who was a butcher for 90 years before heading to your fortress is now a legendary butcher. Only takes a fortress dwarf a year or two of butchering at most to reach that level. And there's a whole lot more fighting going on that fighty dwarves are involved in before they head to your fortress in this version. Now, all that does lead to balance issues of course, which is the concern I guess. Time to slow down skill rate altogether?
Not sure if anything's changed regarding needs since 44.12, but I just made a quick check of my tavern full of stressed dwarves and, with one exception, every single dorf is somewhat focused due to met needs.
[snip] and something to acquire.
Still, does it ever actually become necessary to meet every single need?Not sure if anything's changed regarding needs since 44.12, but I just made a quick check of my tavern full of stressed dwarves and, with one exception, every single dorf is somewhat focused due to met needs.
[snip] and something to acquire.
Apparently aquisition is seperate to extravagance (seperate need filled by equipping crafts like clothes & earrings) and much harder to achieve according to issue reports made about it along with other simply inaccessible needs (like races who cant eat needing to dine on fine meals without being force-fed), though i thought the behaviour was picking up finished goods they like, which might lean to them being over-specific again.
Providing meals made specifically of favourite ingredients as a necessity rather than a additional flair of liking it (such is similar to drinking, favorite alcohol shoots the need to full) is still quite possibly the hardest mundane need in the fortress.
Yes but you must not have been paying much attention because there's been plenty of discussion about wg crashes.There's been crashes, but I don't think anyone's said up until now that 47.03 is crashing more than 47.02. Personally I've had one crash on 47.03 and the seed didn't repeat it, which is a bit annoying.
Anyone else finding that worldgen crashes way more frequently in this version than the last? Haven't seen many other complaints so maybe it's just me.If by "last" you mean 0.44.12 (rather than 0.47.02), then, as Ziusudra said, you've missed a lot of the reports (significant parts of the threads for the earlier releases consisted of world gen crash seeds). If, on the other hand you actually meant 0.74.02 it sounds odd, since Toady has fixed some crashes, and probably hasn't added new ones in that process (or the other bug fixing).
Yeah I meant 47.03 specifically. It's mostly longer worldgens (400+ years), so maybe that's why nobody's noticed (or again, maybe it's just me).Longer worldgens have been crashing all along. I don't think the frequency has increased. Certain combinations and raw changes that some people use seem to cause crashes all the time.
so maybe that's why nobody's noticed (or again, maybe it's just me).OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.so maybe that's why nobody's noticed (or again, maybe it's just me).OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
Entered seeds manually to get repeatable wgen crashes. a,b,c,d got crash.
http://dffd.bay12games.com/file.php?id=14759Spoiler (click to show/hide)
An artifact was stolen from my museum a year or so ago. No-one has mentioned it to the Captain of the Guard yet. There are no crimes in my fortress.
Is that normal, or is it a result of me playing modded dwarves whose ethics regarding theft are very loose (MISGUIDED), so they just don't care?
uploaded another save:
possible bug: migrants and burrow and grassfire. Migrants standing in line at illogical place.
OldGenesis Ironhand raws.
http://dffd.bay12games.com/file.php?id=14840
With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?
An artifact was stolen from my museum a year or so ago. No-one has mentioned it to the Captain of the Guard yet. There are no crimes in my fortress.
Is that normal, or is it a result of me playing modded dwarves whose ethics regarding theft are very loose (MISGUIDED), so they just don't care?
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.so maybe that's why nobody's noticed (or again, maybe it's just me).OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
Entered seeds manually to get repeatable wgen crashes. a,b,c,d got crash.
http://dffd.bay12games.com/file.php?id=14759Spoiler (click to show/hide)
Anyone else noticed this? Plumphelmetman have you changed anything about your worldgen settings, raws, etc between 47.02 and now?
Probably sun spots or magnetic fluctuations from the impending betelgeuse supernova bombarding the earth right where your PC is causing your rng to come up with more crash situation seeds than before. :)The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.so maybe that's why nobody's noticed (or again, maybe it's just me).OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
Entered seeds manually to get repeatable wgen crashes. a,b,c,d got crash.
http://dffd.bay12games.com/file.php?id=14759Spoiler (click to show/hide)
Anyone else noticed this? Plumphelmetman have you changed anything about your worldgen settings, raws, etc between 47.02 and now?
