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Dwarf Fortress => DF Announcements => Topic started by: Toady One on July 23, 2010, 06:43:55 am

Title: Dwarf Fortress 0.31.11 Released
Post by: Toady One on July 23, 2010, 06:43:55 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Combat was the focus last time, and this time I moved over to equipment and training.  There are a number of bugs left to fix, but a lot of the largest problems should be cleaned up and training should be somewhat usable now.  I wanted to shift ammunition over to a default system where it doesn't get tied to particular squads/hunters (with the old way left as a default for people that want to control it more), since that remains one of the more annoying things, but I didn't have time to finish it up.  Just make sure you have some extra bolts sitting around, and 'm'-'f' should show you how your squads are doing ammo-wise.  Barracks should also probably default to a non-reserved/non-purposed system, though that's not as bad as ammunition reservation is.  In any case, I'll be moving on to the month-end project and entity populations, though I'll release again sooner if something comes up.

Crash fixes
   (*)stopped crash when individual squad members were selected in 's' and you go back to 's' after leaving
   (*)fixed crash moving from ammo assignment creation to material assignment
   (*)fixed reclaim crash
   (*)fixed text mode crash in SDL version (Baughn)

Major bug fixes
   (*)freed up assigned items properly when uniforms are overwritten
   (*)freed up equipment properly from empty positions when squad is disbanded
   (*)made civilian jobs respect attributes properly
   (*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
   (*)stopped squad/off-time training activities from persisting when guy goes off to eat, do squad orders, die, etc.
   (*)made inactive/ordered squads free up their old training activities more quickly
   (*)stopped off-time training from gumming up squad training barracks assignment
   (*)removed dead/crazy/etc. dwarves from squads
   (*)dropped injured dwarves out of their activities properly
   (*)stopped bleeding dwarves from thinking they need to jump on the ground and be dragged to the hospital
   (*)stopped miners/woodcutters coming out of the military from thinking they had a claim to old tools
   (*)made people doing off-time training stop if it becomes inappropriate (kicked out of squad, etc.)
   (*)made quota countdown respect reactions again

Other bug fixes/tweaks
   (*)stopped body-component-based artifacts from defaulting out to iron figurines
   (*)made skill rust display properly on 'v' and made temporary skill loss conditions not display on military screen
   (*)changed rust display for skills
   (*)restricted shell moods to dwarves with shell prefs
   (*)stopped metal goblet/flask construction jobs from shuffling metal of product
   (*)fixed up idle strings for non-soldiers vs. lingering squad activities
   (*)decreased effect of low self-discipline on individual training
   (*)sped up training organization
   (*)WINDOWEDX/Y values respected when moving to windowed mode from full screen (Baughn)
   (*)fixed problem with skill demonstration session timer
   (*)added timers for sparring and individual combat drills
   (*)adjusted sparring pulled shots for recent combat balancing
   (*)adjusted skill rates for all practice activities
   (*)put forest start biome on humans (for proactive forest clearing)
   (*)changed hauling encumbrance speed formula and made hauling build atts slowly
   (*)stopped picks from being available to indiv choice soldiers
   (*)required subtype match for armor even under "partial match"
   (*)made off-duty archery training occur for indiv choice ranged weapons (not just crossbow)
   (*)cleaned up various raw typos (see file_changes.txt)
   (*)fixed a bunch of the "you" announcements in dwarf mode
   (*)made counter to stop excessive party attendence work properly
   (*)made it set up default ammo profiles for ranged squads
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 23, 2010, 06:45:26 am
Yes, finally, thank you Toady :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lawec on July 23, 2010, 06:55:49 am
Awesome. Finally no more iron figurine artifacts! :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: bobbens on July 23, 2010, 07:14:43 am
   (*)dropped injured dwarves out of their activities properly

This mean resting dwarves will stay resting and surgery will work again? Need to test.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Chattox on July 23, 2010, 07:15:15 am
This is awesome. Much love, Toady.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Thoth on July 23, 2010, 07:16:04 am
Woo, excellent, now to see if the adamantine spire dwarves like 31.11. :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Brian on July 23, 2010, 07:32:54 am
So unfair. Toady releases in the morning, I'm at work in the morning.  I'll be wondering all day if my squads will automatically clear up or if I'll have to manually clear out the already dead/insane.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Haspen on July 23, 2010, 07:34:15 am
YES.

*downloads immediately*

Rather large bugfix, that's good, very, very good.

*nosebleeds a little*
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: cephalo on July 23, 2010, 07:35:39 am
There were alot of issues with turtle shells, which one was fixed?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rose on July 23, 2010, 07:38:47 am
/me does a little dance.

/me braces for loads of people complaining that stonesense doesn't work.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dariush on July 23, 2010, 07:41:38 am
Hooray!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Josephus on July 23, 2010, 07:42:51 am
Woo!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: eclipsetail on July 23, 2010, 07:45:18 am
~woot
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dogun on July 23, 2010, 07:46:42 am
Indeed, awesome!

Toady One, can you add a note on the bug database 'report issue' asking people to make an effort to see if the bug they are reporting is already reported? You've had hundreds of duplicates.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Zaerosz on July 23, 2010, 07:48:12 am
(*)restricted shell moods to dwarves with shell prefs

*commences worship*
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dr. Hieronymous Alloy on July 23, 2010, 07:48:29 am
Awesome, thanks a bunch.

 The only thing I'm still not sure about is the "Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting" thing -- is that a bug, a feature, or what's going on with that?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Toady One on July 23, 2010, 07:54:39 am
I'm going to sleep now, so when the crashes come and merchants get killed by your pets and things catch on fire in real life or whatever, I won't be able to respond for a while.

Quote from: Bobbens
This mean resting dwarves will stay resting and surgery will work again? Need to test.

I didn't mess with surgery this time around -- it's more the gumming up of barracks so they couldn't be used again that I was worried about with the injury fixes.

Quote from: Brian
I'll be wondering all day if my squads will automatically clear up or if I'll have to manually clear out the already dead/insane.

Hmmm...  I'm thinking they'll probably still be in there?  I patched some things, but I can just remember equipment/ammo stuff off the top of my head.  It would be a one-time thing anyway, but I understand it's annoying.  The insane ones might leave the squads if they die, so you could do it that way, he he he.

Quote from: cephalo
There were alot of issues with turtle shells, which one was fixed?

The "fixed turtle (vermin) shell crafts/helms/gauntlets/etc." refers to being able to make those objects from the shell instead of having the guy just sit there not doing anything except gaining skill while the shell remained unchanged.

Quote from: Dogan
Toady One, can you add a note on the bug database 'report issue' asking people to make an effort to see if the bug they are reporting is already reported? You've had hundreds of duplicates.

I'm not sure how to do that.  A note might help, though there have always been issues with duplicates with bugs/suggestions/questions, regardless of the instructions.

Quote from: Dr. A
"Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting"

I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Kalrirr on July 23, 2010, 07:56:47 am
Is it save compatible? Thanks for the update yay!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: devek on July 23, 2010, 08:11:39 am
Offset hunting time lol
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: jfs on July 23, 2010, 08:20:16 am
Trade caravans have arrived without wagons since 0.31.01, is this intentional? I mean, were wagons removed because of something upcoming related to multi-tile creatures, or are they supposed to work but don't due to some other bug, or don't arrive because of e.g. a missing entity tag, or something else?
Edit: By the way, I don't expect a full detailed answer, I'd just like a "they're supposed to work" or "they're intentionally removed/disabled".
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Altaree on July 23, 2010, 08:24:19 am
Trade caravans have arrived without wagons since 0.31.01, is this intentional? I mean, were wagons removed because of something upcoming related to multi-tile creatures, or are they supposed to work but don't due to some other bug, or don't arrive because of e.g. a missing entity tag, or something else?

This is really changing how people design the entrances to their forts.  No more 3 wide ramp tunnels.  Now just a 1x5 drawbridge, a single lane of steel weapon traps, and a stair well.  The traders go right down.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Snow on July 23, 2010, 08:29:49 am
[Skill_Rates: : : : ] functionality was changed huh?

Still getting (rusty) after a half a season when setting the assumed rust counters to :none:none:none  :-\

^edit: none instead of 0, of course, as used in Attribute_Rates.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Aristoi on July 23, 2010, 08:34:24 am
Quote from: Dr. A
"Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting"

I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.

I'd really love to see the ability to farm underground again on soil without having to irrigate (like it used to be).  I don't even bother with underground farming anymore due to this.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 08:41:25 am
I have a marksdwarf with the job "Soldier (cannot follow order)" visible, when he's in active/training mode with an assigned archery target and bone bolts equipped. Strange. Gonna check bug tracker.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: eclipsetail on July 23, 2010, 08:48:44 am
Would there be any way to get graphics for this yet? Or would we have to wait until someone makes them?

Anyway...

<3Toady<3
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 08:52:35 am
[Skill_Rates: : : : ] functionality was changed huh?

