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Dwarf Fortress => DF Announcements => Topic started by: Toady One on February 16, 2020, 06:04:37 pm

Title: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 16, 2020, 06:04:37 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here's another bug-fix release, ranging into some older issues as well.  There's been some work on the raid crash/corruption problem, though I suspect that is ongoing - hopefully the frequency is lessened.  I've also done a few quick changes to socializing and stress, but that's a longer project as well.  Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable.  One of the major causes of loyalty spirals/civil wars has been handled, and I did some work with hospital rest and diagnosis problems.

Reminder:  We'll start coding on the graphical version in a few weeks.  We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it.  But there should be at least one more bug-fix release around the change of the month before that work begins.

Major bug fixes
   (*) Cleaned up equipment tracking issue for returning fort-mode raiders
   (*) Made historical spies drop possibly divisive cover identities when arriving as regular fort citizens
   (*) Stopped patients that have been in traction for a week from requiring diagnosis repeatedly
   (*) Made dwarves inside hospitals return to rest if rest is cancelled
   (*) Supported doctor's guildhall to fix broken petitions
   (*) Fixed freeze related to forbidding doors/hatches
   (*) Fixed crash related to starting modded fort mode critters with natural skills
   (*) Stopped crash related to artifacts/books placed on adv pack animals
   (*) Fixed crash related to deleting zones in adv mode site planning
   (*) Fixed unretirement crash in adv mode
   (*) Fixed bug causing you to become a different historical figure when unretiring
   (*) Fixed w.g. crash related to imprisonment by civilizations that have lost their capitals

Other bug fixes/tweaks
   (*) Allowed placement of altars in fort mode (they have no specific function yet)
   (*) Added person-seeking behavior to socialize activity and to jobless milling about in zones
   (*) Changed stress calculation for high vulnerability personalities
   (*) Made mummies control tombs more fully so allies couldn't call on zombies to fight themselves
   (*) Stopped mercenaries from being hired to attack their own forts
   (*) Fixed problem causing w.g. people to falsely befriend themselves for information
   (*) Fixed xml log for entities acquiring buildings
   (*) Fixed xml log for entities breaching the underworld
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: delphonso on February 16, 2020, 06:20:11 pm
Thanks for the crash fixes, Toady!

Looking forward to this person seeking activity.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 16, 2020, 06:35:40 pm
Same, many thanks.  :D

Immediately out of the gate i've heard rumors that its working, but not in a typical sense, there was apparently a mass poly-amorous blob of dwarves in one person's fortress all in lover relationships with each other every such-way. Dwarven lovelives should hopefully be entertaining, even though that's just a unconfirmed rumor.

Id also been looking forward to the altars, carrying a value is pretty much a 'use' as good as any as a nice aesthetic alternative to a statue.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 16, 2020, 07:10:40 pm
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? I noticed there was an option to log worldgen rejection causes, so wondering if there's one for crashes as well.Current rawset I'm using (https://mega.nz/#!pBE2FKQS!SP9EDRGecvXE0V7Rp8KxkgFUCFzxY5rNdjqmhMyBo1w) - crash seeds I've gotten were this (medium world, short history, default civs, high sites, high or very high everything else)
CREATE WORLD NOW = 4245555
 Seed: LfAa9kYoeevzJdvp9OHu
 History Seed: BuGzS410srbA5SzobVrs
 Name Seed: dJGr1i3R9erayfzN73Dg
 Creature Seed: uN0EyqO6uW6z2BqE8Z7M

CREATE WORLD NOW = 4245555
 Seed: sskkEUkCOIesGSMQseY2
 History Seed: 6IA0oYs0wai44cie48g0
 Name Seed: O4WUm0GWQGOUUKgOCAko
 Creature Seed: wo0CmSC0wAeGsyGICoUw

CREATE WORLD NOW = 4244555
 Seed: pbae3WsA4GPD7DL5VALs
 History Seed: nU4ta8LYqtbIBcvAvLZY
 Name Seed: rletXK7zXuN0Czt1dpdK
 Creature Seed: mjaIuOoiuGwDmDqq6lj2
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 16, 2020, 07:14:45 pm
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).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: isitanos on February 16, 2020, 07:33:04 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Loci on February 16, 2020, 09:45:17 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: UselessMcMiner on February 16, 2020, 09:53:16 pm
Hey FantasticDorf that was 47.02 and I was using modded dwarves. And I havent encountered anything like it since!
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Orkel on February 17, 2020, 12:41:02 am
Awesome patch, finally some important old bugs fixed. Thanks toadyyy
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: isitanos on February 17, 2020, 12:46:56 am
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.
If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.


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".
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 17, 2020, 01:04:44 am
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.
If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.


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".
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Orkel on February 17, 2020, 01:51:19 am
Time to think of a 0.47.04 and .05 wishlist!
-Fixing Marksdwarves (dodging through fortifications, ammunition issues, trying to melee instead of firing, etc) https://i.redd.it/j54a677nbyg41.jpg
-Continued fixes to loyalty cascades and double-assigning equipment bugs
-Tweaking the Needs system (like favourite meals, seeing friends and family)
-Reducing the amount of fort mode agents/villains and visiting necromancers/experiments, and less dwarf corruption overall (and could make failed corruption attempts be reported to CotG)
-Refining the Justice system to be more automatic and less clunky/time consuming
-Combat fixes, like making bruised brain not be an instant kill (concussions should be a thing), balancing weapons like whips, etc.
-Much slower cloth rot (I think the current rot is too fast because of a bug?)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Loci on February 17, 2020, 01:56:31 am
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.
If I'm asking for it, it's because I find it useful. The bugtracker is hard to parse compared to a changelog.

The bugtracker *includes* a changelog. And you can literally create the exact list you are asking for with less than a dozen clicks.



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.

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.

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: isitanos on February 17, 2020, 02:20:30 am
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.

