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Dwarf Fortress => DF Announcements => Topic started by: Toady One on December 05, 2015, 04:42:15 pm

Title: Dwarf Fortress 0.42.02 Released
Post by: Toady One on December 05, 2015, 04:42:15 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here's a quick follow-up for some of the worst bugs.  There are still some strange things going on (horses all over, duplicate companions, etc.), but hopefully this version will work much better than the last one.

Major bug fixes
   (*) Fixed world generation freeze caused by error in poetry refrains
   (*) Fixed crash from building constructions on tree leaves etc.
   (*) Fixed calendar crash from bandit bar hoppers
   (*) Fixed crash with children joining socialize activities (most common with migrant waves)
   (*) Made worship activity branch properly (so prayer needs can be satisfied)
   (*) Fixed world gen seed not repeating after abort

Other bug fixes/tweaks
   (*) Can see deity for temple in location screen
   (*) Cannot spot vampires from occupation list anymore
   (*) Fixed a few typos
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Sanctume on December 05, 2015, 04:46:25 pm
Thank you!  Checking it out now.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Speakafreak22 on December 05, 2015, 04:48:08 pm
Thanks Toady!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Orkel on December 05, 2015, 04:51:55 pm
Ohh, awesome. Let's see if this fixes my current fort's save which crashes on a migrant wave. Hopefully the next bugfixes will address the military not wearing armor which pretty much makes military not work atm.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: smariot on December 05, 2015, 04:57:18 pm
To the Linux users experiencing the 'libpng error: bad parameters to zlib'error, causing the game to be unable to read curses_640x300.png:

Edit the df script with a text editor, and add export LD_PRELOAD=/lib32/libz.so.1 somewhere in the middle of it.

To the developer of Dwarf Fortress:

Don't statically link zlib.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: AernJardos on December 05, 2015, 05:32:44 pm
Excellent to see the world gen bug fixed! Downloading now.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: USP45 on December 05, 2015, 05:39:20 pm
Fantastico!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Holman on December 05, 2015, 05:44:17 pm
Thrilled with all the changes in the new versions!

I've still had a few worldgen crashes, but not like before.  Plotting farms now!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Khym Chanur on December 05, 2015, 05:48:04 pm
To the Linux users experiencing the 'libpng error: bad parameters to zlib'error, causing the game to be unable to read curses_640x300.png:

Edit the df script with a text editor, and add export LD_PRELOAD=/lib32/libz.so.1 somewhere in the middle of it.

Depending on the distribution, it might need to be export LD_PRELOAD=/lib/libz.so.1 instead. Replacing df with this script (http://pastebin.com/Rkv5WKXz) should make it work on most any distribution.  Or to copy-paste the script from right here:

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: lethosor on December 05, 2015, 05:52:52 pm
You might also need that fix on some 32-bit distros, not just 64-bit ones.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: scrdest on December 05, 2015, 06:01:19 pm
Dwarf Fortress: the only game where poetry can break your worldgen.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: smariot on December 05, 2015, 06:21:39 pm
You might also need that fix on some 32-bit distros, not just 64-bit ones.

Well, this is just silly.

export LD_PRELOAD="$(find /{,usr/}lib{32,} -name libz.so.1 | head -n 1)"
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Robsoie on December 05, 2015, 07:08:19 pm
Thanks for the fixes :)
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Romeofalling on December 05, 2015, 07:11:29 pm
   (*) Fixed world generation freeze caused by error in poetry refrains

That was very nearly a haiku of awesome right there:


Fixed world creation
failure caused by error in
poetry refrains
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: greycat on December 05, 2015, 07:17:36 pm
export LD_PRELOAD="$(find /{,usr/}lib{32,} -name libz.so.1 | head -n 1)"

That uses bash syntax, so if you do that, you'll also need to change the shebang to #!/bin/bash .
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: capSAR on December 05, 2015, 07:45:06 pm
Can someone take a look at AnnoucementWindow.exe? Every time it comes up as a Trojan but I know it's probably a false positive. Thanks for the update though!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: jaked122 on December 05, 2015, 07:52:12 pm
You might also need that fix on some 32-bit distros, not just 64-bit ones.

Well, this is just silly.

export LD_PRELOAD="$(find /{,usr/}lib{32,} -name libz.so.1 | head -n 1)"
This seems likely


Can someone take a look at AnnoucementWindow.exe? Every time it comes up as a Trojan but I know it's probably a false positive. Thanks for the update though!