Still getting (rusty) after a half a season when setting the assumed rust counters to :0:0:0  :-\

Yea, my fort is in its first winter and everyone already has rusty skills.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Vattic on July 23, 2010, 08:55:34 am
Fantastic news, nice one Tarn!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Mephansteras on July 23, 2010, 09:01:37 am
Looking forward to testing all the changes out!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: alpha on July 23, 2010, 09:13:10 am
Quote
   (*)made civilian jobs respect attributes properly

Yes yes yes yes yes yes!

Finally :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Aristoi on July 23, 2010, 09:15:54 am
[Skill_Rates: : : : ] functionality was changed huh?

Still getting (rusty) after a half a season when setting the assumed rust counters to :0:0:0  :-\

Toady, is it possible to get a flag to disable skill rust entirely without editing the (possibly broken) skill_rates?  Speaking only for myself I hate it and will never use it.  I'm sure others agree/disagree.  Thanks!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 23, 2010, 09:16:37 am
Is it save compatible?

You can move saves from 31.x to 31.11, yes.  You can't move 31.11 saves back to previous versions, though.

Trade caravans have arrived without wagons since 0.31.01, is this intentional? I mean, were wagons removed because of something upcoming related to multi-tile creatures, or are they supposed to work but don't due to some other bug, or don't arrive because of e.g. a missing entity tag, or something else?
Edit: By the way, I don't expect a full detailed answer, I'd just like a "they're supposed to work" or "they're intentionally removed/disabled".

As far as I know, it's a bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=197)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 09:20:37 am
Quote
(*)changed hauling encumbrance speed formula and made hauling build atts slowly


Finally our haulers will actually get stronger/more agile over time! :)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: dwarfguy2 on July 23, 2010, 09:32:33 am
new arena butcher option is glitchy. i just got dwarf sweetbread.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 09:34:31 am
new arena butcher option is glitchy. i just got dwarf sweetbread.
what did you butcher?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: dwarfguy2 on July 23, 2010, 09:35:03 am
a mutilated dwarf corpse.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Psieye on July 23, 2010, 09:38:39 am
Sounds absolutely normal to me. Anything large enough yields sweetbread and all the other components when butchered.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 09:39:27 am
Sounded like he meant to say he ONLY got sweetbread.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: LegoLord on July 23, 2010, 09:40:49 am
Yes, he should have gotten meat, intestines, etc., as well as the sweetbread.  Not just the sweet bread.

Is anyone else having a problem with their game being red?  And only being a solid black window if you don't set [BLACKSPACE:] to NO?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: dwarfguy2 on July 23, 2010, 09:41:18 am
Sounds absolutely normal to me. Anything large enough yields sweetbread and all the other components when butchered.
may just be stupid, but how would butchering a dwarf make bread?

another glitch: i assumed control of a great white shark, slept, and now, nothing can move.

@forsaken: no, i got a ton of other stuff. including tripe. dwarf tripe.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 09:42:02 am
Sounds absolutely normal to me. Anything large enough yields sweetbread and all the other components when butchered.
may just be stupid, but how would butchering a dwarf make bread?

another glitch: i assumed control of a great white shark, slept, and now, nothing can move.

@forsaken: no, i got a ton of other stuff. including tripe. dwarf tripe.
Ah, then the problem is you don't understand what sweetbread is. Perhaps try google next time.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: dwarfguy2 on July 23, 2010, 09:43:44 am
Sounds absolutely normal to me. Anything large enough yields sweetbread and all the other components when butchered.
may just be stupid, but how would butchering a dwarf make bread?

another glitch: i assumed control of a great white shark, slept, and now, nothing can move.

@forsaken: no, i got a ton of other stuff. including tripe. dwarf tripe.
Ah, then the problem is you don't understand what sweetbread is. Perhaps try google next time.
oh. yugh.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 23, 2010, 09:44:44 am
   (*)dropped injured dwarves out of their activities properly
   (*)stopped bleeding dwarves from thinking they need to jump on the ground and be dragged to the hospital

Possibly fixed:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=309

   (*)stopped miners/woodcutters coming out of the military from thinking they had a claim to old tools
   (*)stopped picks from being available to indiv choice soldiers

Possibly fixed:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=689
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1674
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2127

   (*)made people doing off-time training stop if it becomes inappropriate (kicked out of squad, etc.)
   (*)fixed up idle strings for non-soldiers vs. lingering squad activities

May have fixed the lingering issues described here:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=605#c7709

   (*)fixed a bunch of the "you" announcements in dwarf mode

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2214
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: rat_pack40 on July 23, 2010, 09:47:39 am
Urist Mcrat_pack cancels sleep: Playing Dwarf Fortress.
Urist Mcrat_pack has organized a party at the well!
Urist Mcrat_pack cancels play Dwarf Fortress: Attending a party!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Beeskee on July 23, 2010, 10:02:23 am
Sounds absolutely normal to me. Anything large enough yields sweetbread and all the other components when butchered.
may just be stupid, but how would butchering a dwarf make bread?
Ah, then the problem is you don't understand what sweetbread is. Perhaps try google next time.
oh. yugh.

Or, perhaps, don't try Google next time. ;)

Other things to not look up: gelatin (http://www.penny-arcade.com/comic/2010/4/7/), History of O (http://thenoobcomic.com/index.php?pos=71)


In other news, I'm glad to see the new release. Even if I did just get 10's DFG. :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 10:06:31 am
Other things to not look up: gelatin (http://www.penny-arcade.com/comic/2010/4/7/), History of O (http://thenoobcomic.com/index.php?pos=71)
Don't look up Goatse.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Diablous on July 23, 2010, 10:20:55 am
Yay!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 10:28:47 am
Something in .11 is definitely making me crash more often than usual.. in .10 I had two mature forts without a single crash, but now in .11 I've crashed twice within a hour in a 40-pop fort. I suspect it has something to do with the military training, as now I'm letting them spar and do demonstrations in active/training because it works, whereas in .10 I never used it.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: stormyseasons on July 23, 2010, 10:41:34 am
YAY!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 10:42:43 am
Does it crash with a fresh .11 install and worldgen? Maybe we've run into a save compat issue due to the bugs.

Its also possible that you've uncovered a new bug.... although not a horribly gamebreaking one that requires a hotfix.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: freeformschooler on July 23, 2010, 10:47:42 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 23, 2010, 10:48:15 am
Something in .11 is definitely making me crash more often than usual.. in .10 I had two mature forts without a single crash, but now in .11 I've crashed twice within a hour in a 40-pop fort. I suspect it has something to do with the military training, as now I'm letting them spar and do demonstrations in active/training because it works, whereas in .10 I never used it.

Anything suspicious at the bottom of errorlog.txt or gamelog.txt after a crash?  If you can get a save that reliably crashes in, say, 10 minutes or less, it would be helpful to upload it to http://dffd.wimbli.com/
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 10:51:33 am
Something in .11 is definitely making me crash more often than usual.. in .10 I had two mature forts without a single crash, but now in .11 I've crashed twice within a hour in a 40-pop fort. I suspect it has something to do with the military training, as now I'm letting them spar and do demonstrations in active/training because it works, whereas in .10 I never used it.

Anything suspicious at the bottom of errorlog.txt or gamelog.txt after a crash?  If you can get a save that reliably crashes in, say, 10 minutes or less, it would be helpful to upload it to http://dffd.wimbli.com/

It's not a reliable crash, it just happens at random times. The only thing at errorlog.txt is:

path fail: pike,4,133,48 -> 7,134,48: Id #6182:Path Goal Marauder Mill:Station None at 12,125,48

Not sure what that means, and I've crashed twice so if that was the reason that would be there twice too. I hope other people crash too (nothing personal, heh, just so we can get a bearing on where it's coming from) so this can be fixed in the future.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 10:52:26 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

FPS difference is ridiculous in a good way or bad way?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: freeformschooler on July 23, 2010, 10:53:57 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

FPS difference is ridiculous in a good way or bad way?

In a very good way. Presumably Toady did a lot of optimization for this release.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 10:55:00 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

FPS difference is ridiculous in a good way or bad way?

In a very good way. Presumably Toady did a lot of optimization for this release.

Cool.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 10:55:49 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

FPS difference is ridiculous in a good way or bad way?
Read
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 10:57:20 am
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

FPS difference is ridiculous in a good way or bad way?
Read

I was just asking what he meant by ridiculous, thats all.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: dwarfguy2 on July 23, 2010, 10:58:29 am
things TO google: weird al bob song.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Shonus on July 23, 2010, 11:20:41 am
An odd-numbered release that doesn't need an instant fix? Impressive.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: timtek on July 23, 2010, 11:29:22 am
Woke up early(well early for me), just to dl and play a little before work. Thanks toady.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Urist McCheeseMaker on July 23, 2010, 11:58:02 am
I just watched my marksdwarf group get a skill from a demonstration for the first time! Sure, it's striking, but hey.. soon enough they'll be showing eachother brand-new trick shots of their own design!