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.
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: risusinf on February 17, 2020, 02:25:07 am
I don't expect it to become crucially better any time soon, so i guess now is a good moment to jump in and play a little.

Quote
Fixing Marksdwarves (dodging through fortifications, ammunition issues, trying to melee instead of firing, etc)

Made me remember bolts glitching through surface being very annoying.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 17, 2020, 02:50:20 am
Quote from: ZM5
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?

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?

Quote from: Shonai_Dweller
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).

Yeah, I went ahead and marked that one off, as it seems covered.  There could still be some unusual edge case, but I tried to capture every place where migrants/visitors/etc. might come with their id still on unnecessarily, and old saves should log a patch.

-

Regarding bugs, I'm not sure what's being asked for - the version of the first report?  That's not always available, as some of the bug fixes don't come off the tracker, and for those from the bug tracker, it's not always clear even then (e.g. I fix a related bug that has extra effects, reported against various versions, as with the loyalty cascade/spy bit above), but I don't have strong objections to doing whatever.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 17, 2020, 04:09:33 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 17, 2020, 04:15:58 am
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)?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Orkel on February 17, 2020, 04:17:03 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 17, 2020, 04:21:29 am
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.
Experiments I understand. Lieutenants...not so sure about. Are they supposed to reintegrate too?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: therahedwig on February 17, 2020, 06:22:52 am
regarding the bugs, what I think people are looking for is this page: https://www.bay12games.com/dwarves/mantisbt/changelog_page.php That lists the fixed bugs for a given version if these were reported and marked as fixed on the tracker.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Nilsolm on February 17, 2020, 07:50:15 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 17, 2020, 08:09:53 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Nilsolm on February 17, 2020, 08:36:42 am
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.

Either that, or simply require that necromancers send actual living agents to player forts to make it less obvious. That could also help bring the number of thefts down a bit (I think the are a bit over the top currently), since necromancers might not have any.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: jecowa on February 17, 2020, 08:54:50 am
nevermind
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 17, 2020, 09:59:10 am
Yay, bugfixes! Thanks Toady! No raws changes, just two lines in interface.txt.

*restores natural_skill tags*
*rolls 550 years medium world, worldgen crashes on first try*
*rolls 30 years world, and the pressing-embark-crashes is verily fixed!*
*rolls 900 years "smal betatest" world, worldgen doesn't crash*
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: virus_found on February 17, 2020, 10:42:54 am
Are worlds and saves from 0.47.02 compatible with 0.47.03?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: jecowa on February 17, 2020, 11:08:17 am
Are worlds and saves from 0.47.02 compatible with 0.47.03?

yes, very compatible
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Sethatos on February 17, 2020, 11:18:43 am
Quote
    (*) Cleaned up equipment tracking issue for returning fort-mode raiders

I’m so excited!!!!!!!!!!!! Thanks Tarn!
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: alex-wev on February 17, 2020, 11:23:26 am
Large worlds still crash during history simulation literally always, in most cases somewhere between 300 and 600 years.
I did 6 tries with fully vanilla 0.47.03 game and all-default worldgen settings to create large region, and it crashed all six times around 400+ year.
I thought about posting seeds, but since some are already posted above, and that crashes occur literally ALWAYS...
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 17, 2020, 12:08:08 pm
Some aquifer shenanigans on this version, unsure but likely on previous ones too as detailed here 0011382: Unmarked aquifer embarks spread water from non-aquifer stones (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11382), i've had my food production on the 5th layer of chert & gabbro (where aquifers shouldnt even be present because not on material definitions) swell up with disproportionate groundwater and evaporation for whatever reason has stopped occuring even with the walls smoothed.

Ill probably be playing without aquifers until its addressed, not that light aquifers aren't fun technical challenges without this bug complicating things with fun things like easy mist generators & drainage considered. The new relationship changes feel good with firsthand experience; socialization is slow but gradual, some migrants have hyper-socialization skills mostly related to being peddlers compared to a few dwarves with little to none but i think it'll iron out eventually.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: charming.snark on February 17, 2020, 12:20:50 pm
Here's a fresh batch of "long pocket world" worldgen crashes.

Not super scientific, but it feels like the rate of crashing is about the same as 0.47.02.

I re-ran each found seed a couple times to rule out cosmic rays.

If this is not useful or if there's something I can do to be more useful, let me know.

df_47_03_win (win10 home 64-bit, intel) totally fresh install

year 170
http://vpaste.net/Qv7iO

year 210
http://vpaste.net/33gRu

year 538
http://vpaste.net/Oj5EH

year 719
http://vpaste.net/RWGeQ
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 17, 2020, 06:50:51 pm
Are the seeds still exporting with that extra space in there, or were those copied over from 47.02?  I haven't gotten a crash yet, but I'm still trying.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 17, 2020, 06:55:19 pm
I copied mine directly from 47.03's gamelog.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Ryan on February 17, 2020, 06:58:34 pm
I'm now only getting crashes right at the very end of generation.

*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 5555333
 Seed: HZEifMcy6qP5nVpn1K3a
 History Seed: tyYLCA7AWZrwPEfo3rzW
 Name Seed: x9EThGxRVElu2nPTPLvS
 Creature Seed: WTeoYQyEQO2B4Jg6k9ta
Generating world using parameter set CREATE WORLD NOW = 5555333
 Seed: pdwkQ48EV6QlI1rSyoR3
 History Seed: LR9GkyzyFYPZmYsDb5nc
 Name Seed: mWrY7HfcfuS0pO8yBpxT
 Creature Seed: LvpxxnPUn4iUQCva0fcf
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: charming.snark on February 17, 2020, 07:48:37 pm
Oops, sorry, the worldgen params (but not the seeds) are from 0.47.02.