From where? There's no file called "AnnouncementWindow.exe" in the DF distribution.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: lethosor on December 05, 2015, 08:14:00 pm
That's a third-party utility that Toady doesn't distribute. You should ask the person you obtained it from (probably either the utility's maintainer or a pack author).

Regarding library issues on Linux, there's a fairly well-maintained script here (https://github.com/Lazy-Newb-Pack/Lazy-Newb-Pack-Linux/blob/master/pack/df_linux/distro_fixes.sh), although it would take a little work to be usable with DF without a LNP from what I recall.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: waveclaw on December 06, 2015, 12:32:31 am
That's a third-party utility that Toady doesn't distribute. You should ask the person you obtained it from (probably either the utility's maintainer or a pack author).

Regarding library issues on Linux, there's a fairly well-maintained script here (https://github.com/Lazy-Newb-Pack/Lazy-Newb-Pack-Linux/blob/master/pack/df_linux/distro_fixes.sh), although it would take a little work to be usable with DF without a LNP from what I recall.

I haven't rebuilt the RPM packages of 42.x for Fedora, openSuSE or .deb files for Ubuntu, Debian yet.  Waiting on a fairly stable copy after some of the bugs are worked out. 

Relocating Dwarf Fortress into the expected Linuxy paths required me to provide a custom launcher.  The static libz was part of it (dwarffortress --zlib option if you used my RPM.)

Even with zlib I still had to create a binary diff to patch out the mouse.png file to make working Linux packages.  Pretty crazy stuff, binary patches.

The package I made only provide vanilla. I do not package LNP or any mods.  I'd need an actual license from Today to distribute them through something like build.opensuse.org.  As it is I just publish source files to the packages on the forums for others to use.   (Without the license to do so the Open Build Service people would pull the packages and likely ban my account.  And I certainly don't want to cut into any FUNding.)

Idea for the idea thread: I wonder if Today wouldn't mind providing users with a dwarffortress-support script to run and report our OS flavor and relevant hardware for bug reports?  A lot of vendors do so.  (I would love to know what the user-platform breakdown is just based on client headers for the download link before doing something like AUR support.)

Quote
Quality bug reports lead to quality fixes: the better the information the faster the resolution.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: smariot on December 06, 2015, 02:55:33 am
Idea for the idea thread: I wonder if Today wouldn't mind providing users with a dwarffortress-support script to run and report our OS flavor and relevant hardware for bug reports?  A lot of vendors do so.  (I would love to know what the user-platform breakdown is just based on client headers for the download link before doing something like AUR support.)

Considering the low number of Arch users, and that the instructions for installing AUR packages start with "Any use of the provided files is at your own risk", followed by "Carefully check the PKGBUILD and any .install file for malicious commands." and 14 pages worth of instructions, I don't expect a Dwarf Fortress AUR package to be hugely popular.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: jocke the beast on December 06, 2015, 04:09:54 am
Praise Armok!!!
And a huge thank-you Toady!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Graknorke on December 06, 2015, 05:31:10 pm
Is anyone else getting crashes on time progression now? Stuff like sleeping.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: jaked122 on December 06, 2015, 07:18:17 pm
Is anyone else getting crashes on time progression now? Stuff like sleeping.

I haven't had any issues, however I haven't tried playing as an adventurer recently.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 06, 2015, 07:56:10 pm
Idea for the idea thread: I wonder if Today wouldn't mind providing users with a dwarffortress-support script to run and report our OS flavor and relevant hardware for bug reports?  A lot of vendors do so.  (I would love to know what the user-platform breakdown is just based on client headers for the download link before doing something like AUR support.)
At Mantis DF bugtracker (http://www.bay12games.com/dwarves/mantisbt/main_page.php) you can fill your OS details. Not sure there is any easy way to get to some data for a graph of used platforms.

The other may be asking Toady to post how many are which versions downloaded.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: lethosor on December 06, 2015, 09:07:39 pm
Idea for the idea thread: I wonder if Today wouldn't mind providing users with a dwarffortress-support script to run and report our OS flavor and relevant hardware for bug reports?  A lot of vendors do so.  (I would love to know what the user-platform breakdown is just based on client headers for the download link before doing something like AUR support.)
At Mantis DF bugtracker (http://www.bay12games.com/dwarves/mantisbt/main_page.php) you can fill your OS details. Not sure there is any easy way to get to some data for a graph of used platforms.