This version rocks hard.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Warmduscher on July 23, 2010, 12:14:15 pm
It seems though that the skill gains from training got way slower. Some of my soldiers already do individual combat training for a year or so and didn't get beyond novice axedwarf.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 12:31:18 pm
Don't keep them in training for too long though, they get bad thoughts from long patrol duty. I noticed that a bit too late, my dwarves already had "Was enraged by long patrol duty lately" and so on.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 23, 2010, 12:38:11 pm
woah, i never had it crash in 31.01 - 31.10 but now in 31.11 it just crashed

I don't know if it helps but here's the last few entries of the errorlog.txt


loop path fail: <same square> dwarf,Eat,95,71,142 -> 99,78,142: Id #5369:Path Goal Seek Eating Chair:Station Mill Building at 90,64,142
loop path fail: <same square> dwarf,97,69,142 -> 93,72,142: Id #5462:Path Goal Seek Station:Station Mill Building at 93,71,142
loop path fail: <same square> dwarf,94,65,142 -> 92,65,142: Id #5423:Path Goal Seek Station:Station Mill Building at 91,65,142
loop path fail: <same square> dwarf,Sleep,95,65,142 -> 97,51,142: Id #5462:Path Goal Sleep Bed:Station Mill Building at 97,72,142
loop path fail: <same square> dwarf,98,70,142 -> 99,73,142: Id #5592:Path Goal Seek Station:Station Mill Building at 100,73,142
loop path fail: <same square> dwarf,92,64,142 -> 91,63,142: Id #5359:Path Goal Seek Station:Station Mill Building at 90,64,142
loop path fail: <same square> cat,98,65,142 -> 98,64,142: Id #5608:Path Goal Seek Station:Station Vermin Hunting at 60,61,145

update: wow, it even killed my save, it's gone :(
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 12:54:37 pm
@Yarr: Was it a modded save? It could have glitched up and collapsed on itself, but deleting the save entirely? Check your recycle bn?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 23, 2010, 01:00:59 pm
Ah well I'm an idiot :)

I started playing, then went to eat something with my girlfriend, and when I came back I must've thought I loaded a game, but I just continued the game (it was still running), so it didn't even save yet. :)

Anyway, Autosave:YEARLY from now on.

Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Levi on July 23, 2010, 01:12:41 pm
This release is notably faster than the last release. I got from the main menu to worldgen in about 24 seconds on .10, about 5 seconds in this.

EDIT: Now actually playing the game. The FPS difference is ridiculous.

Oh I hope so much this is true.  I'll be able to go back to my last fortress.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Beeskee on July 23, 2010, 01:25:14 pm
things TO google: weird al bob song.

Weasel Stomping Day! (http://www.youtube.com/watch?v=k76IGLi6jWI)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 01:27:50 pm
It'd be awesome if surgeons that had a large amount of skill could sew back limbs that have been chopped or ripped off by enemies. There'd be a 50% chance of necrosis or something similar.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Beeskee on July 23, 2010, 01:32:13 pm
It'd be awesome if surgeons that had a large amount of skill could sew back limbs that have been chopped or ripped off by enemies. There'd be a 50% chance of necrosis or something similar.

I'm imagining some kind of uber dwarf doctor with a hacksaw and a roll of duct tape as their only tools... If you couldn't tell, I vote yes. :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Heavenfall on July 23, 2010, 01:37:08 pm
I just crashed as well. What should I post, and where should I post it?
Edit: I've got quite a lot of modified raws. I'll take them out and go again.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 01:40:59 pm
Are the military supposed to get skill so slowly? I have a bunch of dabbling and novice sword+axedwarves led by an adequate swordsdwarf after 2,5 years of training and fighting ingame.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 23, 2010, 01:41:30 pm
I just crashed as well. What should I post, and where should I post it?

If you can get a save that reliably crashes in, say, 10 minutes or less, it would be helpful to upload the save (that is, a zip file containing one of the "region" folders from /data/save) to DFFD (http://dffd.wimbli.com/) and then post the link here.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Zared on July 23, 2010, 02:01:51 pm
Got a crash this morning before I left for work.  When I get home I will see if it is consistent/reproducible.  (And post my save if it is)  It appeared to happen when my militia commander finished "Organizing Combat Training", but that may be a coincidence.  He was organizing, I was waiting with bated breath, then it crashed ;)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Pasakoye on July 23, 2010, 02:30:15 pm
(*)stopped metal goblet/flask construction jobs from shuffling metal of product
This is one of the bugs that made me take a break from Dwarf Fortress. I've been looking forward to this for awhile now. Now my Platinum goblets shouldn't turn into Iron.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 02:48:24 pm
I'm seeing an occasional crash in the arena when creating a dwarf. At first I thought it was something that was done with changing over to the latest version of the Maydays graphics pack, but then I got a crash with the origional vanilla creature_standard raws. I'm not sure what it is as the first time it was when I made a dwarf with all possible skills and no weapon and the second time it was a dwarf with no skills and a weapon.

It doesn't seem to be happening again, but it does seem random and it leaves no error message.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: USEC_OFFICER on July 23, 2010, 03:04:04 pm
No idea how unusual this is, but I have five pages of civs. And most of them are in a few, hyperconcentrated areas.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 23, 2010, 03:08:08 pm
No idea how unusual this is, but I have five pages of civs. And most of them are in a few, hyperconcentrated areas.

That's interesting.  Are they mostly human civs?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: USEC_OFFICER on July 23, 2010, 03:15:09 pm
Will have to check. Seems like it though.

EDIT: Also, the entire world seems covered with snow.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 03:17:11 pm
No idea how unusual this is, but I have five pages of civs. And most of them are in a few, hyperconcentrated areas.

Are you talking about the legends screen or the civ screen in Fort Mode? The list of civs includes all the local governments.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: USEC_OFFICER on July 23, 2010, 03:18:53 pm
No idea how unusual this is, but I have five pages of civs. And most of them are in a few, hyperconcentrated areas.

Are you talking about the legends screen or the civ screen in Fort Mode? The list of civs includes all the local governments.

That's it. Still doesn't explain why the entire world is covered with snow.

EDIT: Genned new world. Only the top 2/3rds are covered with snow. What a relief.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 03:24:35 pm
No idea how unusual this is, but I have five pages of civs. And most of them are in a few, hyperconcentrated areas.

Are you talking about the legends screen or the civ screen in Fort Mode? The list of civs includes all the local governments.

That's it. Still doesn't explain why the entire world is covered with snow.

Yea I'm getting the 'entire world covered in snow' thing when you look at the map in legends mode, pretty annoying. It was suppoused to be fixed for .31, but I guess not. Nobodys complained because it was like that in 40D, so I guess when Toady has tackled the bigger stuff, he can check that out.

Actually, if you have bumped up your max temp in advanced worldgen settings, it won't show up in areas that would be marked as scorching and hot on the embark screen.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Knight Otu on July 23, 2010, 03:31:48 pm
It doesn't seem to be happening again, but it does seem random and it leaves no error message.
Since that bug seems to include playing Fortress mode before entering arena mode, did you play Fortress mode beforehand?

Also, since one of the fixes involved the giant earthworm, may I be so bold and point out that it was (and still is) one of the underground creatures that doesn't actually spawn (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1499)?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 03:34:12 pm
It doesn't seem to be happening again, but it does seem random and it leaves no error message.
Since that bug seems to include playing Fortress mode before entering arena mode, did you play Fortress mode beforehand?

Also, since one of the fixes involved the giant earthworm, may I be so bold and point out that it was (and still is) one of the underground creatures that doesn't actually spawn (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1499)?

I did a bit before the first one I think, but maybe not the second time.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Haldor on July 23, 2010, 03:38:03 pm
I'm getting crashes too :(

I have a military of 4 all training at the same time, and a caravan has just arrived, but i'm not sure which is causing the crash. Since there's nothing new for caravans, i'm guessing that one of the military training fixes has caused a crash soewhere
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Totaku on July 23, 2010, 03:47:49 pm
I have yet to test out everything, but judging from what I'm hearing about the training crashes sounds like Toady's got another session of quick fixing to do. So I guess I wait and see about a .12 which I guess could be in.... a few hours...or tomorrow maybe?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 03:52:42 pm
I'm getting a lot of soldiers unable to do their jobs for some reason. Their job becomes this and they don't, for example, follow their kill order, or in this case, this marksdwarf doesn't go to shoot at the archery range.

(http://puu.sh/3Ru)

Edit: I reported this on the tracker just now
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 23, 2010, 03:53:24 pm
Ha! Now I have a save where it crashes within ~5 minutes :(
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 04:12:13 pm
Odd numbered releases seem to be a bit unlucky with murphys law this release cycle for some reason. :P

Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Snow on July 23, 2010, 04:21:49 pm
I'm getting crashes too :(

I have a military of 4 all training at the same time, and a caravan has just arrived, but i'm not sure which is causing the crash. Since there's nothing new for caravans, i'm guessing that one of the military training fixes has caused a crash soewhere
My game went fine for 1.2 years, when i set my 2 squads to training it crashed shortly after.
1 Squad was created way before, so i'm pretty sure it's something training related. Caravans were going fine.