My methodology has been to:

- Create a world with "create world now"
- Save that world's worldgen params to use as a "template"

Then

- Use those worldgen params to generate more worlds with the CLI
- If there's a crash, copy the worldgen params to a new file (e.g. crash_year_712.txt) and insert the seed lines
- Copy crash_year_712.txt over world_gen.txt
- Generate the worlds with the crash seeds a few more times and verify that it is the same world and crashes on the same year
- Repeat

The idea being that you could just slap this into world_gen.txt, select GETCRASH and easily reproduce the crash.

Not sure why this doesn't seem to be working. Now that I'm thinking about it, I wonder if I'm either using the world generation CLI improperly, or if the error has just been failing to inform you about this. Although I was previously verifying the crashes manually through the advanced worldgen interface, so maybe not.

They're being generated with
Code: [Select]
'Dwarf Fortress.exe' -gen 0 RANDOM "GETCRASH"
In other news, I've been generating "default settings" worlds for 5 hours (50 worlds or so) and haven't seen any crashes.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: martinuzz on February 18, 2020, 02:44:28 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: risusinf on February 18, 2020, 03:16:30 am
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.

Same on vanilla .03, three layers of slowly soaking sand/whatever else, not specified on embark map.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 18, 2020, 05:36:19 am
Got a w.g. crash now, but the crash year is hopping all over and I'm getting nowhere fast.  But this is normal.  Just have to push at it for some more hours and hope it pops me out somewhere meaningful.

As I recollect, the mismatching aquifers is an old issue - I looked at it some time back (maybe when I was doing these aquifers, but maybe before), and made some progress getting the frequency down, but I haven't figured it all out yet.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: jecowa on February 18, 2020, 05:41:24 am
In other news, I've been generating "default settings" worlds for 5 hours (50 worlds or so) and haven't seen any crashes.

That sounds like a good methodology. With default settings the worlds are 250 years old, but my crashes have always been at later years than that. My earliest crash was at the year 320. I think my latest crash was around year 990.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 18, 2020, 05:50:47 am
Got one right as it got done placing civs and was about to start history - still using the same rawset I put up before. All default values.
CREATE WORLD NOW = 4333333
 Seed: V9c0lWKiYypPBfrFfm3A
 History Seed: beyhSg54qzzKxMxiVFJw
 Name Seed: LZuvxgzLbwRUEhhvxPLc
 Creature Seed: k1qOWemMEOgfqFUcAX7k

This one crashes at year 81
CREATE WORLD NOW = 4333333
 Seed: HzOc9GgO4MVJ7bdrXWtc
 History Seed: tgGLGULeCFtw7M3Uph9K
 Name Seed: Fb25zAnrjST42r9r191e
 Creature Seed: qziCcyeqya8d2XCwWtPE
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Untrustedlife on February 18, 2020, 09:07:45 am
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.

The random hist fig bug has been around since the first re;lease of the last big version
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11019

So thats an old bug.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: charming.snark on February 18, 2020, 11:20:40 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 18, 2020, 11:31:22 am
Off-topic from the crashes, but I notice that intelligent wilderness creatures still aren't capable of worshipping deities.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 18, 2020, 04:54:35 pm
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).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 18, 2020, 05:04:28 pm
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.

This one popped out in a usable place and I think I've figured it out.  Going to keep checking the others to see if there are different causes.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 18, 2020, 05:33:23 pm
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).
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 18, 2020, 06:06:56 pm
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).
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.
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?

Added to that is it intended for religions to absolutely never spread to camps (or towers or dark pits, but I can see priests actively avoiding going to those places)? Meaning these locations having been taken over by human or dwarf civs of course.

Religion can spread to caves though.

--edit

Hmm. So available religion seems to be based on both race and home (different races in the same home have access to different religions, sometimes none). That would imply that it's counting up the number of worshippers of each race in each location and offering up a selection based on that. Which might mean it's just skipping animal people because there aren't enough of them with the same religion in one location.

--Editedit
Found some religious goblins in a dwarf civ (only in one site out of many). So that works.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: clinodev on February 18, 2020, 07:35:56 pm
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 (http://www.bay12games.com/media/df_talk_12_transcript.html).

*   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 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11363).

*   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.

[Edit: Fixed deity list link.]
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 18, 2020, 07:50:06 pm
After a whole lot of scrolling, I have managed to find at least one site in the Adventurer menu which offers a religion for each of my civilized races (16 of them, a lot of which don't have "native religion" at all). I only have human, elf and dwarf sites available for Adventurer embarks, so these are members of other civs which have moved in and adopted the local religion. Many, many sites offer them none, which is fine and expected.

However, I still haven't found one case of religion offered to a "civilized" animal person (regular animal person, not intelligent wilderness creature) . This despite them having higher pops than some of the civilized races in some cases.

So, before I break my fingers generating hundreds of worlds and obsessively scrolling through thousands of site lists, Toady, can "civilized" animal people and experiments adopt religions at all? (On a scale large enough to offer an adventurer)? Thanks!

--edit
Spotted a dwarven hillocks offering religion to the local "Fist of Mafol" population. So experiments can get god. Only animal people remain unsure.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: draeath on February 19, 2020, 01:00:37 am
Got a worldgen crash, stock advanced generation, medium region. Linux.

I have a core dump available, though it's not small - 1.5gb uncompressed, though I can host it for you to get at if you need it. Just let me know.

Code: [Select]
Generating world using parameter set MEDIUM REGION
 Seed: WAUMm28ySwKkqwsoI0UI
 History Seed: sGO6oocyiGk0G0Os4IoI
 Name Seed: Cu0sgeWwUm0KoACaoaOU
 Creature Seed: cuKqkUUak8qm0gUSAmAQ

Code: [Select]
[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
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 19, 2020, 05:58:15 am
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.