Nope, just plain vanilla raws. I'll try it on my Windows later though since I'm playing on Mac right now, see if it has the same problem.
What spheres has effects on surroundings and can be spreaded? What sphere needed to make freakish experiment creatures? Why if I add SPREAD_EVIL_SPHERES_IF_RULER to modded dwarves, this not work?The ones I'm aware of from the wiki:
What sphere needs to evil grasses, glumprongs and ice wolf spawning?What spheres has effects on surroundings and can be spreaded? What sphere needed to make freakish experiment creatures? Why if I add SPREAD_EVIL_SPHERES_IF_RULER to modded dwarves, this not work?The ones I'm aware of from the wiki:
Death = undead
Blight = plants die
Nightmares/Darkness = bogeymen
Creation of freakish experiments requires the [NIGHT_CREATURE_EXPERIMENTER] creature tag.
I think your modded dwarves need to be associated with one of the aforementioned spheres. For example: [SPHERE:DEATH]
I'm finding lots of rumours of "bone-chilling horror" pointing to nearby forts. And these forts are populated by regular fort dwelling groups. Isn't "bone-chilling horror" a reference to necromancer dwellings?It certainly was in prior versions. Might the forts have been conquered by a necromancer-civ?
No, I went to visit them all. Regular bandits, goblins or normal folk hanging out. Checked them in Legends afterwards too.I'm finding lots of rumours of "bone-chilling horror" pointing to nearby forts. And these forts are populated by regular fort dwelling groups. Isn't "bone-chilling horror" a reference to necromancer dwellings?It certainly was in prior versions. Might the forts have been conquered by a necromancer-civ?
Oh! That makes sense. They do have the same site-type ID, after allNo, I went to visit them all. Regular bandits, goblins or normal folk hanging out. Checked them in Legends afterwards too.I'm finding lots of rumours of "bone-chilling horror" pointing to nearby forts. And these forts are populated by regular fort dwelling groups. Isn't "bone-chilling horror" a reference to necromancer dwellings?It certainly was in prior versions. Might the forts have been conquered by a necromancer-civ?
Might be related to why you can't fast travel or sleep at any of the new site types. It thinks they're all towers.
So, my current world has about 1.3 million trolls in its outside populations, a whole load at various sites throughout the world too.Only civilization-joined troll, I guess.
And yet, Legends mode tells me that "Quelge Lastwarns the Impunity of Warmth was a troll. He was one of the only ones of his kind".
How can this be?
Only civilization-joined troll, I guess.
" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization. "
It bears mentioning that [EVIL] is no longer a valid entity tag, so it has nothing to do with goblins employing trolls. I don't think it ever did, actually, despite what the wiki says - I've added sapient pets to neutral races years ago - though the exact criteria for what allows a sapient creature to be added to the pet list is still a bit of a mystery to me.
It didn't join a civ. It followed regular troll behaviour since at least 40.x in killing stuff, gaining a name and moving to a cave/catacomb. Being made a priest is new, but weird stuff with new features is kind of expected.So, my current world has about 1.3 million trolls in its outside populations, a whole load at various sites throughout the world too.Only civilization-joined troll, I guess.
And yet, Legends mode tells me that "Quelge Lastwarns the Impunity of Warmth was a troll. He was one of the only ones of his kind".
How can this be?
" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization. "
Is it possible to create experimenters that don't make the mutant freaks, or do EXPERIMENT interactions require the NIGHT_CREATURE_EXPERIMENTER tag?
Would it be possible to create a secret that frequently resulted in experiments, by modifying the unit's personality in some way? What about a secret that had a greater chance of being passed on through writing or apprenticeships?
I'm finding lots of rumours of "bone-chilling horror" pointing to nearby forts. And these forts are populated by regular fort dwelling groups. Isn't "bone-chilling horror" a reference to necromancer dwellings?
So, my current world has about 1.3 million trolls in its outside populations, a whole load at various sites throughout the world too.
And yet, Legends mode tells me that "Quelge Lastwarns the Impunity of Warmth was a troll. He was one of the only ones of his kind".
How can this be?
Quote from: IndigoFenixIs it possible to create experimenters that don't make the mutant freaks, or do EXPERIMENT interactions require the NIGHT_CREATURE_EXPERIMENTER tag?
Not currently. I also posted over on your bug report a bit about the particular issue with the mod.