EDIT: HOLY CARP MY RE-ESTABLISHED SQUAD* IS _SPARRING_!

*2nd immigration wave not yet arrived, previously i set up 2 squads and later set them to train in the same barracks.


Edit2: BLERGH now i've got a tower cap splint as first artifact instead of a horse bone cabinet :|
O well, at least it didnt crash so far... still 3 months to go to last crash time.



Edit3: crashed again, long before the last time.
Crash:
Quote
AppName: dwarf fortress.exe    AppVer: 0.0.0.0    ModName: msvcr90.dll
ModVer: 9.0.30729.4148    Offset: 0006ccb5
Errorlog:
Quote
Midmap effective coordinate check out of bounds
Midmap effective coordinate check out of bounds
Midmap effective coordinate check out of bounds
Midmap effective coordinate check out of bounds
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 04:32:37 pm
It could be an existing bug exerting itself since theres still a bunch of military and squad bugs around.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Konrad von Richtmark on July 23, 2010, 04:58:12 pm
Are crossbows still ludicrously capable of penetrating good-quality steel armour?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Torham on July 23, 2010, 05:03:47 pm
31.11, fresh world gen, fresh fort.

My first summer has arrived ( temperate climate)..... TURTLES ARE SPAWNING!!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 05:09:52 pm
Are crossbows still ludicrously capable of penetrating good-quality steel armour?

Yes. It can be somewhat fixed by changing the crossbow's MAX_VEL (or something) 1000 to 30.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 23, 2010, 05:15:35 pm
I, too, can report many many turtles and shells.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 23, 2010, 05:16:21 pm
I'm getting a lot of soldiers unable to do their jobs for some reason. Their job becomes this and they don't, for example, follow their kill order, or in this case, this marksdwarf doesn't go to shoot at the archery range.

(http://puu.sh/3Ru)

Edit: I reported this on the tracker just now

I got this when I had less archery targets than markdwarves wanting to practice, and there was no unoccupied targets left. Your dwarf is a marksdwarf so it seems likely to be the case.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 05:22:55 pm
I'm getting a lot of soldiers unable to do their jobs for some reason. Their job becomes this and they don't, for example, follow their kill order, or in this case, this marksdwarf doesn't go to shoot at the archery range.

(http://puu.sh/3Ru)

Edit: I reported this on the tracker just now

I got this when I had less archery targets than markdwarves wanting to practice, and there was no unoccupied targets left. Your dwarf is a marksdwarf so it seems likely to be the case.

I got one marksdwarf and one target ;)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Seraph on July 23, 2010, 05:47:23 pm
Do you have bolts suitable for training?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 23, 2010, 05:54:44 pm
Do you have bolts suitable for training?

Yeah, they train when set to inactive. Only seems to happen if they're set to training/active, so it's easy to avoid on marksdwarves. Although they still sometimes shoot bolts only set for combat, at archery targets (he just wasted 25 iron bolts on it).
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: xDarkz on July 23, 2010, 06:01:52 pm
Man...Toady just keeps cranking out these amazing updates.
I don't know about you guys, but I'm donating YET again.
This man here is amazing.
Dwarf Fortress trumps any and all modern games on today's market.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 23, 2010, 06:02:18 pm
Although they still sometimes shoot bolts only set for combat, at archery targets (he just wasted 25 iron bolts on it).

Yeah my dwarves do it too.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: xDarkz on July 23, 2010, 06:49:41 pm
I'm getting a lot of soldiers unable to do their jobs for some reason. Their job becomes this and they don't, for example, follow their kill order, or in this case, this marksdwarf doesn't go to shoot at the archery range.

(http://puu.sh/3Ru)

Edit: I reported this on the tracker just now
I got this when I had less archery targets than markdwarves wanting to practice, and there was no unoccupied targets left. Your dwarf is a marksdwarf so it seems likely to be the case.

I got one marksdwarf and one target ;)


Try setting a barrack including an armor stand, weapon rack and an Archery Target. I've found it that my Dwarves won't begin sparring/shooting at the targets, until they're proficient fighters/dodges/various other skills. It seems logical enough -- Learning the basics of combat before specializing in a style of combat.

Hope it helps... :].
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Emily on July 23, 2010, 06:52:42 pm
I'm getting a crash when I try to switch between full screen and windowed mode--which I do regularly, because if the game saves or does any long calculation while in full screen mode, it makes my entire system refuse to let me do anything else.  If it's windowed I can alt+tab to other programs fine.

But anyway, when I press F11 to switch from fullscreen to windowed the game dies.  It appears to work fine, however, if I start the game in windowed mode instead of starting it in fullscreen, which means at least the game is playable.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smariot on July 23, 2010, 07:12:10 pm
I'm getting a crash when I try to switch between full screen and windowed mode--which I do regularly, because if the game saves or does any long calculation while in full screen mode, it makes my entire system refuse to let me do anything else.  If it's windowed I can alt+tab to other programs fine.

But anyway, when I press F11 to switch from fullscreen to windowed the game dies.  It appears to work fine, however, if I start the game in windowed mode instead of starting it in fullscreen, which means at least the game is playable.

It's dying on me when I try to switch between windowed and fullscreen as well. It prints this:

Code: [Select]
...
New window size: 907735836x-1959006823
INIT FAILED!
Font size: 16x16
Resizing grid to 256x25
Segmentation fault

The stack trace from the core dump is as follows:
Code: [Select]
#0  0xf72c4bbc in renderer_2d_base::reshape(std::pair<int, int>) () from ./libs/libgraphics.so
#1  0xf72c5c1d in renderer_2d_base::resize(int, int) () from ./libs/libgraphics.so
#2  0xf72bf151 in renderer_2d_base::set_fullscreen() () from ./libs/libgraphics.so
#3  0xf72bcae3 in enablerst::eventLoop_SDL() () from ./libs/libgraphics.so
#4  0xf72bd505 in enablerst::loop(std::string) () from ./libs/libgraphics.so
#5  0xf72bdd52 in main () from ./libs/libgraphics.so
#6  0xf702cbb6 in __libc_start_main () from /lib32/libc.so.6
#7  0x0804cf31 in ?? ()
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: devek on July 23, 2010, 07:32:10 pm
Try changing your print mode from 2d to something else? See init.d
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Emily on July 23, 2010, 08:09:55 pm
It works fine if I start the game in windowed mode.  HAven't tried messing with the print mode; and seeing as I seem to be able to just work around the issue, it's mostly annoying, not serious.

I added it to the bug tracker, too.

(Messing around with graphics modes, standard seemed to eliminate this bug, but then windowed screen resolution wouldn't respect init file settings... so back to 2D until I find a better solution/bugs are fixed)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: slink on July 23, 2010, 08:13:39 pm
Oh Oh Oh!  An image of someone's deity on their artifact!  YAY!   :D :D :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dante on July 23, 2010, 08:18:58 pm
I'm getting a lot of random crashes too, with a transferred save. Trying to isolate one, but I can't find a pattern.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Mysteriousbluepuppet on July 23, 2010, 09:51:46 pm
Greath can't wait to try it after work tommorow :)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Josephus on July 23, 2010, 09:53:36 pm
I'm getting a lot of random crashes too, with a transferred save. Trying to isolate one, but I can't find a pattern.

Have you tried with a fresh save?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: SocietalEclipse on July 23, 2010, 10:21:35 pm
(http://i107.photobucket.com/albums/m288/Dextromirth/Games/3111FullMasterworkSteelEquipmentBeingShot.jpg)
(http://i107.photobucket.com/albums/m288/Dextromirth/Games/3111FullMasterworkSteelEquipmentBeingShot2.jpg)

Yes copper and silver arrows from generic (not master) goblin bowman can still damage dwarves in full masterwork steel equipment.  Fortunately none of the wounds were beyond yellow and she recovered quickly.  That is my Militia Commander and she seems to pick all the best stuff for herself? :o

Soon after migrating by save (generated in 31.10) to 31.11 I finally got upgraded to a barony.
(http://i107.photobucket.com/albums/m288/Dextromirth/Games/3111Barony7mWealth.jpg)
To be fair I was just a bit under 7m in wealth when the Diplomat asked me to recommend a Baron.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Toady One on July 23, 2010, 11:07:23 pm
Quote from: jfs
Trade caravans have arrived without wagons since 0.31.01, is this intentional? I mean, were wagons removed because of something upcoming related to multi-tile creatures, or are they supposed to work but don't due to some other bug, or don't arrive because of e.g. a missing entity tag, or something else?
Edit: By the way, I don't expect a full detailed answer, I'd just like a "they're supposed to work" or "they're intentionally removed/disabled".

They're supposed to work.

Quote
Quote from: Lord Snow
[Skill_Rates: : : : ] functionality was changed huh?