While this has little direct impact on an unmodded game (since who really cares which kind of ghoul is paired with which necromancer?) creatures using interactions they don't have in worldgen seems like a pretty nasty bug in logic somewhere and might be worth looking into.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 19, 2020, 06:53:49 am
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 (http://www.bay12games.com/media/df_talk_12_transcript.html).
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 

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Nilsolm on February 19, 2020, 07:42:36 am
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 (http://www.bay12games.com/media/df_talk_12_transcript.html).
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 

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.

Civil wars really are more problematic though, compared to 44.xx. It seems to happen a lot after attacking visitors who try to make off with artefacts, like that linked bug report says. It's a bit of a headache to deal with them because of that.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 19, 2020, 11:37:41 am
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.

I dont know about you but i think its the opposite, a lot of unfiltered positions from w.g are coming to the fortress mainly including ex-adventurers meaning that they're not sitting in the civilization population or visitor pool doing nothing. I have a broad sheet for these

Quote from: themes amongst migrants
  • 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

Edit*- I think its more likely that spies have took their fake skillsets back to the fortress with them, rather than freeing up the pool of adventuerers. I personally think that the nessecity to wipe the spy's identity clean might have also have wiped away their family as per the sites past association or it was a little overzealous for whether they were a spy in their home nation.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: therahedwig on February 19, 2020, 11:59:19 am
Just so you know, spies don't have fake skillsets, the identity system doesn't cover faking skills, inventory and attributes.

I am pretty sure it's caused by the guilds leading to histfigs being more likely to be grown as x-profession as part of a guild's history, and then them moving to your fort. Might be worth it to check what kind of craft guilds are common in a given civ...?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 19, 2020, 12:16:54 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 19, 2020, 01:52:13 pm
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.

Just worked perfectly for me in windowed mode if that's relevant, i succumbed the fortress immediately so perhaps nothing much to do with the transition of power unless like you said, the units need to be standing in non-inaccessible places.

All the remaining dwarves are mentioned to have starved to death rather than been slaughtered in the fortress's entry afterwards of being routed.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 20, 2020, 01:51:32 am
Fixed two world gen crashes from earlier in the thread -- Ryan's and charming.snark's ended up being the same cause, and ZM5's were the same one in the three I checked.

Re: linux w.g. crash, dunno how to use a core dump, and I can't do much with Linux directly currently in any case (cannot run the seed, for example), and it'd be difficult to dive into a community effort to construct a more usable virtual computer with the deadlines approaching.  Hopefully the upcoming two w.g. crash fixes cover it, though of course that's optimistic.

Quote from: clinodev
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.

Not sure about the migrants.  The profession attraction code still has desired professions up top, so it'd have to be really out of whack (ie, no available migrants of the right type), which is probably is.  Even without those, it should be creating non-historical migrants to meet need before it pulls random historical figures.  Maybe those are the increased disconnected people mentioned in the thread.

Yeah, I know there's at least one (and probably more) cascade issue that wasn't a spy.  Hopefully I can figure it out.

I should also resolve the god issue this time.  It's not intended - an unfortunate consequence of it inefficiently fishing around for death gods in mortal civs.

I'll check the stone altars as well.  I agree it's the most sensible material.

Quote from: Shonai_Dweller
Toady, can "civilized" animal people and experiments adopt religions at all? (On a scale large enough to offer an adventurer)?

Presumably if there's a population that's moved to a city, they should just pick up religions slowly like other groups do, in the periodic shrine/culture update.  I don't think they have special rules.  So yeah, if that's not happening, and the population isn't newly moved, it should be checked out.

Quote from: IndigoFenix
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.

Hmm, no immediate idea.  It's pulling the e.g. ghoul effect from their usable interaction profile and not a global list, so it should come from the secrets they've learned (or from their metaphysical profile if they have spheres -- in which case it will be random.)  Will have to check out the specific setup when it gets on the tracker.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 20, 2020, 02:39:26 am
Quote
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.
Just 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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 20, 2020, 03:26:27 am
I've generated so many worlds searching for an animal person with available religion that I think it must be bugged then. I'm going to test some Elf-only high savagery worlds just to make sure though. I think that should get me some decent sized civilized animal-person pops.

All the other non-standard civ members, including integrated experiments, seem to pick up religion in at least one site in every world I make, but never, ever, an animal person.

-Elf-land test:
I have a site in a 200 year-old elf world in which 409 cardinal men currently reside. They've been arriving dozens at a time since the year 86. Elves in the site all worship one of 3 different forces. Cardinal men get none.

169 hedgehog men, living in harmony with elves at their forest retreat, no religion. Same site has hundreds of kangaroo men and cardinal men too. All living there for at least 50 years. No religion despite presence of a force for all elves to worship.

(Yes, elf force religions spread happily to regular races).

And even with a pantheon, no difference. 100 elven gods to worship. But the population of  Cleanpack (185 red squirrel men since 77 years ago, 191 two-humped camel men since 50 years ago) only allows elves to have religion (and would allow other civilized races including experiments to worship, but this world doesn't have any)

*Although, please note that it could be just the Adventurer menu that's at fault rather than adoption of religion by animal people*
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: brewer bob on February 20, 2020, 04:06:57 am
I ran into an issue with interrogations yesterday. I had scheduled a dwarf to be interrogated when he got a strange mood. While collecting the ingredients the sheriff interrupted him, dragged him to his office and after that the dwarf resumed making the artifact. However, when he completed his work the artifact was a Planepacked -styled mega-artifact (with a 30 page description) using up almost all of the fort's stone. Managed to reproduce this when the next dwarf got moody.

(As a note, I do have DFHack alpha installed - if that matters).

Here's a link to the reddit post: https://old.reddit.com/r/dwarffortress/comments/f67pf0/a_moody_dwarf_made_a_crown_worth_over_2_million/

Another issue with the interrogation system I've had was that I had scheduled an interrogation for a dwarf, but the dwarf died before the sheriff could interrogate him. So, the sheriff went and interrogated the body and the dead dwarf complied revealing his plans. (The same happened a couple of times, but haven't tried to reproduce it intentionally.)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 20, 2020, 08:45:05 am
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
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 20, 2020, 10:26:29 pm
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.