The other may be asking Toady to post how many are which versions downloaded.
I think waveclaw is more interested in that information for diagnostics in specific bug reports than statistics. Anyway, I don't know how helpful that information would be, aside from what can be entered in the bug tracker - now that libgraphics is fairly stable, the vast majority of bugs that vary across platforms only depend on the specific DF build (platform and SDL vs. Legacy).
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Graknorke on December 07, 2015, 10:32:10 am
Is anyone else getting crashes on time progression now? Stuff like sleeping.

I haven't had any issues, however I haven't tried playing as an adventurer recently.
It's already on the bug tracker, so it looks like it is an adventure mode bug.

And until this update I never noticed how many invasions necromancers launch. I generated a world that has a human civ and a necromancer tower on an isolated island, and the attacks are nonstop.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: greycat on December 07, 2015, 12:34:29 pm
My first attempt at a world gen actually worked on 42.02 (Linux)!  Yay!

Looking through the world_sites_and_pops.txt file, all of the horse population figures seem to be multiplied by 100.  (I know others have reported similar results.)  Here's one example:

Quote
19: Kilrud<8B>lun, "Bronzehail", fortress
        Owner: The Net of Flashes, dwarves
        Parent Civ: The Eternal Oars, dwarves
        106 humans
        96 dwarves
        22 goblins
        30 dogs
        21 cats
        2600 horses
        3 chickens
        10 ducks
        12 geese
        26 blue peafowls
        4 human outcasts
        4 dwarf outcasts
        1 elf outcast
        3 goblin outcasts
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 07, 2015, 04:12:52 pm
My first attempt at a world gen actually worked on 42.02 (Linux)!  Yay!

Looking through the world_sites_and_pops.txt file, all of the horse population figures seem to be multiplied by 100.  (I know others have reported similar results.)  Here's one example:

Quote
19: Kilrud<8B>lun, "Bronzehail", fortress
        Owner: The Net of Flashes, dwarves
        Parent Civ: The Eternal Oars, dwarves
        106 humans
        96 dwarves
        22 goblins
        30 dogs
        21 cats
        2600 horses
        3 chickens
        10 ducks
        12 geese
        26 blue peafowls
        4 human outcasts
        4 dwarf outcasts
        1 elf outcast
        3 goblin outcasts

Great, so in short, horses are now counted in percents? Missed that in changelist.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Dozebôm Lolumzalìs on December 07, 2015, 04:27:28 pm
That's not a multiplication by 100, that's a bug. Not percents, but probably reproducing so much they hit a cap. Likely came from the fix to goblins eating their beak dogs to extinction: dwarves don't use mounts, but horses are technically mounts.

Idea: remove [MOUNT] from horses, or duplicate and remove [MOUNT] and give to dwarves. See if they spread like mad. Profit.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: greycat on December 07, 2015, 04:47:04 pm
That's not a multiplication by 100, that's a bug. Not percents, but probably reproducing so much they hit a cap.

Well of course it's a bug.  I'm just trying to analyze the behavior.  If it's a cap, then it's a variable cap by site.

Other sites:

Spoiler: "Blockadefeed", hamlet (click to show/hide)

Spoiler: "Youthdays", hamlet (click to show/hide)

You see?  I might expect to see 6 horses in the hamlet of Youthdays, but there are 600.  The number is always a multiple of 100, and subjectively it's about 100x as high as one would expect based on other animals in the same site (except maybe in the elven forest retreat).

And check out the goblins:

The trolls, ogres and beak dogs may also have "horse syndrome".  4600 of each is a suspiciously round number.  Granted, there are a lot of goblins in that dark fortress.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Dozebôm Lolumzalìs on December 07, 2015, 06:20:13 pm
A variable cap would make sense, though.... I doubt Toady would just multiply every mount pop by 100.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 07, 2015, 06:27:50 pm
That's not a multiplication by 100, that's a bug. Not percents, but probably reproducing so much they hit a cap. Likely came from the fix to goblins eating their beak dogs to extinction: dwarves don't use mounts, but horses are technically mounts.

Idea: remove [MOUNT] from horses, or duplicate and remove [MOUNT] and give to dwarves. See if they spread like mad. Profit.
Percents were a joke.