Still getting (rusty) after a half a season when setting the assumed rust counters to :none:none:none
Quote from: Orkel
Yea, my fort is in its first winter and everyone already has rusty skills.
Quote from: Aristoi
Toady, is it possible to get a flag to disable skill rust entirely without editing the (possibly broken) skill_rates?  Speaking only for myself I hate it and will never use it.  I'm sure others agree/disagree.  Thanks!

I don't think I changed the skill rate loading this time.  If it's broken, it has probably been broken for a while.  The "rusty" display is new.

If somebody has a novice or competent skill, and they get 1 level of rust, that is at least 50% rust so they get "rusty" displayed.  I don't quite remember, but that'll happen after half a year or something.  It would still only take just one learning event (like a finished job) to get rid of all the rust at that level.  So this isn't really a serious effect, but it looks bad I guess.  It would take much more time to get a "rusty" on a higher skill, and even in that case it's not a permanent loss and would only take a few jobs to work off.  Permanent loss takes years even for one level.

That said, I wouldn't mind putting in an init option.

Quote from: Totaku
I have yet to test out everything, but judging from what I'm hearing about the training crashes sounds like Toady's got another session of quick fixing to do. So I guess I wait and see about a .12 which I guess could be in.... a few hours...or tomorrow maybe?

I don't have any of these crashing saves yet unless there are some on the tracker now, so I can't fix the problem.  I did some training on old saves and a lot of training on new games during the course of the release, and it hasn't come up for me, so I'm going to need a save that is broken before I have a chance to fix it, unless I get really lucky.

Quote from: Emily
I'm getting a crash when I try to switch between full screen and windowed mode--which I do regularly, because if the game saves or does any long calculation while in full screen mode, it makes my entire system refuse to let me do anything else.  If it's windowed I can alt+tab to other programs fine.

There was a change there about updating the resolution for 0.31.11.  Is this crash new for this version?  It would probably be that change then, although I'm not sure.

Quote from: slink
Oh Oh Oh!  An image of someone's deity on their artifact!  YAY!

He he he, I snuck it in.  Statues/figurines should have it quite a bit, depending on how devout the artist is (which I don't think you can see in dwarf mode?  don't remember).  I didn't finish the sphere links to actions since I figured I'd probably want some actual mythology first (since not all death gods would be the same or whatever, and you'd want statues of Saturn eating his kids and stuff instead of just looking mean), but I put some in for each sphere so that it wouldn't be completely bare.  There will be a lot of boring contemplation and prostrating and praying though, until there's more meat to work with.

Quote from: SocietalEclipse
Soon after migrating by save (generated in 31.10) to 31.11 I finally got upgraded to a barony.

Hmmm...  I don't remember actually getting to that bug yet, so it looks like you just earned it over the strength of the bug.  I notice your exports look like they just hit 100,000.  Perhaps those numbers are flipped?  It was supposed to be 100,000 wealth and 10,000 exports, but maybe I have exports checking the wealth number through a load error or a conditional typo...  I'll have to check when I'm back on my computer (at Zach's now).  I wonder if people drop the land holder requirement in the entity raws to 10000:10000 if the Baron comes sooner.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 23, 2010, 11:18:14 pm
What about the issue with liasons not getting replaced after an 'accident' or some other death (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1102)? Some people are saying that it is happening, but its not 100% reliable. I know you had said that they are suppoused to be replaced, but I guess it got broken at the same time as the other noble stuff early on.

Just wondering and all.

Oh yea, I'm noticing that some demons now say female pg demon or male lizard brute, nice one sneaking that in. :) Not sure if its intentional, but it's kind of neat. It only seems to happen when there are two or more of any type, but heck.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dante on July 23, 2010, 11:38:38 pm
Quote from: jfs
Trade caravans have arrived without wagons since 0.31.01, is this intentional? I mean, were wagons removed because of something upcoming related to multi-tile creatures, or are they supposed to work but don't due to some other bug, or don't arrive because of e.g. a missing entity tag, or something else?
Edit: By the way, I don't expect a full detailed answer, I'd just like a "they're supposed to work" or "they're intentionally removed/disabled".

They're supposed to work.

I had no idea, just assumed wagons had been cut out until the siege/tree improvements with multi-tile things...   :o
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Ralp on July 23, 2010, 11:44:04 pm
I had a crash (Segmentation fault) happen while the game was paused and I was designating some gemstone tiles to be dug out via mouse.  I had clicked a few single tiles and then got the crash while dragging the mouse from one tile to an adjacent one.  I just a moment ago realized the potential significance of this: I think it means the crash may have been caused by one of those weird things that can happen while the game is paused and the player click+drags the mouse around making designations.  E.g., cat adopting an owner, or liaison meeting advancement, or (I've heard?) social skill exercise from idle/partying dwarves?  I didn't have a liaison visiting, but I do have stray cats around.  This game was genned in 0.31.10.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lost Requiem on July 24, 2010, 12:11:54 am
Small issue, but the home and end key functions are not... well, functioning. I think the binds have been deleted from the interface file. I'll change that.

*5 seconds in the interface file* okay, maybe not.

Nothing debilitating so far, aside from one crash in world gen during civ. creations.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: cephalo on July 24, 2010, 12:15:03 am
What about the issue with liasons not getting replaced after an 'accident' or some other death (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1102)? Some people are saying that it is happening, but its not 100% reliable. I know you had said that they are suppoused to be replaced, but I guess it got broken at the same time as the other noble stuff early on.

I posted a save on that bug, so hopefully it will be fixable. Also, I tried giving various expensive gifts to the caravan just in case it's not actually a bug, but no luck. If it's just a misunderstanding of the rules it would be great if we had a hint... a hint I said...  :P
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: FuzzyDoom on July 24, 2010, 12:23:32 am
Haven't play yet, but thanks for the update Toady! Every update makes this game better and better.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 24, 2010, 03:26:08 am
Toady I've uploaded the save (crashes withing 5 minutes)
http://dffd.wimbli.com/file.php?id=2796

Hope this helps.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Herman on July 24, 2010, 03:50:32 am
Thanks for the update!  :)

I just genned a new world, and in the embark screen, I saw a volcano appear on the world map (the one to the right which shows the whole world at once). Is this a new feature in .11? Will it show every volcano on the overview map? If so, great! That'll make them much easier to find.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Totaku on July 24, 2010, 04:13:08 am
Toady I've uploaded the save (crashes withing 5 minutes)
http://dffd.wimbli.com/file.php?id=2796

Hope this helps.

Might be a good idea to load that to the bug tracker. It'll be easier for Toady to detect.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 24, 2010, 04:40:47 am
Ok I loaded it to the bug tracker.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2802
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Warmduscher on July 24, 2010, 06:40:48 am
Soo, I got my first tantrum spiral in the new version and dear gods, punches got very dangerous. Dwarves are breaking bones and even punching skulls in left and right.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Torham on July 24, 2010, 06:53:56 am
Ok I have seen something weird. Dwarves witch have "on break" sometimes go to the place where the wagon used to stand ( when i arrived ) and wait around there. The wagon has since been disassembled and i checked zones, and there is no zone there. They have designated meeting area at completely different place. They go to quite an effort to go there, because since then I have build walls and the original wagon site is outside of my fortifications. I had to make a huge all encompassing Burrow and assign all dwarves into it. That stopped them running out of fortifications when they were on break. This doesn't occur always, but it was persistent enough to draw my attention. I was thinking maybe this has something to do with the dwarfs traits. I have noticed lazy/poor focus/willpower dwarfs sometimes stand around for a bit before picking up next task ( like when I am hauling a lot of stone). Maybe they just like to be alone(witch would be fine if they were doing it within the safety of the fort). Not sure if its a bug or a feature, it can fly both ways really. Anyway definitely refreshing that not all dwarves behave like robots fueled by booze.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Snow on July 24, 2010, 07:39:54 am
Quote
Quote from: Lord Snow
[Skill_Rates: : : : ] functionality was changed huh?

Still getting (rusty) after a half a season when setting the assumed rust counters to :none:none:none
Quote from: Orkel
Yea, my fort is in its first winter and everyone already has rusty skills.
Quote from: Aristoi
Toady, is it possible to get a flag to disable skill rust entirely without editing the (possibly broken) skill_rates?  Speaking only for myself I hate it and will never use it.  I'm sure others agree/disagree.  Thanks!

I don't think I changed the skill rate loading this time.  If it's broken, it has probably been broken for a while.  The "rusty" display is new.

If somebody has a novice or competent skill, and they get 1 level of rust, that is at least 50% rust so they get "rusty" displayed.  I don't quite remember, but that'll happen after half a year or something.  It would still only take just one learning event (like a finished job) to get rid of all the rust at that level.  So this isn't really a serious effect, but it looks bad I guess.  It would take much more time to get a "rusty" on a higher skill, and even in that case it's not a permanent loss and would only take a few jobs to work off.  Permanent loss takes years even for one level.

That said, I wouldn't mind putting in an init option.