Oh, except for my head-carpenter. He's stood in the middle of the tavern avoiding all the other other clumps and is purple-text Socializing!. That's not good.

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.

So that's all working.

(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).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: draeath on February 20, 2020, 11:20:27 pm
... and it'd be difficult to dive into a community effort to construct a more usable virtual computer with the deadlines approaching.

Understandable. Should you ever have the time and the want to work on that, I'm happy to help. I couldn't do much with the core dump either as I'm not a developer primarily - I'd personally be nearly useless in this regard without debugging symbols - but helping you build yourself a basic Linux virtual machine is certainly in my wheelhouse (I'm a linux sysadmin by day).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 21, 2020, 05:44:37 am
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.

I call that 'need frustration' as super over-worked dwarves doing important jobs dont have much time to really beat out their needs like a super-intense session at the temple if no musical instruments are availible to lessen it sooner (i have a long suffering mason/stone detailer from the 'play now' settings almost constantly booked for work, my relaxed carpenter however actually gets needs filled by doing work to become focused) and once they're at about 60% over it, they socialise like you mention by default not worrying too much about it.

If that's anything to go by, i think your metalsmith and carpenter are going to get along ~swimmingly~  ;)

(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).

(For anybody wondering what shonai's referring to, its this one  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11395))
I recommend setting up specific petting zones, like you did, dwarves dont really interact with stray animals but i guess there is a kind of utility in that they can walk up to pets they already own and pet them (strays can't be petted). Which might be better management for their stress when around pets if not perfect.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 21, 2020, 05:55:02 am
I assume that, like in Adventurer, people who want to pet something can pet anyone's pet. That's handy, I think.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: martinuzz on February 21, 2020, 06:04:08 am
Does vermin become an issue when all cats are confined to pastures?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 21, 2020, 06:08:44 am
Does vermin become an issue when all cats are confined to pastures?

Figuratively yes, but nothing that can't be dealt with using animal traps & stone pots anyway. Cats just massacre them (mainly the only other thing they do other than buggily try to speak to dwarves & follow their master around) usually to try and deplete as much of the site-population of vermin as possible to the point where it'll actually be easier to probably maybe use a kennel to collect some small pets, or extract some usable materials from creepy crawlers (meat) cave spiders (extract with a vial collection) etc.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: kaijyuu on February 21, 2020, 06:10:16 am
I've had difficulty actually *trying* to make a dwarf tantrum (I'm trying to get a vampire). Things are certainly more playable than before, but I feel it's a bit of a bandaid over the real problem: not being able to fill needs and relieve stress in an automated way (or even an excessive micromanagement way). I don't mind if my dwarves are moody, provided I actually have the power to help them. As it stands it seems they just get grumpy and unfocused if their lives are horrible.

But anywho I'm having lots of fun with the new release. Glad I can do raids with (less) worry of save corruption. :)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 21, 2020, 06:30:01 am
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.
It remains to be seen if dwarves can actually be kept sane in the current version with only a month off every year, but I guess it needs to be tested anyway. We're two years and three sieges in and no-one's stressed yet (no special clean-up micromanagement going on, just a big ol' corpse pile someplace dorfs won't path through too often). Oh, slight rotten wild boar corpse miasma on the stairwell accident too. Ah well...

--
Scanning through dorfs I thought I'd found two non-starting seven migrants who'd become lovers. Turned out they were lovers from years earlier but one turned up at the fortress a year or so later than the other. Still, that's a helpful thing to happen.

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Bumber on February 21, 2020, 07:58:11 pm
I posted a pair of saves for another loyalty cascade issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11046

The first is a save of the fight breaking out that sometimes results in the issue. The second is a save a few ticks after where dwarves are being "interrupted by axedwarf" and the cascade is inevitable. The saves are from the current version, despite the bug report being older.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Urlance Woolsbane on February 22, 2020, 12:06:43 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 22, 2020, 12:25:39 am
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.
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Urlance Woolsbane on February 22, 2020, 01:54:41 am
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.
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.
No argument there. Legends Mode generally seems to have trouble differentiating between parts of a person's life.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 22, 2020, 08:57:03 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Silverwing235 on February 22, 2020, 10:58:38 am
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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 22, 2020, 12:45:43 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Ziusudra on February 22, 2020, 03:51:55 pm
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.
I doubt that even high observer skill would make them visible - the dwarf in that save I uploaded has Professional Observer.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 22, 2020, 05:56:57 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: HungThir on February 22, 2020, 09:43:04 pm
adventure mode, investigating an * on the world map, i came across a group of 3-4 "death stalkers" (human and dwarven soldiers, armed), a single human lasher "grave one", and a single corpse.  i guess "death stalker" and "grave one" are autogen'd necro cult positions or something? they [l]ooked like normal humans and dwarves

i dropped out of travel mode before they could ambush me, and we ended up within line of sight of one another, but not hostile.  i greeted one of the humans, and their whole gang immediately turned invisible (except the corpse) and started beating the shit out of each other.  i hung around watching the combat announcements, and eventually the last two(?) turned on me and horsey.  i tried to leg it, but they got one of lorbam's hooves and she couldn't move faster than dwarf speed, so i tried to hop off and sprint for it, but it turned out i'd already taken a leg hit too, so i scrambled for a bit and then the lasher got me in the head and that was the end of that

anyway, it was weird that a) they weren't hostile immediately, unlike an ambush? and b) they turned on each other first?

combat log, in case it's useful somehow (expires in 180 days) (https://pastebin.com/nmf3kcL4)

reviewing the log, they were still on each other when they started attacking us, so i guess it was just a free-for-all and when it rolled over to us, we started copping it too
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: ZM5 on February 23, 2020, 04:29:59 am
I'm wondering, does [IE_MAKE_PET_IF_POSSIBLE] not prevent hostility from the owner's end? Noticed a modded megabeast summoning a creature and then immediately attacking it - I'm kind of wondering if this'd occur with vanilla creatures too, particularly demon lords given the goblin civs having KILL_NEUTRAL set to REQUIRED.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: clinodev on February 23, 2020, 05:05:27 am
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.
Spoiler (click to show/hide)

As bugs go it's not the worst thing, but I wonder if it's all connected together.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 05:10:40 am
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.
Spoiler (click to show/hide)

As bugs go it's not the worst thing, but I wonder if it's all connected together.
There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.
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?   
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 23, 2020, 05:17:16 am
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.