Try rather using [MOUNT] on kobolds so snatchers may return triumfially.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Iliithid on December 07, 2015, 08:53:09 pm
Anyone else having this bug with military units?
Spoiler (click to show/hide)
They'll only ever equip a weapon and shield, no matter the uniform settings. They will no longer ever replace their clothes with real armour, and forcing equipment pickups does nothing. The only way I've gotten anyone to put on a breastplate was individually assigning an Artifact breastplate to a militia commander.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Toady One on December 07, 2015, 09:24:24 pm
Yeah, it's reported and should be fixed for next time, hopefully.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Majestic7 on December 08, 2015, 05:59:11 am
It seems the game always crashes when creating a new world (based on four tries) with high amount of civilizations and/or sites. I didn't try the previous version at all as I was waiting for the inevitable fixed version after the initial release. Creating a world with medium amount of those worked ok.

Still, yay for the new release! 
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Toady One on December 08, 2015, 01:29:27 pm
I've fixed one world gen crash for next time that would be impacted by the number of artists running around.  Hopefully that'll get us up to an acceptable level of stability there, but we'll have to see how other computers react.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Orkel on December 08, 2015, 06:58:26 pm
Any ETA on .03? The military bugfix feels like waiting for the second coming of Jesus
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Toady One on December 08, 2015, 07:17:03 pm
That's mostly just for the new armor problem, not for outstanding old stuff, though I did a little thing with shaped item conflicts that was old.  So it's not that big a deal, unless it was the new bug that was bothering you.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Orkel on December 08, 2015, 07:20:26 pm
That's mostly just for the new armor problem, not for outstanding old stuff, though I did a little thing with shaped item conflicts that was old.  So it's not that big a deal, unless it was the new bug that was bothering you.

Yep it's the new bug I was thinking about :P
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: King_of_Baboons on December 08, 2015, 07:23:01 pm
What about all of those horses?Every single site feels like a dark pit with all the lag they cause.  :P
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Toady One on December 08, 2015, 07:32:03 pm
Yeah, that's handled, and one case of playable horses, though I have no idea what's up with playable dogs/donkeys yet.  Next release will probably be Saturdayish.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: xordae on December 09, 2015, 06:28:21 am
Here's an AppCrashView of another worldgen crash.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Daniel the Finlander on December 09, 2015, 11:05:58 am
Are fistfights supposed to be crimes? Right now they seem to be ignored by the justice system. Is this intentional? Asking because I don't want to make a bug report about something that might be a temporary feature.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 09, 2015, 11:31:14 am
Are fistfights supposed to be crimes? Right now they seem to be ignored by the justice system. Is this intentional? Asking because I don't want to make a bug report about something that might be a temporary feature.
DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Justice#Crimes) doesn't list fistfights as a crime, unless they are caused by tantruming dwarves. If you are not sure something is a bug, go report it (http://www.bay12games.com/dwarves/mantisbt/main_page.php). In the worse case you will be sent to Suggestions section (http://www.bay12forums.com/smf/index.php?board=5.0) of this forum.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: pondicherry on December 09, 2015, 01:36:25 pm
Thank you 245^231022222 times Toady.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Purple Gorilla on December 09, 2015, 02:14:05 pm
Spoiler: Volcano Eruption (click to show/hide)
A volcano eruption ... next to a goblin site  :). The question is, is this a new feature, or a worldgen bug ?
EDIT: Spoiler Syntax Error
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Urlance Woolsbane on December 09, 2015, 04:42:48 pm
Yeah, that's handled, and one case of playable horses, though I have no idea what's up with playable dogs/donkeys yet.  Next release will probably be Saturdayish.
Tell me, do canine or asinine adventurers tend to be musically inclined? Are cats and roosters likely to join them? Do they value cunning and upholding the law?  :P
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: dennislp3 on December 09, 2015, 05:31:29 pm
Are fistfights supposed to be crimes? Right now they seem to be ignored by the justice system. Is this intentional? Asking because I don't want to make a bug report about something that might be a temporary feature.
DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Justice#Crimes) doesn't list fistfights as a crime, unless they are caused by tantruming dwarves. If you are not sure something is a bug, go report it (http://www.bay12games.com/dwarves/mantisbt/main_page.php). In the worse case you will be sent to Suggestions section (http://www.bay12forums.com/smf/index.php?board=5.0) of this forum.

It's not listed because we only ever had tantrum fights before...now there is actual random/tavern fights so I would imagine it would be a crime similar to tantrum assaults
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Raven on December 09, 2015, 05:49:55 pm
Can someone explain to me what are those "values" for creatures and/or civilizations, and how the writing can affect the game?

