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Dwarf Fortress => DF Announcements => Topic started by: Toady One on October 29, 2006, 07:36:00 pm

Title: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 29, 2006, 07:36:00 pm
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Changes

Aside from fixing some crash bugs, the main change this time is the addition of specific pile types.  You can access these from [q] on existing piles or you can set them when you are placing piles by selecting "custom settings".  Piles now make claims on bins and barrels.  This is displayed as "Cedar Bin <12>".  You can use the [q] view for a pile to set the maximum number of bins and barrels it uses.  For now, a pile will only take one extra empty bin/barrel until something is placed inside, then it will take another until it gets up to the maximum.  We'll add some other options later.  In the [p]ile menu, you can also designate a number of reserved bins and barrels that will be used by jobs such as distillation before any stockpile gets to claim them.

[ October 29, 2006: Message edited by: Toady One ]

[ October 30, 2006: Message edited by: Toady One ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: w on October 29, 2006, 08:09:00 pm
(http://www.caledoniacalling.com/uploaded_images/homer_drool-740916.gif)

Mmmmmm... specific stockpiles....

Well, so much for sleep!

Thanks!

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Zurai on October 29, 2006, 08:15:00 pm
You just made my day with the reserved barrel change. That means I can slaughter my horses and maintain a booze supply at the same time!

Thanks Toady.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 29, 2006, 08:21:00 pm
Make sure you back up your saves though.  We had some kind of non-reproducible crash on IRC just now (in the stockpile settings screen)...  but it's not coming back.  There could be some kind of lurking menace though.  Any reproducible ways to make things blow up are appreciated.

[ October 29, 2006: Message edited by: Toady One ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Nakar on October 29, 2006, 08:22:00 pm
Best update ever.
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Mechanoid on October 29, 2006, 08:23:00 pm
Fap?
FAP FAP FAP!
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 29, 2006, 08:30:00 pm
Shouldn't it at least be more metallic?  Like a hi-hat maybe.
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Abyssal Squid on October 29, 2006, 09:25:00 pm
Is it intentional that you can't start out with plump helmets, plump helmet spawn, or dwarven wine?

[ October 29, 2006: Message edited by: Abyssal Squid ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: axus on October 29, 2006, 09:32:00 pm
I just started a new game, and was able to select those items you mentioned.

I found a weird behaviour, I made a food pile, then a second one and changed settings on the second one to forbid everything, then just permit fish.  My initial alchohol barrels are still being loaded onto the fish stockpile though.  I don't think they were already tasked for that pile since they had the other one, but who knows

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 29, 2006, 10:08:00 pm
Was it an old world where the items weren't selectable?  I think some of the old worlds force the "local plants" condition a bit to harshly, and you can't bring plump helmet products because they can't be found around your home civ.  The newest world generation should correct this.

I'll check the pile distinction.  If the game had any chance to put them in the pile before the drink became forbidden the haul jobs would stay, but I think there's an issue with barrels in some places.  For instance, an empty barrel will probably always be brought to a furniture pile even if you turn off everything...  at least if you turn it off in a certain way.  I'm working on these.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Pacho on October 29, 2006, 10:10:00 pm
quote:
Originally posted by Mechanoid:
<STRONG>Fap?
FAP FAP FAP!</STRONG>
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: DDouble on October 29, 2006, 10:15:00 pm
I get the option to bring "Nothing" and "Nothing Child" in the animals list at start. Also, there is "Nothing Meat" in the meats list (which I noticed was cut down quite a bit, not very many meats left).
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Abyssal Squid on October 29, 2006, 10:19:00 pm
quote:
Originally posted by Toady One:
<STRONG>Was it an old world where the items weren't selectable?  I think some of the old worlds force the "local plants" condition a bit to harshly, and you can't bring plump helmet products because they can't be found around your home civ.  The newest world generation should correct this.</STRONG>

Yeah, I wanted to rush to check out the new stockpile menu and just copied an old save.  Should make for an interesting challenge for a bit, at least.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Aquillion on October 29, 2006, 10:22:00 pm
Mmm, nothing meat.  There's good eating on one of those nothings.  Observe the picture below:

As you can see from the labels, the rump usually has the best meat, but on a young, tender nothing child the thighs are tasty, too.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: w on October 29, 2006, 10:26:00 pm
quote:
Originally posted by Abyssal Squid:
<STRONG>Is it intentional that you can't start out with plump helmets, plump helmet spawn, or dwarven wine?