Dwarves are better with self limiting the behaviours now, wheras on 44.12 etc they'd endlessly over-fill the same need so i guess perhaps since the tavern keeper is serving out drinks to dwarves with a need, he summarily forgot himself or had extra left over alcohol sloshed into their own mug when he went to drink. Its something i'll have to try, i definitely think drinking is one of those needs that wouldnt need over-filling if dwarves are already in a cycle of occasionally quenching thirst from alcohol stockpiles, and only if they'd been drinking water out of nessecity for a while id wait for the 'frustration' to pass by before i let the tavern keeper continue serving.

[snip]
As bugs go it's not the worst thing, but I wonder if it's all connected together.
There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.
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?   

I've had 7 year old children arrive with weapon skills, it could honestly be better but its really reflective at this stage of the peace-time opportunities to apprenticeship mixed with dwarf lifespan. As opposed to a Dwarf civ struggling and marching soldiers all the time due to the alliance system being a little distended, where the kind of over-prevalence of spear-men & marksdwarves training comes from which i've seen in multiple places.

I dont think a human could seek the same kind of opportunities as a dwarf (mixed with buggily making off map artifacts under no name because its culled for some reason even though the artifact exists) without being drafted in the military at some point or being very old.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 05:32:37 am
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.

The one single dwarf who is unfocussed needs excitement, crafting, something to do, and something to acquire. This is a result of me banishing him to the tavern and turning off all his labours to cure his stress. Have given him some crafting and hauling which should fix him up.

So really, no real micro needed there at all. Gotta stop sending everyone out at once to clean up pieces of invaders though. That's really getting everyone down.

--
And was completely trivial to cure the dorf of distraction. One trip to the craftshop removed his yellow arrow, one more and a bout of socialising and now he's back to somewhat focussed again.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Orkel on February 23, 2020, 06:49:50 am
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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 23, 2020, 09:23:19 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 09:28:20 am
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.
Still, does it ever actually become necessary to meet every single need?
As I said, my dorf was distracted, he crafted a couple of times and chatted with his mates now he's somewhat focused. He lost distraction the very first time he made a stone craft. Yeah, he's still missing fine meals and some other impossibilities, but, who cares?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 23, 2020, 10:00:11 am
Its artificial handicap over having the setup and infrastructure to supply amenities, therefore leading to improved performance (in all fields like creativity, speed, fighting, learning) which is being denied then its probably unintentionaly, because it negates how good any fortress could be if ran in absolutely the best most professional way.

Veteran players can well enough identify the places to deliberately scrimp for additional challenge or dismantle their fortress from the inside for their own entertainment, but if you send out focused non sunlight dizzy soldiers to do activities like raids (being dizzy applies a debuff to fighting, its not recommended especially for cave/phantom or recluse bite sufferers) they're going to do significantly better.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: PlumpHelmetMan on February 23, 2020, 04:34:10 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Ziusudra on February 23, 2020, 04:40:07 pm
Yes but you must not have been paying much attention because there's been plenty of discussion about wg crashes.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 05:53:27 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: PatrikLundell on February 23, 2020, 05:55:09 pm
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).
World gen crash fixing is a slow process, however, so I wouldn't be surprised if Toady looks at a number of crashes to figure out what caused them and then moves on to other bugs until the next release so as not spend too much time hunting down the same fixed bugs over and over again. Additional crashes have been fixed for the next release, but we'll have to wait to see if that accounts for most of them.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: PlumpHelmetMan on February 23, 2020, 06:00:17 pm
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).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Silverwing235 on February 23, 2020, 06:02:16 pm
Hmm...While we're on the subject of wg crashes anyway.....how to put this? (Inaccurate, incorrect metaphor may follow....or inaccurate & incorrect.)  You see, the system is  generally working to spec, (https://dwarffortresswiki.org/index.php/DF2014:Duplicated_raws) but the main problem seems to be pressure backup being contributed to by  a leaky pipe somewhere, by the looks of it.  (https://dwarffortresswiki.org/index.php/DF2014:Duplicated_raws#Duplicated_creatures)

(TL;DR: a crash bug report needs filing, with particular attention given to creature dupe modded raws. I will be appropriately grateful if this turns out to have been done already.)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 06:06:04 pm
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.

Crashes happen when some combination of worldgen events hits a snag. More worldgen events occur in long worlds, so long worlds crash more.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 23, 2020, 06:13:05 pm
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=14759
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 06:33:03 pm
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=14759
Spoiler (click to show/hide)
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.

Anyone else noticed this? Plumphelmetman have you changed anything about your worldgen settings, raws, etc between 47.02 and now?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 07:20:26 pm
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?

Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 23, 2020, 07:44:47 pm
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?

I wouldnt dispute that, misguided is generally just a frowning distaste and currently justice is still a very in development feature for where its meant to be, we're not quite at the 'interrogate anybody' stage Toady was leaning towards, but you can implicate to investigate people for a existing crime.