Thanks for clearing this up, i was thinking that rust was much faster, as suggested by earlier versions complaint-topic about legendary child crafters producing low quality goods after growing up.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 24, 2010, 08:23:09 am
Ok I have seen something weird. Dwarves witch have "on break" sometimes go to the place where the wagon used to stand ( when i arrived ) and wait around there. The wagon has since been disassembled and i checked zones, and there is no zone there. They have designated meeting area at completely different place. They go to quite an effort to go there, because since then I have build walls and the original wagon site is outside of my fortifications.

Maybe you forgot to activate the meeting area? That is default behavior when there isn't a meeting zone set up or active.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Torham on July 24, 2010, 08:42:33 am
No i checked, i know they default to the wagon if they don't have meeting area, but i have set up everything. Also, all the dogs and animals are milling in the proper meeting area. Its not even all the dwarves, just my mason likes to do that.

And no he doesn't have fishing turned on and his workshop is underground. They all have booze and i have a proper water source zone designed.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Haldor on July 24, 2010, 08:46:24 am
Concerning the recent crashing spree, I have had a bit of a stroke of luck(?) in that I made a save just before a crash. Like 15 seconds before. Hope this helps :)

Crashes in about 10s-20s (http://dffd.wimbli.com/file.php?id=2797)

I have a temporary barracks set up just below the furniature stockpile at the right of the screen, and was training troops there. Since this version seems to crash for me every 15 mins or so, I have been saving often, and I just happened to do so just before this crash.

It would seem that what is happeneing is that the militia commander has organized a training session, and is now leading it, but the other Dwarfs have run off to do other things; namely eat and pickup equipment, but the commander is still listed as "Lead armor demonstration." Maybe that's the problem, IDK.

I am also posting this in the bug tracker.

Edit:  Bug tracker page (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2804)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dr. Hieronymous Alloy on July 24, 2010, 09:05:28 am

Quote from: Dr. A
"Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting"

I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.

Question to anyone:

how on earth do you generate two-z-layer soil areas, then? Or does this basically mean "underground farming must be done in the cavern layers" ?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: mostevil on July 24, 2010, 09:35:04 am
Sounds like you'd need an embark with two layers of top soil before the rock starts.  Dig out and plant in the the top one, leave the layer underneath...  I've not tried it though.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dr. Hieronymous Alloy on July 24, 2010, 09:51:16 am
Yeah, the problem is that embarks like that are pretty rare, or at least I don't know how to generate them. If that's how things are "supposed" to work it might be good to add an option to world gen that let you specify  minimum number of surface soil layers.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Untelligent on July 24, 2010, 09:56:37 am
Spots with multiple soil layers aren't rare; they're just far from mountains.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Mel_Vixen on July 24, 2010, 10:13:52 am
if you are lucky you get up to 5 (?) layers of soil in forrest or a similiar location.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: wurli on July 24, 2010, 10:20:37 am
yeah multiple soil layers are common

But farming isn't possible without irrigation even with a soil layer below. So this is a bug
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Baughn on July 24, 2010, 10:23:37 am
I'm getting a crash when I try to switch between full screen and windowed mode--which I do regularly, because if the game saves or does any long calculation while in full screen mode, it makes my entire system refuse to let me do anything else.  If it's windowed I can alt+tab to other programs fine.

But anyway, when I press F11 to switch from fullscreen to windowed the game dies.  It appears to work fine, however, if I start the game in windowed mode instead of starting it in fullscreen, which means at least the game is playable.
*facepalm*

My apologies. It's incrdibly obvious that that would happen, but somehow I didn't realize.

I'll have it fixed soon. Meanwhile, yeah, start in windowed mode.
It's dying on me when I try to switch between windowed and fullscreen as well. It prints this:

Code: [Select]
...
New window size: 907735836x-1959006823
INIT FAILED!
Font size: 16x16
Resizing grid to 256x25
Segmentation fault

The stack trace from the core dump is as follows:
Code: [Select]
#0  0xf72c4bbc in renderer_2d_base::reshape(std::pair<int, int>) () from ./libs/libgraphics.so
#1  0xf72c5c1d in renderer_2d_base::resize(int, int) () from ./libs/libgraphics.so
#2  0xf72bf151 in renderer_2d_base::set_fullscreen() () from ./libs/libgraphics.so
#3  0xf72bcae3 in enablerst::eventLoop_SDL() () from ./libs/libgraphics.so
#4  0xf72bd505 in enablerst::loop(std::string) () from ./libs/libgraphics.so
#5  0xf72bdd52 in main () from ./libs/libgraphics.so
#6  0xf702cbb6 in __libc_start_main () from /lib32/libc.so.6
#7  0x0804cf31 in ?? ()
[/quote]
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 24, 2010, 10:42:39 am
I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.

Question to anyone:

how on earth do you generate two-z-layer soil areas, then? Or does this basically mean "underground farming must be done in the cavern layers" ?

I don't think you're supposed to need two z-levels of soil.  You just need one full z-level, as opposed to a thin soil floor on top of a rock wall (which is what you get from digging out a sand layer that's right above a rock layer).
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 10:44:09 am
Question to anyone:

how on earth do you generate two-z-layer soil areas, then? Or does this basically mean "underground farming must be done in the cavern layers" ?

Well, I never had less than 2 soil layers, but I always embark in flat forest-like areas so it must be it.


Ok I have seen something weird. Dwarves witch have "on break" sometimes go to the place where the wagon used to stand ( when i arrived ) and wait around there. The wagon has since been disassembled and i checked zones, and there is no zone there. They have designated meeting area at completely different place. (...)

From my experience dwarves who are "On break" sometimes go to random places around the fortress, not only to meeting area / zone.


I just genned a new world, and in the embark screen, I saw a volcano appear on the world map (the one to the right which shows the whole world at once). Is this a new feature in .11? Will it show every volcano on the overview map? If so, great! That'll make them much easier to find.

Volcanoes appeared on world map, since some time, even before 40d, it is definitely not new. I am not sure if all of them always appear.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dr. Hieronymous Alloy on July 24, 2010, 10:52:36 am


I don't think you're supposed to need two z-levels of soil.  You just need one full z-level, as opposed to a thin soil floor on top of a rock wall (which is what you get from digging out a sand layer that's right above a rock layer).

But if you dig out a stone layer above a rock layer, you'll get a rock floor above a z layer, right? So you'd need two full z levels of soil (one of which, the top one, you dig out) to make an underground farm. Which means that (in mountain areas) you'll generally need to dig down to caverns to plant underground farms. Once this bug is fixed. Correct? Or am I still confused?

Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Bartleby on July 24, 2010, 11:46:04 am
My moody Mason just dragged 50 (fifty) stones into the workshop he claimed.
He is hungry thirsty and tired but still continues !
I hope for best ....
 :o
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Bartleby on July 24, 2010, 11:52:39 am
I had him assigned to a burrow away from the workshop he claimed.
As soon as i released him from that burrow he started the artifact.
Maybe this is a bug ?
The Artifact is a throne value 100800, the description fills a hole page.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: forsaken1111 on July 24, 2010, 12:01:18 pm
I had him assigned to a burrow away from the workshop he claimed.
As soon as i released him from that burrow he started the artifact.
Maybe this is a bug ?
The Artifact is a throne value 100800, the description fills a hole page.
Post a shot for us?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smariot on July 24, 2010, 12:12:08 pm
My character in adventure mode suffered heavy bruising to his lower spinal tissue, and lost the ability to walk. It doesn't seem to be healing, and I expected it would since the nerves weren't severed. Is that normal behavior?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 12:17:13 pm
I had him assigned to a burrow away from the workshop he claimed.
As soon as i released him from that burrow he started the artifact.
Maybe this is a bug ?
The Artifact is a throne value 100800, the description fills a hole page.

Yes it is a undocumented feature bug:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1416 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1416)

Btw I intentionally exploit this with some of my artifacts, mostly to get rid of excess stone.
Hope it won't get fixed anytime soon ;)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 24, 2010, 12:26:14 pm
My character in adventure mode suffered heavy bruising to his lower spinal tissue, and lost the ability to walk. It doesn't seem to be healing, and I expected it would since the nerves weren't severed. Is that normal behavior?

Nerve tissue lacks a HEALING_RATE:

Code: [Select]
[TISSUE_TEMPLATE:NERVE_TEMPLATE]
[TISSUE_NAME:nervous tissue:NP]
[FUNCTIONAL]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NERVE]
[RELATIVE_THICKNESS:1]
[VASCULAR:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

So yeah, it's probably working as intended, although the intended behavior may not be entirely realistic.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smariot on July 24, 2010, 12:41:26 pm
Nerve tissue lacks a HEALING_RATE

Okay, thanks. I had interpreted the bruising as swelling, which would be temporary. I mean, it's not a problem with the nerves, it's broken capillaries leaking blood into and putting pressure on the surrounding tissue.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 24, 2010, 12:47:30 pm
Okay, thanks. I had interpreted the bruising as swelling, which would be temporary. I mean, it's not a problem with the nerves, it's broken capillaries leaking blood into and putting pressure on the surrounding tissue.