[ October 29, 2006: Message edited by: Abyssal Squid ]</STRONG>


I noticed sometime last week that the availability and (I think) price of starting items now varies.

I think that it didn't vary before that, but all I know for sure is that it now does.

[ October 29, 2006: Message edited by: w ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Pacho on October 29, 2006, 10:31:00 pm
I just created a new fortress on an old world in the new build.  I set to have 40 units of dwarven wine to bring with the original party and apparently each unit got its own barrel.  I assume this isn't supposed to happen?  I just got 40 free barrels!
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: ussdefiant on October 29, 2006, 11:09:00 pm
that be a old bug, from well before this version.
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Pacho on October 29, 2006, 11:29:00 pm
It is?  It's never happened to me before.  I've gotten a few extra barrels with my drinks, but never have them split up into single units and giving me tons of extra barrels.
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 29, 2006, 11:48:00 pm
Yeah, that's been a problem for a while.  And nobody wants me to fix it...

NEW VERSION UP IT FIXES A CRASH BUG THAT WOULD HAPPEN IF YOU SAVE AND LOAD WITH A FURNITURE PILE AND THEN LOOK AT ITS CUSTOM MENU

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Pacho on October 29, 2006, 11:50:00 pm
Now there's one person =]
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Captain Mayday on October 30, 2006, 12:43:00 am
quote:
Originally posted by DDouble:
<STRONG>I get the option to bring "Nothing" and "Nothing Child" in the animals list at start. Also, there is "Nothing Meat" in the meats list (which I noticed was cut down quite a bit, not very many meats left).</STRONG>

Then you've got a domesticated animal that has spaces between the colons in the name. Check your RAW files, particularly the pig if you just copy pasted that, and you'll have to regen to fix this, sadly.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 30, 2006, 12:52:00 am
Yet another version, since botched the last one.  Don't save 22d games while you have furniture piles or they will be corrupted FOREVER AND EVER.  Hopefully 22e actually, say, works...
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Skyrage on October 30, 2006, 02:47:00 am
As for that barrel bug - although it's nice to be able to start with a crapload of barrels, I think it's a bit too much cheating that way - and should thus be fixed.

And just out of curiousity - how many units of wine, ale or whatever does a barrel (or should) contain?

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Mechanoid on October 30, 2006, 04:11:00 am
Barrels can contain as much booze as was the stack that was used in it's creation, multiplied by 5 (i think) so if you have a stack of 10 plump helmets, and you get 5 drinks from 1 food item... 50 drinks can be put into a barrel, i think  :(
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Aquillion on October 30, 2006, 05:07:00 am
quote:
Originally posted by Toady One:
<STRONG>Yeah, that's been a problem for a while.  And nobody wants me to fix it...</STRONG>
My suggestion is to fix it when you add fixes for the stack/wine recombining issues implied above (so dwarves continue to pour newly-brewed wine into barrels until those barrels are full, rather than wasting a million barrels for half a drop of wine each.)

The two are logically connected, and once dwarves combine things more efficiently, the player won't need so many barrels anyway.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: DimmurWyrd on October 30, 2006, 05:26:00 am
quote:
Originally posted by Aquillion:
<STRONG>My suggestion is to fix it when you add fixes for the stack/wine recombining issues implied above (so dwarves continue to pour newly-brewed wine into barrels until those barrels are full, rather than wasting a million barrels for half a drop of wine each.)