On a side note, i've recently put in a tavern keeper and its amazing how well they run now, they especially target dwarves with empty drinking needs (rarely accomodated due to drinking alcohol for sustainance pretty much 24/7 and being dependent alcoholics) or else target tavern visitors to make them share rumors and in turn clumsily let secrets out about the fortress and the location of its artifacts.
None of the rumors are particularly interesting or mechanically useful in this version to 44.12 though, the liason always has much more news about kidnappings and such the visitors aren't privvy to.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 08:12:00 pm
Ha. "Human Fire Administrator has shared some rumours". No wait, visitor list says that guy is a "human criminal". So I wonder if he's a fire administrator pretending to be a criminal or a criminal pretending to be a fire administrator. Or just a corrupt fire administrator. Hmm.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 23, 2020, 08:20:55 pm
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

Are these going on the tracker?  It'll be hard to find them in here.

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?

This is likely different as fortifications are a mess - the game treats them as arrow slits or crenelations depending on where you look, and it needs to be made consistent, which is a largeish task.

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?

Yeah, if the mod doesn't have a punishment set (including exile in w.g., but that's not a fort mode thing yet), there is no crime to report.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 23, 2020, 08:30:25 pm
Good to know, thank you Toady.
That would be why it wasn't recorded as a theft in Legends Mode either then, I guess? Someone plotted to steal it, corrupted a dwarf to help him steal it and then...offered it to his necromancer boss. There's usually an "stole the artifact" message in between there somewhere.

Hmm. Although it seems that Legends records regular thefts as thefts (at some point some crafty hobbits snuck in, stole a bunch of stuff from my stockpiles and left before anyone noticed them). Dwarves are even carving the event on the wall. Ha ha.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 24, 2020, 07:55:21 am
migrants and burrow and grassfire and BONFIRE log smoke, pathing issue:
added to tracker as low priority http://www.bay12games.com/dwarves/mantisbt/view.php?id=11414
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: PlumpHelmetMan on February 24, 2020, 07:58:08 am
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=14759
Spoiler (click to show/hide)
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 24, 2020, 08:05:19 am
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=14759
Spoiler (click to show/hide)
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.

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.
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.  :)
Whatever the reason, it's worth posting seeds which you can get to reliably crash every time. Who knows how many crash situations there are. A lot was added to worldgen for this arc.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 25, 2020, 03:40:35 am
Are NIGHT_CREATURE_EXPERIMENTERs supposed to be able to create random mutant freak creatures?  Now that I think about it, the exported raws don't show the interactions that create mutant species, only resurrected undead and ghouls, so the only thing that would make sense is that the NIGHT_CREATURE_EXPERIMENTER tag does things independently of interactions.  So that would explain the creation of said monsters by modded experimenters.

Is it possible to create experimenters that don't make the mutant freaks, or do EXPERIMENT interactions require the NIGHT_CREATURE_EXPERIMENTER tag?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Taras on February 25, 2020, 04:00:55 am
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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Bumber on February 25, 2020, 04:59:43 am
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]
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Taras on February 25, 2020, 05:26:35 am
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]
What sphere needs to evil grasses, glumprongs and ice wolf spawning?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 25, 2020, 06:44:30 am
Are boxes working correctly? I just recently put up a save to a issue report  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3495#c40198)expressing a re-emergent old bug here about dwarves storing (what is supposed to be) backpacks in boxes to store food. (making a point this is a dwarf's personal room not a barracks.)

Other discussions i've had on and off the forums also expressed a certain amount of concern over the fact that dwarves are not accumulating any objects to fufill the aquisition need like the did on 44.12, infact my tavern only intakes mugs & instruments at all as per part of the job, but whatever the tavern keeper withdraws a mug to serve, it ends up in a circular loop of going back to the stockpile, only for a dwarf to replace it in the location. (though given stockpiles thats probably not unusual but it doesn't really acknowledge there's a mug right there you can put back in the box)

Ill probably let my fortress run for some years and then do a tally of collected objects.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 25, 2020, 07:10:09 am
It seems that the creation of experimental creatures relies on a rare event in which the unit "performs horrible experiments".  I wonder what causes this event - and if there is a way of increasing its chances.  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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 26, 2020, 06:57:53 pm
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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Urlance Woolsbane on February 26, 2020, 11:12:20 pm
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?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 26, 2020, 11:40:18 pm
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.

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Urlance Woolsbane on February 27, 2020, 12:41:55 am
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.

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.
Oh! That makes sense. They do have the same site-type ID, after all
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 27, 2020, 08:52:30 am
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?

--edit
Heh. He is fairly unique though.
After going through the usual troll thing of fight, kill, devour, fight, kill devour, etc., he settled in a catacomb and became Holy Moth of the Doctrine of Labyrinths, a religion devoted to the human god of rumors.
Then he killed some more stuff, ate most of it and got himself killed in a fight with a dwarf.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: TomiTapio on February 27, 2020, 10:29:18 am
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?
Only civilization-joined troll, I guess.
" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization. "
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 27, 2020, 02:10:23 pm
Only civilization-joined troll, I guess.
" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization. "

There was reports of a sentient cave dragon on unmodified vanilla, a few creatures may be slipping the net but the troll is indeed a [CAN_LEARN] (pressed into goblin service by [EVIL] & [SLOW_LEARNER]) being, so i would say most of those are goblin sites and that part would least be normal. Maybe something wierd happened and a troll flipped populations after having their pit or tower conquered.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 27, 2020, 02:44:21 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 27, 2020, 02:55:35 pm
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.

I mean [SLOW_LEARNER] and [EVIL] reacting together for valid picks to use for [USE_EVIL_ANIMALS] particularly. Including creatures like Ogres & Blizzard men in native vanilla. When you embark with such races (accompanying your starting 7) they're unmanagable as livestock and can be drafted into the military, so all in all not very fun in their base form.