Quote from: IndigoFenixWould it be possible to create a secret that frequently resulted in experiments, by modifying the unit's personality in some way? What about a secret that had a greater chance of being passed on through writing or apprenticeships?
Having a historical one in an attacking army that destroys/takes over a site should do it 50% of the time (more if they can animate too). The site take over/destroy guarantees them a place to put the experiments. Setting up an administrator doesn't do it.
A more in-depth explanation of how personalities and values impact unit behavior overall, especially in worldgen, would be nice. We've had the values and the ability to modify them for ages, but apart from speculation very little is actually known about what they do. I've been using DFHack scripting (http://www.bay12forums.com/smf/index.php?topic=175757.0) to scan average personality trends of units that have been involved in certain events, but so far I've found no statistically significant impact of personalities or values...but generated necromancers have modified personalities, which suggests that personalities do something.
With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?A quick test also shows that fortifications can still be leapt through, for any dwarves trying to path through them for combat.
Are you sure they're not being leaped over?With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?A quick test also shows that fortifications can still be leapt through, for any dwarves trying to path through them for combat.
It might. The specific test case I did was adventure-style control in arena: manually jumping into a fortification allows you to bypass it entirely. I wasn't able to the object arena AI to go through the fortification without climbing up a higher Z level yet, though. Will be testing a bit more of that here and there.Are you sure they're not being leaped over?With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?A quick test also shows that fortifications can still be leapt through, for any dwarves trying to path through them for combat.
Not one of my marksdwarves in the last 5 sieges has "leaped through" the fortification walls of his bunker (engraved walls, not built fortifications in case it makes a difference).
Good proof that you don't need a tavern keeper to die of alcohol poisoning.
A more in-depth explanation of how personalities and values impact unit behavior overall, especially in worldgen, would be nice. We've had the values and the ability to modify them for ages, but apart from speculation very little is actually known about what they do. I've been using DFHack scripting (http://www.bay12forums.com/smf/index.php?topic=175757.0) to scan average personality trends of units that have been involved in certain events, but so far I've found no statistically significant impact of personalities or values...but generated necromancers have modified personalities, which suggests that personalities do something.
That's kind of bypassing though the acknowledgement that they are transformed beings, who used to have lives & personalities of their own and whatever the tower's own hardcoded faction has in place of upheld values. Currently in one of my fortresses there is a necromancer occupied (not destroyed) hamlet populated by precisely >1 unit ready to be investigated if i find any resistance with its own site-government and everything seperate to the tower.
Tavern keepers started serving themselves in 47.x?Good proof that you don't need a tavern keeper to die of alcohol poisoning.
Except, you know, for the part where you had a tavernkeeper both times. If you want to prove that, try disabling all your tavernkeepers and see how many of your dwarves drink themselves to oblivion. I'm around 0/200 so far, so your 2/200? is either extremely poor luck or proof of the exact opposite.
Tavern keepers started serving themselves in 47.x?Good proof that you don't need a tavern keeper to die of alcohol poisoning.
Except, you know, for the part where you had a tavernkeeper both times. If you want to prove that, try disabling all your tavernkeepers and see how many of your dwarves drink themselves to oblivion. I'm around 0/200 so far, so your 2/200? is either extremely poor luck or proof of the exact opposite.
Interesting. Not sure I ever saw that in 44.x.
I assumed he managed it because his job was to be in the tavern and he was a prone-to-overindulgence dwarf.
Well, you had a tavern keeper there assigned there too, and in that dwarves case he was using a mug which is the preferred way for tavern keepers to serve.Tavern keepers started serving themselves in 47.x?Good proof that you don't need a tavern keeper to die of alcohol poisoning.
Except, you know, for the part where you had a tavernkeeper both times. If you want to prove that, try disabling all your tavernkeepers and see how many of your dwarves drink themselves to oblivion. I'm around 0/200 so far, so your 2/200? is either extremely poor luck or proof of the exact opposite.
Interesting. Not sure I ever saw that in 44.x.
I assumed he managed it because his job was to be in the tavern and he was a prone-to-overindulgence dwarf.
I posted a issue report comment for a little ex-dwarf in the tavern (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9653#c40271) with a attitude of fast living surrounded by the luxury of his favorite dwarven ale & cave lobsters (a dwarf of plain but respectable tastes) choking on his own vomit so it is not completely isolated, even amongst regular fortress dwarves.
Successful execution of the feature in a sort of unfortunate but expected parameter.