Why someone would need a temple and such? Happiness boost? That's all?
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: dennislp3 on December 09, 2015, 06:34:06 pm
more than a "boost". if the dwarves don't have anywhere to pray, socialize/party, or read then they start to develop negative thoughts which can lead to tantrums when combined with other stressors. Definitely a necessity...the library/tavern/temple combo has essentially replaced "idle" time and dwarves will prefer to do those things instead of just stand around idle.

Values are simply ideas that dwarves have...IE believing hard work is good or prefering peace over war.

Books can be written on topics and those include values. When a dwarf reads a book about values they will start to take on the values of the books...IE a book about working hard will make dwarves value hard work more.

The rate these values transfer or the chance that they even do is not something I know...I imagine there will needs to be extensive amounts of science done on the topic before we have solid answer
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 09, 2015, 06:38:12 pm
Ooh, another pair of old bugs got squished, it seems: 1598, "Enemy squads will never abandon their caged leader" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1598) with 4552, "Siegers waiting by bodies of dead leaders" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4552)! Thanks, Toady.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: greycat on December 09, 2015, 07:24:56 pm
Why someone would need a temple and such? Happiness boost? That's all?

As dennislp3 says, the new locations are essential to fulfilling your dwarves' inner needs.  You can probably do without a library (unless Science indicates otherwise), but a temple and a tavern are both pretty critical.  A significant number of your dwarves will worship a deity, and will need a place to pray, or they will start to become upset.  I'm not as clear on how the tavern works, but it allows performance art (music, dance, poetry recitals) that definitely improves moods.

The library allows you to produce and copy written works, if you want to pursue that.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Foxite on December 10, 2015, 07:08:46 am
Coming here for the first time in a few weeks, I didn't get the chance to post in the 40.01 topic, so I'll do it here.

Quote from: Toady One
Animal people are playable as adventurers
BAM!

Quote from: Toady One
Alcohol causes inebriation, erratic behavior, unconsciousness, death
...you are not suggesting... that dwarves... will want... to drink... w-w-water?

Edit: Also, why does this thread not have a notify button?
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Harry Blargle on December 11, 2015, 05:16:06 am
I have a (possible) issue with 2 of my human visitors. They both started out as 'lady consort'. They are residents of the fortress but not full members, one of them as a performer the other a mercenary. Recently they both became 'lady' instead. Now they make production demands and set mandates like real nobles. They don't show up on the noble screen and they haven't demanded bigger or better rooms though. Is that supposed to happen?

Another issue I've had is that when all dwarves are busy, farm plots that need harvesting always interrupt the first dwarf on the unit list. This means that dwarf, my miner, spends most of his time walking between the mine and the farm instead of doing his job. If dwarves are idle it picks them instead but most of the time it's the miner that gets called to harvest.

My last issue is that hair thread still isn't stockpiled. Instead it just piles up in the workshop. Please add it to the cloth/thread stockpile already.

Other than that the new version is great. The visitors are coming and doing stuff. My scholar is writing a lot. Good fun.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Shonai_Dweller on December 11, 2015, 07:27:36 am
Visiting nobles making demands has been fixed as of next update. Coming 'about Saturday!'.
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Detros on December 11, 2015, 09:47:25 am
Another issue I've had is that when all dwarves are busy, farm plots that need harvesting always interrupt the first dwarf on the unit list. This means that dwarf, my miner, spends most of his time walking between the mine and the farm instead of doing his job. If dwarves are idle it picks them instead but most of the time it's the miner that gets called to harvest.
Change your standing ordrs for farming to "Only Farmers Harvest" with
Code: [Select]
[o]-[h] More in wiki (http://dwarffortresswiki.org/index.php/DF2014:Standing_orders).
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: DwarfCon5 on December 11, 2015, 09:36:54 pm
*seeds/nuts now pickable


Yo! When are you releasing the next bug fix? For your pleasure! Thank you!
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: dennislp3 on December 11, 2015, 09:51:08 pm
he has mentioned a few times that it should be tomorrow (saturday)
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Shonai_Dweller on December 12, 2015, 02:32:52 am
Those us of in more advanced parts of the world have to wait until Sunday though. ;)
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: Foxite on December 12, 2015, 04:05:39 am
Those us of in more advanced parts of the world have to wait until Sunday though. ;)
rekt
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: dennislp3 on December 12, 2015, 05:39:04 am
More like "shots fired"
Title: Re: Dwarf Fortress 0.42.02 Released
Post by: taptap on December 12, 2015, 06:44:41 am
"world generation freeze caused by error in poetry refrains"  :o