Last time this happened was with the Tiger men for sale by elves for no value (http://www.bay12games.com/dwarves/mantisbt/view.php?id=48), adding ontop of trolls with more tokens (like a assigned pet value) or differentiating them from a unintelligent unit is often the most direct way of handling it.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 27, 2020, 05:07:38 pm
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?
Only civilization-joined troll, I guess.
" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization. "
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.

And all 50 historical figure trolls in this world are described as "one of the only ones of his kind" whether they got themselves a home or not (can't find any more priests).

Blizzard people histfigs in this world (11 of total pop 3k) are all "the first of its kind" or "of unknown parentage. Which is what you'd expect. Gorlak's too (17 histfigs of 2.7 million pops).

So what's going on with trolls?
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Urlance Woolsbane on February 27, 2020, 09:57:04 pm
I am reminded of a scenario I witnessed in an earlier version, in which members of a kobold group in the catacombs of an abandoned city assumed the roles of its resident religion. One of the priests went on to desecrate a temple, resulting in that singular rarity, a kobold vampire.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Toady One on February 28, 2020, 12:49:55 am
Quote from: IndigoFenix
Is 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: IndigoFenix
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?

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.

Quote from: Shonai_Dweller
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?

Without looking at it, I agree that this is almost certainly just a site type issue.

Quote from: Shonai_Dweller
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?

This looks like it might be a vestige of the historical-figure-only days, before we had entity populations.  It uses "first of" only if there are historical figures of that kind that have been born after history starts.  So I guess it didn't have time to elevate any born ones later in gen?  Trolls can live a thousand years, so it probably takes a while for elevated trolls to get positive birth years.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 28, 2020, 04:09:18 am
Ah, that would probably explain it. The blizzard men and gorlaks I checked were mixed, some born before time, others later so got either "first of its kind" and "unknown parentage".

Will bug report it for future reference. Only troll apart from the million other trolls isn't right.  :)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 28, 2020, 10:00:41 am
Quote from: IndigoFenix
Is 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.

Ah, thanks, I saw the comment and was able to fix it.

I guess that even generated necromancers very rarely create ghouls on a per-case basis, the only reason why some end up doing so is because there are so many generated necromancer secrets in each world.  Meaning that any given modded secret has a very low chance of actually seeing results in a given world.  A tag to control this chance would be nice, though in the meantime I guess I'll try making a lot of copies of the secret and see if that helps.

Quote from: IndigoFenix
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?

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.

Good to know.  Now the next thing to figure out is how make a unit more likely to join an attacking army...:hmm:

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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 28, 2020, 11:17:27 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: clinodev on February 28, 2020, 07:25:52 pm
Admittedly not 47.03 release specific, but it would be great if we could get notifications for these release threads turned on, as with for instance the Future of the Fortress threads. Maybe I'm the only one who still uses email, but it's way handier than hitting f5 every couple hours.  :)
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: iceball3 on February 28, 2020, 09:33:18 pm
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 28, 2020, 09:55:39 pm
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?
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).
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: iceball3 on February 28, 2020, 10:53:38 pm
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?
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).
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.

A quick test of pelting a fat stack of grand master dodgers into a fortified pillbox with little space to dodge, with a few thousand bolts, seems to indicate they won't dodge out of fortifications anymore, maybe.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 29, 2020, 06:25:33 am
Oh that was close, the damn tavern keeper just drunk himself into a nauseous heap again. This one didn't die fortunately. That's the second over indulging tavern keeper I've had in 47.x

Good proof that you don't need a tavern keeper to die of alcohol poisoning. His last thoughts would have been annoyance at having a drink without a goblet...
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Loci on February 29, 2020, 11:23:03 am
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: IndigoFenix on February 29, 2020, 11:57:25 am
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.

It's not the best method, I'll admit, especially since worldgen seems to unfold through butterfly-effect-like event-based chaos.  I was hoping there would be something obvious, like position holders having above-average AMBITION or PRIDE that motivated them to reach that position or something, or book writers placing greater value on KNOWLEDGE, but a census of almost every significant worldgen role I could think of (position holders, necromancers, authors, army leaders, necromancers who raised ghouls, etc.) revealed an almost perfectly average overall distribution of personalities and values.  Of course, if there's a more complex process involving the interactions of multiple units and every personality trait had potential to cause a unit to ascent to power in particular circumstances, finding global averages wouldn't reveal these.  Sadly the details of how particular individuals rise to power, apart from the fact that it probably is related to social skills, still is very much a black box.

There is almost definitely some effect of personality and values when scanning an individual's deeds once they achieve power - there's a notorious law-giver I've examined who had been involved in ordering a number of religious persecutions and wars, and sure enough has low TOLERANT and high VIOLENT and VENGEFUL values.  But things like that are just anecdotal evidence - which traits are actually causing which effects?  What is the point of making all necromancers have lower TRUST and higher ANXIETY_PROPENSITY, and does it have anything to do with their tendency to wind up in positions of power?  Or are these events just random and I'm paying attention to the details that make sense while ignoring the ones that don't?  Without a better way of scienceing out general trends, or a statement from Toady explaining what all of these personality traits and values do, it's all just guesswork.

I crave data for my horrible experiments!  :P
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 29, 2020, 05:18:59 pm
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?
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: FantasticDorf on February 29, 2020, 05:37:28 pm
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?
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.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 29, 2020, 06:17:42 pm
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?
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.
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.

I'm going to give the dorfs a few months off and sack the over-indulgent tavern keeper. See if he can kill himself without a job title.
Title: Re: Dwarf Fortress 0.47.03 Released
Post by: Shonai_Dweller on February 29, 2020, 08:43:40 pm
Has anyone managed a successful prisoner rescue in 47.x yet? Seems to be a fair few reports of people complaining that it seems to be impossible (report is only ever "searched the site, found nothing"). I've managed prisoner rescues in 44.12, but didn't try again until after the raid crash fix in 47.03 so not sure if that might be the cause somehow.