Yeah, I think in DF terms, "bruised" is used for vascular tissues that have been crushed enough that the capillaries are bleeding, with more emphasis on the crushing than the bleeding.  Also, I think the game uses "bruised" for all levels of crushing damage against soft tissue, unlike "chipping" vs. "fracturing" vs. "shattering" for damage to hard tissue.  So your nerve tissue might be very thoroughly crushed.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 24, 2010, 12:51:08 pm
ok workaround for the crash bug is to have your squad on "inactive" all the time, so no more sparring sessions until toady fixes this :D
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Haldor on July 24, 2010, 01:03:15 pm
ok workaround for the crash bug is to have your squad on "inactive" all the time, so no more sparring sessions until toady fixes this :D

Hmm, i'll see if that works for my game...

EDIT: Yay! It did! Also, proving conclusively that it's a military demonstration issue :)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 01:13:43 pm
Read my notes in your bug entry in Mantis.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: TomiTapio on July 24, 2010, 01:14:39 pm
Something in .11 is definitely making me crash more often than usual.. in .10 I had two mature forts without a single crash, but now in .11 I've crashed twice within a hour in a 40-pop fort. I suspect it has something to do with the military training, as now I'm letting them spar and do demonstrations in active/training because it works, whereas in .10 I never used it.

Do you make digging designations by dragging with the mouse? I had one such crash I think.

I think it means the crash may have been caused by one of those weird things that can happen while the game is paused and the player click+drags the mouse around making designations.
I had a mouse-drag crash, genned in .31.11 Genesis-mod.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Totaku on July 24, 2010, 01:16:53 pm
Ah finally, I glad to see there is a work around to the crash, I'm still hope this'll mean a .12 quick fix now that we've pinpointed the possible cause. I like to hold a game without this error in mind. Otherwise I can still tolerate it to an extent.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: cephalo on July 24, 2010, 01:37:58 pm

I don't think I changed the skill rate loading this time.  If it's broken, it has probably been broken for a while.  The "rusty" display is new.

If somebody has a novice or competent skill, and they get 1 level of rust, that is at least 50% rust so they get "rusty" displayed.  I don't quite remember, but that'll happen after half a year or something.  It would still only take just one learning event (like a finished job) to get rid of all the rust at that level.  So this isn't really a serious effect, but it looks bad I guess.  It would take much more time to get a "rusty" on a higher skill, and even in that case it's not a permanent loss and would only take a few jobs to work off.  Permanent loss takes years even for one level.

That said, I wouldn't mind putting in an init option.

For a single dwarf, this sounds perfectly reasonable. But here's how you have to think of such things, in a fort with 150 dwarves and 50 who's skills you care about, that's around 25 tasks for the player per year to prevent permanent skill loss. That's a ton of babysitting when you are trying to realize your vision for the fort with everything else going on like ambushes and seiges and whatever.

This game is never lacking in really fun stuff for the player to pay attention to, so when you add tasks at this point, it has to be up to par in the fun category.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: G-Flex on July 24, 2010, 01:39:22 pm
I don't think it's as big a deal as that, because honestly, that situation would only arise if you have dwarves not doing their prescribed jobs for years on end. If that happens, then I think the more serious problem is the way the fortress is being run.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Tuxman on July 24, 2010, 02:04:04 pm
Dwarf Fortress trumps any and all modern games on today's market.

Too true...

With combined low-mantinence and incredible depth, DF is impossible to beat.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: NegaDwarf on July 24, 2010, 02:14:45 pm
I'm wondering... with the fix to Shell reactions and Bone reactions, will the fix be in soon to allow Reactions to produce Shell and Bone objects soon?

That has been bugging me for a long time. I've tried dozens of permutations with the newest releases, but still all trying to make Dragon Bone and Turtle Shell reactions do... is crash Dwarf Fortress.

I'd really love an update on that.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: cephalo on July 24, 2010, 02:21:30 pm
I don't think it's as big a deal as that, because honestly, that situation would only arise if you have dwarves not doing their prescribed jobs for years on end. If that happens, then I think the more serious problem is the way the fortress is being run.

That depends entirely on what your goals are. Let's say you have structure that will take twenty years to build. First you have to make sure you have some defense, you make full sets of bronze armor and weapons for 20 dwarves or whatever, and your armorsmith gains some skill. Before you delve down and get better metals, you might want to finish that structure. You'll have dwarves killed over the decade, but you still have all the weapons and armor you need until you're ready for the next expansion. By the time you're ready to dig down and get better metals, you armorsmith will have lost most of his skills by that time unless you *repeatedly* set him making more junk to pitch into the atom smasher. I'm busy!

I dunno, my forts take many decades to build, and I'm never sitting around looking for something to do. I've got plans that don't involve making useless items just to add to the already obscene item count in an old fort. Half my labor is already spent just dumping the junk the goblins bring.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Baughn on July 24, 2010, 02:32:28 pm
By the time we have standing production orders, you could set those to have, let's say, thirty pieces of armor around at all times, then become an armor exporter.

It's still a little extra work, but I'd be fine with that. Makes the fort seem more real, somehow. You?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 24, 2010, 02:36:36 pm
Anyways, I wonder whats up with those crashes that have been reported?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Untelligent on July 24, 2010, 02:51:09 pm
If somebody has a novice or competent skill, and they get 1 level of rust, that is at least 50% rust so they get "rusty" displayed.  I don't quite remember, but that'll happen after half a year or something.

I got a couple military migrants in my first summer. By early autumn, they were already rusty. Might wanna check the time interval on that one.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Psieye on July 24, 2010, 03:21:44 pm
I don't think it's as big a deal as that, because honestly, that situation would only arise if you have dwarves not doing their prescribed jobs for years on end. If that happens, then I think the more serious problem is the way the fortress is being run.

That depends entirely on what your goals are. Let's say you have structure that will take twenty years to build. First you have to make sure you have some defense, you make full sets of bronze armor and weapons for 20 dwarves or whatever, and your armorsmith gains some skill. Before you delve down and get better metals, you might want to finish that structure. You'll have dwarves killed over the decade, but you still have all the weapons and armor you need until you're ready for the next expansion. By the time you're ready to dig down and get better metals, you armorsmith will have lost most of his skills by that time unless you *repeatedly* set him making more junk to pitch into the atom smasher. I'm busy!

I dunno, my forts take many decades to build, and I'm never sitting around looking for something to do. I've got plans that don't involve making useless items just to add to the already obscene item count in an old fort. Half my labor is already spent just dumping the junk the goblins bring.
It is an issue of playstyle yes. I can't stand even making bronze armour, let alone leaving my soldiers in them for a decade. "Dig down to better metals" = the HFS metal I presume? I compromise at steel and I'd be busy making masterworks by the time I'm a year into building whatever superstructure megaproject I want.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 04:00:36 pm
By the time we have standing production orders, you could set those to have, let's say, thirty pieces of armor around at all times, then become an armor exporter.

It's still a little extra work, but I'd be fine with that. Makes the fort seem more real, somehow. You?

By the way it would be good idea to have orders like "make X items every Y years/months". That way you could prevent permanent skill loses without additional micromanagement.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Footkerchief on July 24, 2010, 05:07:32 pm
*facepalm*

My apologies. It's incrdibly obvious that that would happen, but somehow I didn't realize.

I'll have it fixed soon. Meanwhile, yeah, start in windowed mode.

Here's the tracker entry so that you can mark it fixed. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2798)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: John Keel on July 24, 2010, 05:28:04 pm
By the time we have standing production orders, you could set those to have, let's say, thirty pieces of armor around at all times, then become an armor exporter.

It's still a little extra work, but I'd be fine with that. Makes the fort seem more real, somehow. You?

By the way it would be good idea to have orders like "make X items every Y years/months". That way you could prevent permanent skill loses without additional micromanagement.

Conditional orders are on the suggestion voting page. I believe there's a thread for them.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Poot on July 24, 2010, 05:30:53 pm
One of my dwarves keep trying to clean himself and cancelling it. Is this a bug? Soap is available. Also, bit of a noob question but since dwarves do invidual training, how can they train armor or shield skills? Will they just permanently rust that skill since it goes unused?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Heavenfall on July 24, 2010, 05:32:19 pm
Is anyone having problems with gaining almost no experience in solo or group drills? I've had my dwarves train for a year as a group, and half a year solo, and NONE have passed 100 exp (according to dwarftherapist) in the skill. They're all listed as dabbling, and they've all been actively training.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 24, 2010, 05:55:24 pm
Is anyone having problems with gaining almost no experience in solo or group drills? I've had my dwarves train for a year as a group, and half a year solo, and NONE have passed 100 exp (according to dwarftherapist) in the skill. They're all listed as dabbling, and they've all been actively training.