The two are logically connected, and once dwarves combine things more efficiently, the player won't need so many barrels anyway.</STRONG>


I think a limit on this should be to lock the barrel into the brewery til filled then let it be put in a stock then it has to be emptied before it can be brought back to the brewery to be filled again. booze isn't like water where dumping more into an old barrel has no effect on it lol booze needs to be aged and all that you know  :)

now if we could make dwarves use the least full barrel they can find free it would make that viable eh?  :)

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: DimmurWyrd on October 30, 2006, 07:00:00 am
hmmm, just noticed a new world with new version (e) that I have 20+ empty barrels in my food stock but the dwarves are still just throwing the plumpies and sweeties on the ground instead of putting em in barrels because I guess they want the empty ones to be in a furniture stock maybe? dunno but dwarves are silly creatures :P

*EDIT* n/m they finally got around to moving em to barrels  ;)

[ October 30, 2006: Message edited by: DimmurWyrd ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Veinless on October 30, 2006, 11:24:00 am
quote:
Originally posted by Aquillion:
<STRONG>My suggestion is to fix it when you add fixes for the stack/wine recombining issues implied above (so dwarves continue to pour newly-brewed wine into barrels until those barrels are full, rather than wasting a million barrels for half a drop of wine each.)

The two are logically connected, and once dwarves combine things more efficiently, the player won't need so many barrels anyway.</STRONG>


Perhaps the craftsdwarf should be able to make smaller stone jugs to store liquids in.  A smaller capacity liquid holding device.  This would allow the starting equipment to include less or no barrels, and instead have jugs.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: 20,000leeks on October 30, 2006, 07:16:00 pm
The dwarves show up with hip flasks?

Given how much they like their hooch, it does make a lot of sense.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: savagust on October 31, 2006, 08:00:00 am
I feel confused about the new function.

Will dwarf start to haul the items out of barrels,or just wait the items in the barrels to be consumed,or need to build new barrels,to satisfy the number of "Reserved Barrels"?
Can I specify a number of barrels to install certain type of items,or to only be used for certain job(brewing,etc.),just like the stockpiles do?


Now, my barrels are full of food.I just want to have some empty barrels for brewing.Please teach me how to do(Except making lots of extra barrels.),thanks.

[ October 31, 2006: Message edited by: savagust ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 31, 2006, 01:12:00 pm
They won't empty barrels except when they eat, although you can probably get them to empty the barrels by deleting your food pile and recreating it with a small number of barrels set in [q] (do this with the game paused or your stockpile might claim the barrels before you get a chance to [q] it).  If you set the number of reserved barrels positive, and the number of maximum barrels on your food piles smaller, then when a barrel becomes empty, your dwarves will leave it empty, and they'll save enough empty barrels to match the reserve you want.

[ October 31, 2006: Message edited by: Toady One ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Nakar on October 31, 2006, 02:06:00 pm
What happens if I set max barrels to 0? Will dwarves refuse to use barrels at all, or will they use them if the item is in a barrel, or what? I'm honestly confused by the way reserved containers work now.
Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Toady One on October 31, 2006, 02:51:00 pm
The system is:

A pile will claim no more than "Max #" barrels/bins.

The pool from which all piles claim barrels/bins does not include the first "Reserved #" empty barrels.

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: savagust on October 31, 2006, 03:17:00 pm
Thanks Toady.    :)
I have a suggestion about barrels.
The barrels can act like armor stands/cages.It would need to be built.When first uilt, barrels deny storage of any items, then players have to visit their [q] menu and enable/assign storage of certain items.
If the barrels are empty and free(have not been built),they are used for jobs(brewing,etc).
It is just a suggestion.People may not agree that.
I would say barrels are the most important item in DF.Barrels are needed for storage,jobs and even dwarfs drink(beer) directly from them.
It is nice to see this new version solving that problem.Thanks for the great work.

[ October 31, 2006: Message edited by: savagust ]

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Aquillion on October 31, 2006, 07:54:00 pm
Specific barrel placement has been something I wanted for a while, mainly to put drink barrels at strategic locations...

But I think players can effectively simulate that now by putting in small stockpiles customized to hold whatever they want for that barrel.

And, really, the armor/weapon stand system didn't seem to work so well that we'd want to go around using it for other things, did it?

Title: Re: Dwarf Fortress 0.22.110.22e Released
Post by: Pacho on November 01, 2006, 04:01:00 pm
To be honest, I think it worked nicely.  I just wished that ballista ammo went into the racks.