Yes, it's slow as hell for me too. Taken 5 years to get to competent swordsdwarf. I assume it's a bug.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Mysteriousbluepuppet on July 24, 2010, 06:51:04 pm
Probly just need a bit of balancing. Something like 10 year fully training to get master or better would suit me fine, else I guess it will be back to hunting the wildlife and gladiatoral sports.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Heavenfall on July 24, 2010, 06:57:07 pm
Maybe we're supposed to hope for 1 experienced weapondwarf and then let him train the others?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Orkel on July 24, 2010, 07:04:19 pm
Maybe we're supposed to hope for 1 experienced weapondwarf and then let him train the others?

That would make sense if the difference between teacher and student affected training speed. Does it? I'm not sure.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 24, 2010, 07:07:34 pm
Given the fact that migrants often have military skills, that could be feaseable.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Haldor on July 24, 2010, 07:20:28 pm
Or you could always embark with one  :P
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: existent on July 24, 2010, 07:28:01 pm
Or you could always embark with one  :P
This.

My default embark profile has one skilled axedwarf and 4 bronze axes (3 for cutting wood.)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 07:49:19 pm
Fast Toady is fast!

The training crashbug seems to got fixed already:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2804#c10938 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2804#c10938)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 24, 2010, 07:50:32 pm
Diplomats/Liasons not respawning has been fixed too!! http://www.bay12games.com/dwarves/mantisbt/view.php?id=1102

THANKS TOADY AND GO TOADY ONE! :)

Out of curiousity, what was causing the liasons to not actually respawn, even though they should.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 24, 2010, 07:56:15 pm
Hehe I am not the only one refreshing Mantis every 5 minutes :P
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: devek on July 24, 2010, 08:31:18 pm
By the time we have standing production orders, you could set those to have, let's say, thirty pieces of armor around at all times, then become an armor exporter.

It's still a little extra work, but I'd be fine with that. Makes the fort seem more real, somehow. You?

By the way it would be good idea to have orders like "make X items every Y years/months". That way you could prevent permanent skill loses without additional micromanagement.

Conditional orders are on the suggestion voting page. I believe there's a thread for them.

I'm actually working on a utility to build orders, conditionally. Version 0.1 should be out tonight or tomorrow.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Jumpp on July 24, 2010, 08:55:50 pm
That's a gorgeous list of bug fixes.  Thank you so much, Toady.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: RabidRabbit on July 24, 2010, 09:28:48 pm
While I do appreciate the active training fixes, it seems kinda counterproductive to completely screw over all of the training rates in the process.

There's still no reason (and now, not even an effective way) to train a dwarf by means other than room-full-of-spikes.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: billw on July 24, 2010, 09:51:05 pm
Nice bug fixes, haven't got as far as making a military in my new game to try them out yet though. Just at the armor making stage and for some reason high boots don't show up on the managers screen. Anyone else got this problem? Is it a new bug?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smjjames on July 24, 2010, 09:54:11 pm
Nice bug fixes, haven't got as far as making a military in my new game to try them out yet though. Just at the armor making stage and for some reason high boots don't show up on the managers screen. Anyone else got this problem? Is it a new bug?

Not a bug, some civs can't make or don't know how to make high boots. Check if you can make them through the forge manually or the leatherworks shop.

Its a normal variation between civs thats been around since 40D and before.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: billw on July 24, 2010, 11:04:09 pm
Okay thanks, just never encountered it before.  I've never really studied the civs at all. But still, silly dwarves, all you do is make a low boot, but make it go higher!
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dante on July 25, 2010, 12:49:22 am
Some civs are just lazier, so they stop earlier.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Iggbyoo on July 25, 2010, 01:08:11 am
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2804#c10938

Yay! So in .12 this won't happen:

Ulrist McStabbyStabby:  "Okay lads, gather 'round!  It's time ye' all learn to use a sword!"

Ulrist McHowCanISword: "Aye Sir!"

Ulrist McWhatAmSword: "Aye Sir!"

Ulrist McHowISpellSord: "Duurrr"

Ulrist McStabbyStabby: ".... Baagh! Okay lads, first ye' hold this end... No lad, turn it 'round... Good. Now lift it up and then..."

<PAUSE then DARKNESS>

Awww...... :'(
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: HammerDave on July 25, 2010, 03:33:37 am
Anyone else seeing jobs to bring water to uninjured, sleeping, thirsty dwarves?   :o
I only noticed it because of a job cancel, no bucket available.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Emily on July 25, 2010, 03:59:45 am
Quote from: Emily
I'm getting a crash when I try to switch between full screen and windowed mode--which I do regularly, because if the game saves or does any long calculation while in full screen mode, it makes my entire system refuse to let me do anything else.  If it's windowed I can alt+tab to other programs fine.

There was a change there about updating the resolution for 0.31.11.  Is this crash new for this version?  It would probably be that change then, although I'm not sure.

The crash is new.  It does not crash in .10.  As in .10 it would keep the resolution it used for full screen mode when I switched back to windowed mode, and that bug is amongst the ones fixed on this version, I'd assume that's where the crash got in.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Lord Snow on July 25, 2010, 04:02:10 am
Anyone else seeing jobs to bring water to uninjured, sleeping, thirsty dwarves?   :o
I only noticed it because of a job cancel, no bucket available.
yes, it's been in for a bit, possibly since .31 alltogether.

Maybe there's no distinction between "unconscious" sleepers and resting dwarves. I think this may only be a problem if the behaviour is giving the "assaulted" dwarf a bad thought for drinking water or he misses out on having a truly decadent drink for it. I havn't spotted a force-watering other than the cancels, so i can't comment on this.

On the other hand, there's more weirdness hidden in the food system. My dwarves, i.e., often eat seeds or other crap (couldn't you previously 'k' the table and see what they're munching?) instead of the load of fine, valuable prepared meals.
Maybe related to the bedroom problem, making hungry dwarves go for the first thing they can reach instead of a decent meal?
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rkui on July 25, 2010, 04:11:05 am
I had few crash aslo, but i didn't manage to get a good save to upload. Seam to be ok now that a year have passed since the last version.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Dante on July 25, 2010, 04:21:23 am
On the other hand, there's more weirdness hidden in the food system. My dwarves, i.e., often eat seeds or other crap (couldn't you previously 'k' the table and see what they're munching?) instead of the load of fine, valuable prepared meals.
Maybe related to the bedroom problem, making hungry dwarves go for the first thing they can reach instead of a decent meal?
't' to view it.

I haven't noticed them eating seeds (that would be a major bug), but they certainly don't discriminate between chowing down on plain organmeats and superb cooked meals.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 25, 2010, 05:22:47 am
so *cough* will we see 31.12 as a hotfix or will it take a little longer? ^^
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Toady One on July 25, 2010, 06:36:00 am
Nothing really feels like hot fixes since it takes hours to get through the compiles, but I'm working on it.  If everything goes smoothly, it should be up in ~three hours.  I think I've found the problem with not getting barons as well, so that'll be in there (aside from the problem of not getting liaisons, which is also handled), and Baughn's fix for the window/fullscreen crash is in as well.  And that make-a-dwarf crash in the arena, as far as I can tell testing it after a change.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: yarr on July 25, 2010, 06:53:00 am
hehe, thank you Toady :)
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: smariot on July 25, 2010, 07:51:08 am
Nothing really feels like hot fixes since it takes hours to get through the compiles, but I'm working on it.  If everything goes smoothly, it should be up in ~three hours.  I think I've found the problem with not getting barons as well, so that'll be in there (aside from the problem of not getting liaisons, which is also handled), and Baughn's fix for the window/fullscreen crash is in as well.  And that make-a-dwarf crash in the arena, as far as I can tell testing it after a change.

Hours? Really? That's sad (http://xkcd.com/303/). On the off chance you didn't know, if you happen to have a multi-core system, you can speed things up on Mac and Linux by passing -j# to make, it will compile multiple things in parallel. If you're using gcc/g++, ccache (http://ccache.samba.org/) can also save lots of time.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Rafal99 on July 25, 2010, 09:07:22 am
On the other hand, there's more weirdness hidden in the food system. My dwarves, i.e., often eat seeds or other crap (couldn't you previously 'k' the table and see what they're munching?) instead of the load of fine, valuable prepared meals.

Have you seen a dwarf actually holding a seed and eating it?
If it is just on the table where the dwarf is eating, it is probably left from earlier eaten plants.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: greycat on July 25, 2010, 09:42:20 am
Anyone else seeing jobs to bring water to uninjured, sleeping, thirsty dwarves?   :o
I only noticed it because of a job cancel, no bucket available.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2448

I've seen it with non-sleeping dwarves, in fact.
Title: Re: Dwarf Fortress 0.31.11 Released
Post by: Narmio on July 25, 2010, 09:58:19 pm
If training is too slow with no Teaching skill, but can't be significantly increased without unbalancing it for high Teaching skill, then wouldn't it be a good idea to greatly increase the rate at which Teaching trains when instructing? That way training would start off very slow, but quickly reach a decent pace when teachers start skilling, without reaching the crazy pace that high skilled teacher + buffed learning rate would produce. Also, later expansions of your military wouldn't have to go through the initial slow period as you're guaranteed at least reasonably skilled instructors.